Phenomenology

After Reading a lot of Harden, who is great at writing about games and gameworld from a player and developer point of view, I decided to read some basic phenomenology. And In Hardens introduction he recommended Robert Sokolowskis Introduction to Phenomenology. So I've been reading that too and it is a great tool; I'm starting to get a grasp of what I can and can't do with phenomenology and it's clear to me that as a method it is what I need but at the same time it's just the beginning of an interpretive process. 

It has given me a clear perspective on one aspect of my two chosen games right from the start; Zelda BotW is an open world and the gameworld seems limitless, it spreads out en embraces me as a player inviting me to walk or ride long distances. In Mario Odyssey each little part of the world is clearly limited like a small intricate construction (a building, a cabinet, a piece of jewelry?). Mario Odyssey is a large world too - but in a very different way. I'm thinking of these spaces when I'm reading Sokolowski and I'm becoming more aware of who I see them. BotW is centrifugal, stretching out in all directions and full of space whereas Odyssey is centripetal, small concentrated and full of intricate mechanisms for exploring.

Donkey Kong



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