This document compares the protagonists Kratos from God of War and Wander from Shadow of the Colossus using Petri Lankoski's theories of character-driven game design from research in game studies, cognitive science, and dramatic writing. It analyzes the impact of their different arsenals, tool sets, and skill sets on their characters and the games' successes, with the goal of further supporting Lankoski's analytical method and gaining a critical understanding and knowledge of these characters.
The document analyzes the Darksiders video game trailer released by Vigil Games in 2010. It notes the trailer's use of contrasting environments and character designs, adherence to biblical archetypes, fast pacing, and atmospheric effects. Through epic music, voiceovers, and dramatic scenes, the trailer depicts the game as high-intensity action/adventure focusing on the protagonist War and large-scale boss battles between heaven and hell forces.
The document describes a video game trailer that introduces the visual style, soundtrack, and gameplay of an upcoming Dynasty Warriors-style action game set in feudal China. The trailer begins with a fast-paced action scene and uses editing to introduce the cast of characters amid scenes of their exploits before building to an inconclusive climax. It aims to grab attention rather than provide all details, leaving players to find more information online from gameplay walkthroughs and reviews.
Flash mobs involve large groups of people assembling suddenly in a public place to perform an unusual act briefly and then quickly dispersing. They are organized via social media and viral emails. The first flash mob was organized by Bill Wasik in 2003 in Manhattan. Flash mobs can be used for fun, protest, or social change. Related concepts include smart mobs, collective intelligence, culture jamming, and e-democracy. Technologies that enable flash mobs are social networks, collaborative software, and viral communication methods. Flash mobs demonstrate how technology can empower groups to assemble and coordinate actions.
Machinima allows users creative freedom in expressing themselves and showcasing their work within a growing global market. However, questions arise around copyright and intellectual property when using characters from games. While machinima provides entertainment, some debate whether it offers the same quality as traditional animation or is a lower budget version, and opinions differ on how common or underground the art form is considered.
This document discusses avatars and virtual worlds. It defines an avatar as a visual representation of a user in an online environment. Avatars can take many forms from 3D models to text usernames. They allow users to visually express their identity and form connections with others. The document also describes several popular virtual worlds like Second Life where users can socialize and customize their avatars.
Games are increasingly being used for social activism and raising awareness of important issues:
- Jane McGonigal and Ian Bogost have explored how games can be designed for social persuasion and activism.
- One game called "Assassins" challenges players to "assassinate" others with acts of kindness instead of violence.
- Another game called "World Without Oil" asked players to simulate life without oil and share ideas for coping with an energy crisis through blogging.
- Video games have untapped potential for spreading awareness of social and environmental issues if designers move beyond traditional game formats.
This document compares the protagonists Kratos from God of War and Wander from Shadow of the Colossus using Petri Lankoski's theories of character-driven game design from research in game studies, cognitive science, and dramatic writing. It analyzes the impact of their different arsenals, tool sets, and skill sets on their characters and the games' successes, with the goal of further supporting Lankoski's analytical method and gaining a critical understanding and knowledge of these characters.
The document analyzes the Darksiders video game trailer released by Vigil Games in 2010. It notes the trailer's use of contrasting environments and character designs, adherence to biblical archetypes, fast pacing, and atmospheric effects. Through epic music, voiceovers, and dramatic scenes, the trailer depicts the game as high-intensity action/adventure focusing on the protagonist War and large-scale boss battles between heaven and hell forces.
The document describes a video game trailer that introduces the visual style, soundtrack, and gameplay of an upcoming Dynasty Warriors-style action game set in feudal China. The trailer begins with a fast-paced action scene and uses editing to introduce the cast of characters amid scenes of their exploits before building to an inconclusive climax. It aims to grab attention rather than provide all details, leaving players to find more information online from gameplay walkthroughs and reviews.
Flash mobs involve large groups of people assembling suddenly in a public place to perform an unusual act briefly and then quickly dispersing. They are organized via social media and viral emails. The first flash mob was organized by Bill Wasik in 2003 in Manhattan. Flash mobs can be used for fun, protest, or social change. Related concepts include smart mobs, collective intelligence, culture jamming, and e-democracy. Technologies that enable flash mobs are social networks, collaborative software, and viral communication methods. Flash mobs demonstrate how technology can empower groups to assemble and coordinate actions.
