Audiences and Experiences: Week 1 Reading

Homo Ludens, J. Huizinga

In this piece, Huizinga talks about how play is an essence and everything and everyone does it. Play is different for different people and could even mean different things for different people. For example, I regard play as a way to escape by playing video games on a computer but my Dad could regard play as taking part in a traditional sport like football.

The amount of different ways "play" can be thought about is something I had not thought of previously. The way everyone has their own way to play and that one should be respected as much as the other.

Jerked Around by the Magic Circle - Clearing the Air Ten Years Later, Eric Zimmerman

The Magic Circle is a theory I had not been introduced to during my degree, despite studying game development. It's interesting to know that a lot of people hold Zimmerman responsible for its use within game design and theory. It is also clear that Zimmerman is closely attached during this article, often talking about his prior co-authoring of books such as Rules of Play. Zimmerman also brings up the fact that reading about the magic circle will have a different effect depending on who you are reading it as. He uses the example of a sociologist and compares it to himself as a game designer. And I think that is important to remember about a lot of research, that reading it with your knowledge from your different profession, might have a different effect on you than it would if you were someone from a different field.

Video Game Spaces: Image, Play and Structure in 3D World, Michael Nitsche

Talking about the five planes or spaces in video games helped clarify a lot of the confusing aspects of this weeks lecture. The paper goes into detail about the spaces by relating them to examples. I feel like the explanation of the spaces in games could be simplified by not using the term "space", although I understand why it is important to have a clarification after. For me, it is easier to replace "space" with "component" and possibly this is why I found understanding the different spaces complicated to start.

On the Liberation of Space in Computer Games, Edvin Babic

On the Liberation of Space in Computer Games is, in my opinion, a perfect example of how quickly the games industry moves. Babic talks about how the "latest" games try to be complex despite their map design being very linear. Comparing then to now and looking at games such as GTA V, Fallout 76 and Minecraft shows how fast games and technology in general moves.

Babic talks about how MMORPGs offer a wide variety of immersion because of the huge scale of the worlds and the actions and reactions players are a part of within the world, which in the time since this was published has proven to be incredibly attractive to a lot of people for example in the role playing area of Garry's Mod with strict roles and rules but also to game developers in the opposite way of allowing players to control the game and the story such as in Fallout 4.

Author

Jaz

Game developer who studied at Solent University with some truly amazing people. Now studying a Masters of Game Design at UCA Farnham. Also Co-Founder of Stack Interactive.


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