Chris lab meeting oct 7th 2013

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Chris lab meeting oct 7th 2013

  1. 1. インターネット工学研究室: ゲーム研究 研究進捗 クリス 2013年10月07日
  2. 2. 順序  “The Art of Videogames” (Tavinor 2009)  Tavinor’s proposed Definition  Collaboration with Prof. Fujita/GDC 2014  Due: Oct 23 (Wed)  Background:  Magic Circle  Embedded vs. Emergent Narrative  Fujita’s Model: “Phenomenon of Narrative”  GDC Contribution 2
  3. 3. Art of Video Games (1)  Defining “videogames”  Current definitions fail to consider all anomalous cases (so-called “Platypus Effect”)  Therefore, Tavinor proposes a disjunctive definition (OR) 3
  4. 4. Art of Video Games (2)  Disjunctive Definition “X is art if and only if it has property A or property B 4
  5. 5. Art of Video Games (3)  Tavinor’s Disjunctive Definition of videogames:  "X is a videogame if it is an artifact in a visual digital medium, is intended as an object of entertainment, and is intended to provide such entertainment through the employment of one or both of the following modes of engagement: rule and objective gameplay or interactive fiction.” 5
  6. 6. Art of Video Games (4) Tavinor’s Disjunctive Definition of videogames: Artifact in VDM AND For Entertainment AND Rule/Objective Gameplay OR VIDEOGAME Interactive Fiction 6
  7. 7. Art of Video Games (5)  Tavinor’s Disjunctive Definition of videogames: PROS CONS Reconciles the Ludological/ Narratological contentions Newness of the proposal means acceptance of theory is not yet traceable Accounts for most anomalies in gaming media Definition can be seen as too inclusive 7
  8. 8. Collab. w/ Prof. Fujita (1)  Background: “The Magic Circle” Huizinga (1955); Zimmerman & Salen (2004) • Border between the virtual game world and the real world • In modern games, the Magic Circle is very porous. • Understanding the relationship between the realms on either side of the Magic Circle is central to many aspects of Game Studies/Design 8
  9. 9. Collab. w/ Prof. Fujita (2)  Embedded vs. Emergent Narrative Emergent Narrative Magic Circle Embedded Narrative 9
  10. 10. Collab. w/ Prof. Fujita (3)  Phenomenon of Narrative 10
  11. 11. Collab. w/ Prof. Fujita (4)  Phenomenon of Narrative Don’t go there, there are monsters! OK, Dad, I won’t. I’m TOTALLY going to that cave! 11
  12. 12. Collab. w/ Prof. Fujita (5)  Phenomenon of Narrative  The kid goes to the dangerous place  Has an adventure, lives to tell the story  TELLS THEIR FRIENDS AT SCHOOL THE NEXT DAY! 12
  13. 13. Collab. w/ Prof. Fujita (6)  Phenomenon of Narrative VIDEO GAME Embedded Narrative Player 13
  14. 14. Collab. w/ Prof. Fujita (7)  Phenomenon of Narrative EMERGENT NARRATIVE • SNS • ニコニコ動画 • Youtube • Fan Conventions 14
  15. 15. Collab. w/ Prof. Fujita (8)  GDC Plan/Contribution  After this “Phenomenon of Narrative” is introduced, Prof. Fujita will explain his prototype game using UX + pop-up photography (his research focus)  Chris’ portion of the proposal will focus on the main differences in Narrative implementation between Japanese and Western Games  Frame Narrative  4th Wall  Endo’s “Narrative vs. Story” typed games (CEDEC) 15
  16. 16. 今後の課題  GDC 2014 Proposal  Oct 23rd (Wed)  Contributions (Recommendations for Industry)  PAX East 2014 (Boston)  http://east.paxsite.com/ 16

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