Machinima allows users creative freedom in expressing themselves and showcasing their work within a growing global market. However, questions arise around copyright and intellectual property when using characters from games. While machinima provides entertainment, some debate whether it offers the same quality as traditional animation or is a lower budget version, and opinions differ on how common or underground the art form is considered.
This document discusses avatars and virtual worlds. It defines an avatar as a visual representation of a user in an online environment. Avatars can take many forms from 3D models to text usernames. They allow users to visually express their identity and form connections with others. The document also describes several popular virtual worlds like Second Life where users can socialize and customize their avatars.
Games are increasingly being used for social activism and raising awareness of important issues:
- Jane McGonigal and Ian Bogost have explored how games can be designed for social persuasion and activism.
- One game called "Assassins" challenges players to "assassinate" others with acts of kindness instead of violence.
- Another game called "World Without Oil" asked players to simulate life without oil and share ideas for coping with an energy crisis through blogging.
- Video games have untapped potential for spreading awareness of social and environmental issues if designers move beyond traditional game formats.
Collaborative fiction involves multiple authors collaborating to write a novel or story. It has a long history including among writing circles like the Dadaists and Oulipo. The internet made collaboration easier through forums and wikis. Wikinovels allow many authors to edit a story wiki page. Guidelines for collaborative fiction include adhering to genre, grammar, and not killing main characters without consensus. Some sites use voting to decide the next part of the story or have creative constraints like only contributing one word or sentence at a time.
Killzone is a first-person shooter exclusive to the PlayStation 2 that was praised for its hard sci-fi art style drawing inspiration from WWII Nazi Germany. While some reviews were mixed, the game's realistic yet fictional setting added depth without personal attachment by playing on ideas of how we view the world to help players understand themes. Like Call of Duty and Medal of Honor, Killzone aimed for gritty realism in its fictional sci-fi setting through real-world influences without needing historical accuracy, making the fictional story seem more real and immersive for players.
Virtual reality uses computer technology to simulate environments that users can interact with, experiencing them as if real. The document discusses how VR is being applied in fields like therapy, training, and education by creating immersive simulations. Augmented reality enhances real environments with virtual elements like images and information. The future may see VR integrated into daily life and culture as the technology advances.
Virtual reality uses computer technology to simulate environments that users can interact with, experiencing them as if real. The document discusses how VR is being applied in fields like therapy, training, and education by creating immersive simulations. Augmented reality enhances real environments with virtual elements like images and information. The future may see VR integrated into daily life and culture as the technology advances.
Small video production teams can find success by using online video sharing websites like YouTube. YouTube provides broad audiences for finding new viewers and getting feedback. It allows people to easily share videos which can then go viral. Examples are given of successful web series like Pure Pwnage and The Guild that began on YouTube and gained large online audiences. Companies have also used YouTube successfully to promote their brands.
This document discusses the potential for video games to convey serious messages and topics beyond escapist entertainment. It notes that overcoming the perception that games are only for children is a challenge to being taken seriously. Additionally, interactive games can thrust the player into a position of moral accountability compared to passive media. However, gamers would need to show a demand for games that offer more than just escapism for commercial games to expand into more serious documentary-style topics and messages.
The document discusses how we are all connected through technology. It notes that technology allows us to communicate and share information across vast distances instantly through devices. This connectivity has changed how we live and work by enabling new forms of collaboration in real-time from anywhere in the world.
Games have the potential to create social change by exposing players to difficult real-world issues and encouraging empathy. Games like Food Force that deal with humanitarian crises can educate children. Experiencing problems in games, like losing resources, teaches players about challenges others face. When games make players uncomfortable by forcing them to take certain actions or confront issues, it makes them reflect on their choices in a way that can lead to positive real-world impact. The Games for Change movement harnesses video games to engage players on issues like poverty and human rights in order to foster a more just society. However, some skepticism remains about converging social issues with gaming, and major companies have largely ignored social change games due to perceived risks of not
Kalonica Quigley(S3237922) Alex DragulescuMedia Cultures
Alex Dragulescu creates net art that visualizes data from spam emails and malware code. His projects "Spam Plants" and "Spam Architecture" use algorithms to analyze text from junk emails to generate 3D plant-like images and structures. Another project, "Malwarez," visualizes online threats like viruses and worms by mapping patterns in their code to the growth of virtual 3D entities. Dragulescu's art makes the hidden complexities within spam and malware visible in order to understand and bring attention to the immense amount of accumulating internet data.
