Loading in 2 Seconds...
Loading in 2 Seconds...
WHY AM I IN VIETNAM ? A COMPUTER GAME CASE STUDY ‘AESTHETICS OF PLAY’. 1. mixing the yellow with the pink Video clip - 10mb/3min (requires Windows Media Player 9 or later). How did this game come to be in the world? What pressures determined that it would be as it is?
Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author.While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server.
A COMPUTER GAME CASE STUDY
‘AESTHETICS OF PLAY’
POLITICAL ECONOMYPivotal Technical Director“Even if you have got a million pounds in the bank and that is very rare, you quite simply just can’t function. We used to create games with just sort of seven or ten people and now it genuinely is thirty to forty people plus and I don’t think we are particularly big. But the cost of the games hasn’t gone up by anything like the same amount, arguably it has gone down.
POLITICAL ECONOMYPlaystation 1 games used to cost thirty, forty pounds and that is what they cost today, ten years on. So the retailers are pretty much making the same margins as they used to. The publishers have got greater overheads,the market place has got bigger, it is more international, you have to distribute, sub-contract, so their costs have gone up.
POLITICAL ECONOMY So I really see it as being the developer that is being squeezed. So costs have gone up, number of people have gone up, cost to the consumer hasn’t gone up, something has got to give and it has been giving and that is why there has been an awful lot of consolidation in industries, a lot of companies going under.”
TASTES AND TECHNICITIESA dominant ‘semiotic nexus’ around ‘war, conquest and combat’ which ‘focuses gaming culture on the subject-positions and discourses of what we term “militarized masculinities”.’ (Kline et al 2003:254) ‘This situation … tracks back to the military origins of interactive play. The game industry conjured into being by technologically adept and culturally militarized men, made games reflecting the interests of is creators.’ (2003:257)
TASTES AND TECHNICITIES“The MD is very, very war orientated, to make a game about something you need to know about that subject. It is easy to make something about fantasy because you can create your fantasy world. He has a very, very good background knowledge on military war through the ages, so therefore lets use that knowledge, that is certainly one of the elements which have pushed for it to be a semi-realistic environment.” (Conflict Vietnam: Producer)
TASTES & TECHNICITIES“I was about nine when I started playing Dungeons and Dragons. I mean I had been into fantasy stuff for quite a while which I think stemmed from the fact that both my parents were quite into Lord of the Rings and I used to get read The Hobbit as a bedtime story by my mum, …. so I’d always been really interested in that whole fantasy thing, and had you know, fantasy toys and soldiers and that. …I was really quite hooked on that sort of thing and absolutely loved it.
TASTES & TECHNICITIESThen I discovered the War Hammer stuff a bit later, probably when I was about twelve or thirteen and again got really into that, which some of my earliest ever attempts to write serious rule systems was for War Hammer Forty Thousand, which I sent into Games Workshop and they liked enough to send back release forms to say well we might use this, so sign the copyright over to us…. I read a lot of the Dungeons and Dragons sort of novels, a lot of the fantasy stuff.
TASTES & TECHNICITIESI used to read enormous amounts of comics, whatever I could get my hands on, Batman, Daredevil,, the Star Wars films, the usual. I was very into Battlestar Galactica and all that, all that kind of pop culture sci-fi and things like that I would read. But I was also, and I think it stems from my dad being in the army, I was very into sort of military stuff as well, very interested in military history, so I read an awful lot of that kind of thing as well.”
TASTES & TECHNICITIES“The fundamental mechanic is all down to numbers and probabilities, percentage chances of hitting and missing; all our vehicles are just a bunch of numbers, there is a 3D model there and there are 3D surfaces set, as a number value, hit point value and then something that says what happens when you penetrate and destroy that, is it catastrophic damage? That is stuff I played with for years, just on table tops or role playing and ditto with characters, movement speeds, hit points, actions you can do and it is all number based.” Pivotal MD
HISTORY AS STORYWORLD“This is where you are kind of aware of your market in the sense that, you know, …I would love to do a game set in the Spanish Civil War, but not many people know anything about the Spanish Civil War. So, there is no saying that a game set in the Spanish Civil War couldn’t be a hit, but you have got a lot more people to persuade…there are an inordinate number of wars that have happened in the world, but picking a war that the American market is going to be aware of then becomes the question. And I think really there are three wars that they, the majority, the industry considers they are aware of, World War 2 which is done a lot, the Vietnam event, which I think is a slightly more trickier setting for a game, and then the Gulf War, the two of them, because they happened most recently.” (Pivotal Level Designer 2003)
Henry Jenkins on Intermediality. ‘economic trends encouraging the flow of images, ideas, and narratives across multiple media channels and demanding more active modes of spectatorship.’.. altering ‘the way media consumers relate to each other,to media texts, and to media producers’. (Jenkins 2003)
THE TROUBLE WITH AUTHENTICITY“Part of the appeal of the Conflict games is there is a degree of realism in it, you know they are not using laser guns, they are using M16’s, and I think because for us as developers it is important to get some of that right, there is obviously a degree within our audience that appreciate the effort that has gone to make that slightly more realistic.“Level Designer Pivotal Games.
THE TROUBLE WITH AUTHENTICITY“I think because the industry is still very male dominated there is a huge element, of it is still toy soldiers and people love the fact that it is soldiers. Everyone rather fancies the idea that, if push came to shove they could get in there and take out the enemies with their gun. Reality is completely different of course but people like doing that and it is role play, escapism and role play. People like contemporary settings because it is not too far away. It is conceivably close and they can kind of rather fancy themselves in that setting, whereas space setting, fantasy setting, the leap to imagine yourself there is not practical.” Pivotal Technical Director
“Play enables the exploration of that tissue boundary between fantasy and reality, between the real and imagined, between the self and the other. In play we have license to explore, both our selves and our society. In play we investigate culture, but we also create it.” (Silverstone 1999:64)