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Showing posts with the label research question

Report on yesterday's seminar

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  The seminar went well. I took the first hour to explain the thesis and how the pieces I sent fit into a bigger picture, and I took another five minutes to show videos of the games so that everyone had my material ready. The criticism of my text was then quite extensive, but very well-intentioned. It was not clear and not structured properly. I had already received this in writing from my supervisor, so I was not surprised. At the same time, there were several good suggestions as to how I should structure the material. One participant was particularly knowledgeable about Lefebvre and de Certeau and had a lot of good insights that I can benefit from, and overall there were a lot of good suggestions from everyone present. Restructuring the text and writing it again should take a few days. Tying together all the threads that are in the script takes weeks, but it can be done. One thing I have realized with alarming clarity: It's difficult to accept written criticism. When I received t...

Check-in with Max

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 I just had a meeting with my supervisor, who had read my manuscript to this point, and it went very well. I do not know why, but I always think that meetings like that end in disaster, along the lines of "This is terrible, what the hell are you doing?" but that never happens. I got good feedback and it was great to see how well he understood my text so far. He had a few points that I really need to address. One of them is my tendency to use a lot of empty intensifiers that just need to be edited out. No problem, I know they are there, but they always seem so reasonable when I first write them, and then I see later that they do not do anything or even weaken my text. Another thing is two long paragraphs describing my game examples, which are too long and need to be closer to my arguments. This is more difficult; I wrote them because I know art historians do not play games, so I wanted to do a thorough introduction early on; but he's right and there must be a way to shor...

Game engines, sound, music

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 This week I did a lot of reading and wrote some important parts. I wrote more thorough descriptions of the gameplay in Breath of the Wild and Super Mario Odyssey for my introduction, since that was one of the things my reader wanted in the Gothenburg seminar. I started with the chapter on sound and music in games, and it's fascinating. There's so much technology in the texts I've read, and I can fit so little of it into my text, that I had to make a note telling myself to write only what was related to my main themes of experiencing the gaming world and not digress. I got a number of books from the library and use some of them to support arguments in what I have already written. Jesper Juul's "Half-real: video games between real rules and fictional worlds" was a great read, but it seems like everywhere I use it I have to argue against him. Well, I suppose it's good for me to do something different than well-known ludologists (he argues that he's no...

A Day of Reading

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Very soon I will begin a very busy couple of weeks teaching Art History. But today I had an opportunity to spend some time reading Matthew Gladden's Phenomenology of the Gameworld and it is a very rewarding read. I'm not going to review it here, I will need to work may way through it and use what I find i writing instead. But I was struck by one early thought. A lot of writing on games describes them as stories or journeys, and a journey in a game is usually a story along a distance of gameworld paths. Gladden makes this a lot more complicated an interesting by talking about this from the standpoint of both game developer and game player. And he writes that the understanding of a complex combination of a lot of different parts of a game's construction and the perception of it distills down to one smooth easily graspable picture (p. 34). And that's where I begin, and where my thinking about gameworlds differ from almost all the writers I've read this far. I see a pi...

What am I writing about?

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 There is a pleasure in being in a game world, an escapist pleasure of being somewhere else, in a more interesting world where you have more agency and more capabilities. This pleasure is not new, nor specific to games, on the contrary most art has this potential for escapism; paintings, novels, theatre, opera and cinema have all been mediaforms where other worlds have been crafted. Games have one more thing than the predecessors; games are interactive and can at times provide a very open structure for how to perceive oneself to be inside these other worlds. A painted world is static but lets the viewer wander over it's surface. A narrative story is linear and we must walk through it on the path given by it's creator. Games can be very open and allow for many different paths through a world, and the gamer has agency in it.  So I will look at the effect of being in the game world with a phenomenological eye and comparing it to ways of being in worlds made through painting, scen...