Social Impact of Youtube - Jin Wang s3237857Media Cultures
YouTube has become a popular platform for sharing user-generated video content. It allows anyone to easily upload and share videos, leading to the spread of viral videos watched by millions. Some YouTube celebrities have gained widespread fame for their videos and parlayed their online popularity into traditional media opportunities. The site has also been used innovatively in contexts like political debates and for organizing the YouTube Symphony Orchestra.
Nicholas lim chong_hock_(s3186372)_mc2_assign2_serious_games_presentationMedia Cultures
This document provides an overview of serious games. It defines serious games as games designed for purposes other than pure entertainment, such as training, education, advertising, and simulation. Examples of serious game types discussed include advergames used for advertising products, edutainment games that combine education and entertainment, news games that discuss political issues, and simulation games that simulate real-world systems or processes like flight simulators. Serious games are described as having the look and feel of games but are intended to motivate and educate players on important topics.
The document discusses how games create emotions in players through various artistic elements and techniques. It argues that since games contain artistic elements like music, visuals, and narrative, and since art is capable of eliciting emotions, then the emotions created by games can be considered a form of art. The document then lists many different emotions that games have the potential to make players feel, such as empathy, awe, fear, sadness, and joy. It suggests that ambiguity, less context or information, and subtlety may be more effective ways for games to create certain emotions than explicitly depicting them.
Video blogging or vlogging involves creating video content and posting it online to engage viewers. Vloggers discuss topics they are passionate about and knowledgable in to build trust with their audience. Comments allow vloggers to get feedback and understand what viewers want to see. Creating vlogs is easy with cameras and video editing software. Popular sites like YouTube have helped vlogging become more popular by enabling anyone to easily share videos and connect with others. Vlogging about topics people enjoy watching can draw more traffic to a vlogger's site and channel.
Video blogging or vlogging involves creating video content and posting it online to engage viewers. Vloggers discuss topics they are passionate about and relevant to their audience to build trust. Comments allow vloggers to get feedback and learn what viewers want to see. Creating vlogs is easy with a camera and video editing software. Popular sites like YouTube have helped vlogging grow in popularity by enabling anyone to share videos and connect with others. Vlogging about topics people enjoy watching can draw more traffic to a vlogger's site and channel.
Serious games are games designed for purposes other than pure entertainment, such as education, health, public policy, science and corporate training. They provide collaborative learning experiences that engage and challenge users while developing skills. One example is America's Army, released in 2002 by the U.S. Army to provide recruitment and training insights. It has over 7 million registered users and averages 120,000 hours played daily. Serious games also require developers to transition from consumer-focused to business-focused models.
Serious games are games designed for purposes other than pure entertainment, such as education, health, public policy, science and corporate training. They provide collaborative learning experiences that engage and challenge users while developing skills. One example is America's Army, released in 2002 by the U.S. Army to provide recruitment and training insights. It has over 7 million registered users and averages 120,000 hours played daily. Serious games also require developers to transition from consumer-focused to business-focused models.
The document discusses the growth of short episodic sitcoms on the internet. It provides examples of popular internet sitcoms like Mr Deity and Red vs Blue. It argues that internet sitcoms have grown due to their accessibility, low production costs, and ability to find niche audiences. Their short format also makes them well-suited for on-demand viewing. TV sitcoms do not hurt internet sitcoms as some have developed high quality content on par with television shows.
Serious games are games designed for purposes other than pure entertainment, such as education, health, public policy, science and corporate training. They provide collaborative learning experiences that engage and challenge users while developing skills. One example is America's Army, released in 2002 by the U.S. Army to provide recruitment and training insights. With over 7 million registered users and 160 million hours played, it averages 120,000 hours of gameplay daily exploring the Army. A serious games market requires shifting from consumer to business models, blending virtual and real experiences through technologies like mixed reality.
Collaborative fiction involves multiple authors collaborating to write a novel or story. It has a long history including among writing circles like the Dadaists and Oulipo. The internet made collaboration easier through forums and wikis. Wikinovels allow many authors to edit a story wiki page. Guidelines for collaborative fiction include adhering to genre, grammar, and not killing main characters without consensus. Some sites use voting to decide the next part of the story or have creative constraints like only contributing one word or sentence at a time.
