-Nick Walker
Entry #1: Introduction
The introduction was well written overall, but the part that I found the most interesting was where the author writes
about how critique of literature is comparable to the critique of
video games. While it is not a direct comparison I still think it is
a cool idea because both literature and video games have a sense of
structure and composition that you could draw a formula of criticism
from, like is mentioned later in the same paragraph. The writer
mentions how to qualitatively study games they look at: Object
Inventory, Interface Study, Interaction Map, and Gameplay Log. I just
found this really interesting because when I look back at a game that
I would consider reviewing I don't just think about gameplay but also
how the UI is laid out an weather or not it is fluid and easy to
understand. Also if the gameplay is not only good, but flows from one
part to the next well. The idea that this is similar to how you would
close read literature but to a video game is something I think is
fascinating. When the writer mentions that reading is a “complex
phenomenon... a gateway into a rich combination of experience,
meaning making, and interpretation.” This is is something that
directly applies to games, it is almost an exact definition of what a
strong game is. Games and literature are not just about the story
being told or the ideas that are trying to be conveyed, they are
about the experience of the reader or the player and what those
experiences mean.
Entry #2: LIMBO
I wanted to focus more on LIMBO
because it is the game I am more familiar with of the two and I am
able to relate more with the author of the review. The opening and
closing of the author's review were my two favorite parts, the
opening for the questions it raises and the ending for how much I
related to it. The author brings up the point that the old cliche is
that in order for games to be a form of art they need to be able to
make us cry. Why is the antithesis of an art form it's ability to
make us cry? I personally have never been brought to tears by a video
game or any form of art of media for that matter. I have, however,
been emotionally attached to games and their characters before
though, and they certainly have made me feel something. And I
defiantly think that video games are an art form because of that, not
because they made me cry but because they made me feel anything at
all. All of the examples that the author mentions; like guilt,
responsibility, ruefulness, triumph, accomplishment, and these are
all things I have felt before in games. Because LIMBO made me
feel any of those is why it is a beautiful game and a work of art,
but most of all it made me wonder, it made me think. I theorized what
the game and it's ending meant. I read up on ideas that other had on
the internet like the author mentions at the end of the review.
Because LIMBO got me thinking so hard about a possible meaning
for its ending is why I think it is a true work of art and one of my
favorite games.
Entry #3: Toy Soldiers
My favorite part of the author's
review has less to do with the game Toy Soldiers and more to
do with the author's description of how we play when we are kids. He
talks about how we use or imaginations to craft a world and so many
outlandish scenarios. We are able to do this with just some toys and
things laying around the house and that this is what leads to our
ability to tell stories and create our own little fictional worlds.
This paragraph struck me because I had never really thought about it
before. Making up our own stories was something that I did as a kid
and it is something that I still do now, to this very day. Making up
stories is something that I do every day, like when I hear the ending
of a random conversation on the way to class, I like to imagine what
the conversation was like leading up to that point with no context.
Another good example is LIMBO and why I liked it so much.
LIMBO gave me a sort of canvas to paint my ideas of what
happened and is happening to the boy in that story and that is
probably why I enjoy it so much. It is also probably the reason why I
did not like Toy Soldiers, because in my mind it is World War
one, a concrete fact of history in my mind, something that has
already happened and that I can't really imagine any other way.
Entry #4: Street Fighter
The
author of this review talking about Street Fighter
bright up a point that takes place in any game that fairly difficult
or hard to master and is making a sequel or expansion. That argument
is his point of the Street Fighter
team, “trying to reach a mass market.” The other sums up the two
sides of the argument pretty nicely. One said is for accessibility
and the other is opposed to the watering down that would be necessary
in order to reach said accessibility. That is an argument that took
place leading up to each World of Warcraft
expansion, Diablo 3,
any Elder Scrolls
game, Dark Souls 2,
and so on. I believe this argument takes place because the people who
dedicated hours to mastering and enjoying a game don't want to see
that accomplishment diminished in any way and want that experience to
continue. The side that fears that a sequel to a game will be made
simpler than its predecessor is the side I support because the game
in it's original form is the game that I wish everyone could enjoy as
much as I did. The feel of learning and mastering something that is
truly unique, difficult, or just fun to learn is a feeling that I
would love to re-experience and want others to experience as well.
That is why I think myself and many other fear that sequels to games
will be watered down and made too simple for the sake of
accessibility. While I think I understand the other side of the
argument I don't think I would be able to do it proper justice.
Entry #5: Pokemon
At
the beginning of this review the author mainly talks about how
Pokemon is a great
learning experience to kids and how it positively impacts the player
even though it is still frowned upon for children to have simply
because it is viewed as a game and a toy. This is all interesting
stuff, by my favorite bit is when the author talks about memory,
having game knowledge, and knowing what parts of that information
were important to have and when. This is a huge part of any game and
one of the coolest things games are able to do with their players.
Learning through playing is my favorite thing in any game. In Pokemon
I remember trying to learn which
order a gym leader would send his Pokemon
out in and which one of my own personal Pokemon
would be best for me to send out next. In Dark Souls,
learning where exactly to stand behind any given character in order
to properly execute a back stab. In Bioshock,
knowing what combination of plasmids and weapons work best in each
situation. All of these things I learned through play and while I
could tell you all about the lore in the world of Pokemon,
or Lordran, or Rapture, I can tall you that because I hear or read
it, not because I directly experienced and learned it. That is what I
think is the most powerful tool any game has, be it Pokemon
or any other video game.
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