Killzone is a first-person shooter exclusive to the PlayStation 2 that was praised for its hard sci-fi art style drawing inspiration from WWII Nazi Germany. While some reviews were mixed, the game's realistic yet fictional setting added depth without personal attachment by playing on ideas of how we view the world to help players understand themes. Like Call of Duty and Medal of Honor, Killzone aimed for gritty realism in its fictional sci-fi setting through real-world influences without needing historical accuracy, making the fictional story seem more real and immersive for players.
Virtual reality uses computer technology to simulate environments that users can interact with, experiencing them as if real. The document discusses how VR is being applied in fields like therapy, training, and education by creating immersive simulations. Augmented reality enhances real environments with virtual elements like images and information. The future may see VR integrated into daily life and culture as the technology advances.
Virtual reality uses computer technology to simulate environments that users can interact with, experiencing them as if real. The document discusses how VR is being applied in fields like therapy, training, and education by creating immersive simulations. Augmented reality enhances real environments with virtual elements like images and information. The future may see VR integrated into daily life and culture as the technology advances.
Small video production teams can find success by using online video sharing websites like YouTube. YouTube provides broad audiences for finding new viewers and getting feedback. It allows people to easily share videos which can then go viral. Examples are given of successful web series like Pure Pwnage and The Guild that began on YouTube and gained large online audiences. Companies have also used YouTube successfully to promote their brands.
This document discusses the potential for video games to convey serious messages and topics beyond escapist entertainment. It notes that overcoming the perception that games are only for children is a challenge to being taken seriously. Additionally, interactive games can thrust the player into a position of moral accountability compared to passive media. However, gamers would need to show a demand for games that offer more than just escapism for commercial games to expand into more serious documentary-style topics and messages.
The document discusses how we are all connected through technology. It notes that technology allows us to communicate and share information across vast distances instantly through devices. This connectivity has changed how we live and work by enabling new forms of collaboration in real-time from anywhere in the world.
Games have the potential to create social change by exposing players to difficult real-world issues and encouraging empathy. Games like Food Force that deal with humanitarian crises can educate children. Experiencing problems in games, like losing resources, teaches players about challenges others face. When games make players uncomfortable by forcing them to take certain actions or confront issues, it makes them reflect on their choices in a way that can lead to positive real-world impact. The Games for Change movement harnesses video games to engage players on issues like poverty and human rights in order to foster a more just society. However, some skepticism remains about converging social issues with gaming, and major companies have largely ignored social change games due to perceived risks of not
Kalonica Quigley(S3237922) Alex DragulescuMedia Cultures
Alex Dragulescu creates net art that visualizes data from spam emails and malware code. His projects "Spam Plants" and "Spam Architecture" use algorithms to analyze text from junk emails to generate 3D plant-like images and structures. Another project, "Malwarez," visualizes online threats like viruses and worms by mapping patterns in their code to the growth of virtual 3D entities. Dragulescu's art makes the hidden complexities within spam and malware visible in order to understand and bring attention to the immense amount of accumulating internet data.
Social Impact of Youtube - Jin Wang s3237857Media Cultures
YouTube has become a popular platform for sharing user-generated video content. It allows anyone to easily upload and share videos, leading to the spread of viral videos watched by millions. Some YouTube celebrities have gained widespread fame for their videos and parlayed their online popularity into traditional media opportunities. The site has also been used innovatively in contexts like political debates and for organizing the YouTube Symphony Orchestra.
Nicholas lim chong_hock_(s3186372)_mc2_assign2_serious_games_presentationMedia Cultures
This document provides an overview of serious games. It defines serious games as games designed for purposes other than pure entertainment, such as training, education, advertising, and simulation. Examples of serious game types discussed include advergames used for advertising products, edutainment games that combine education and entertainment, news games that discuss political issues, and simulation games that simulate real-world systems or processes like flight simulators. Serious games are described as having the look and feel of games but are intended to motivate and educate players on important topics.
The document discusses how games create emotions in players through various artistic elements and techniques. It argues that since games contain artistic elements like music, visuals, and narrative, and since art is capable of eliciting emotions, then the emotions created by games can be considered a form of art. The document then lists many different emotions that games have the potential to make players feel, such as empathy, awe, fear, sadness, and joy. It suggests that ambiguity, less context or information, and subtlety may be more effective ways for games to create certain emotions than explicitly depicting them.
Video blogging or vlogging involves creating video content and posting it online to engage viewers. Vloggers discuss topics they are passionate about and knowledgable in to build trust with their audience. Comments allow vloggers to get feedback and understand what viewers want to see. Creating vlogs is easy with cameras and video editing software. Popular sites like YouTube have helped vlogging become more popular by enabling anyone to easily share videos and connect with others. Vlogging about topics people enjoy watching can draw more traffic to a vlogger's site and channel.
Video blogging or vlogging involves creating video content and posting it online to engage viewers. Vloggers discuss topics they are passionate about and relevant to their audience to build trust. Comments allow vloggers to get feedback and learn what viewers want to see. Creating vlogs is easy with a camera and video editing software. Popular sites like YouTube have helped vlogging grow in popularity by enabling anyone to share videos and connect with others. Vlogging about topics people enjoy watching can draw more traffic to a vlogger's site and channel.
Serious games are games designed for purposes other than pure entertainment, such as education, health, public policy, science and corporate training. They provide collaborative learning experiences that engage and challenge users while developing skills. One example is America's Army, released in 2002 by the U.S. Army to provide recruitment and training insights. It has over 7 million registered users and averages 120,000 hours played daily. Serious games also require developers to transition from consumer-focused to business-focused models.
Serious games are games designed for purposes other than pure entertainment, such as education, health, public policy, science and corporate training. They provide collaborative learning experiences that engage and challenge users while developing skills. One example is America's Army, released in 2002 by the U.S. Army to provide recruitment and training insights. It has over 7 million registered users and averages 120,000 hours played daily. Serious games also require developers to transition from consumer-focused to business-focused models.
The document discusses the growth of short episodic sitcoms on the internet. It provides examples of popular internet sitcoms like Mr Deity and Red vs Blue. It argues that internet sitcoms have grown due to their accessibility, low production costs, and ability to find niche audiences. Their short format also makes them well-suited for on-demand viewing. TV sitcoms do not hurt internet sitcoms as some have developed high quality content on par with television shows.
Serious games are games designed for purposes other than pure entertainment, such as education, health, public policy, science and corporate training. They provide collaborative learning experiences that engage and challenge users while developing skills. One example is America's Army, released in 2002 by the U.S. Army to provide recruitment and training insights. With over 7 million registered users and 160 million hours played, it averages 120,000 hours of gameplay daily exploring the Army. A serious games market requires shifting from consumer to business models, blending virtual and real experiences through technologies like mixed reality.
3. God Of War 3
Visuals – Fast paced, showing 1-3sec long cuts of in game play. The shots are dominantly long with the occasional medium long shot. Sound
FX are short and quick lasting about as long as each cut helping to enhance overall fast pace of the trailer. The colours fall mostly in
the dim dreary grey areas with both cool and warm greys.
The Soundtrack – Starts with a voice over (Kratos the hero guy) his voice is very deep almost demonic. The sounds used are very hard and
rigid combined with in game sounds of metal, chains and weaponry, all of this cut to match the visuals. Overall a sense
of speed, urgency and battle is created.
3
4. The Message – God Of War
3 is a Third person, hardcore
action based game. The narrative
is told in the voice over,
explicitly talking about revenge
and Kratos killing the people of
Olympus. The game takes place
is several large scale
environments e.g. On the back of
a giant.
4
5. Game Play – Isn't shown in detail however as this is a trailer for the third installment of a series, players of the older games would presume
the game play is very similar, fast paced, third person, beat-em up.
5
6. 1. How does the trailer begin and end? Was it effectively edited
and why?
Trailer begins and ends with the characters weapons swishing
across the screen with various images displayed upon them. It's a
great way to tie a trailer together and could imply that the blades
are an important/ major weapon in the game.
6
7. 2. What studio is releasing the trailer? What
might you know about them and their
previously released games?
• Santa Monica Sudios
• Established in 1999
• Based in Santa Monica, California
• Developed the God of War series
• Kinetica & Warhawk
7
8. 3. Do trailers always tell you everything you
need to know about the game? (If not, where
can you get more information?)
Sometime they can but most of the time not.
• Blogs
• Forums
• Official reviews/ previews/ Websites
• Multiple Trailers
• Wikipedia
8