Thursday, November 1, 2007

Some semi-pertinent stuff...

To begin, I'd like to say that I really enjoy making games. I've always had the urge to create, regardless of the medium and Game Development provides so many different avenues. Anything I can create, I can create it for a game. Writing, Programming, Drawing (badly), Psychology (game play), music, performance. It's all there.

I view it as an tree-graph with it's roots in the air all funneling down to one node. I think that's what makes video games, and games in general, so popular.

Look at it this way: at the root of every video game is a game. Games have been around forever and are essentially just a set of defined rules in which you must achieve some final result. You take that core and you write a story for it. The story does not change the rules of the game, but serves as a prize for completing the game in context of it's rules. On top of the story goes all the content (music, visuals, models); essentially, these are all the 'performers' in the story that act out what is stated textually (that includes music).

Game -> Writing -> Performance = A Modern Video Game

This of course doesn't cover Casual gaming, which is just a game with performance on top of it.

Anyway, sorry if this seems a little scattered. I wrote it while dealing with a campus-wide power outage on my Campus. PowerOutage + being IT Support = PURE CHAOS.


Random stuff I wrote but didn't use:

I was thinking about forms of entertainment:

A novel is passive, takes a good time to read, puts the reader into the state of Flow, and is easily accessible. It has perceptual value in visual areas, both physically and mentally, but lacks auditory value. The key to this medium is forcing a constant mental visual image and is therefore considered a higher level entertainment. It tunnels readers down one path and it pulls from

A movie is passive, lasts about 3 hours (relatively short time interval), puts the viewer in a state of Flow, and is easily accessible. It has perceptual value in visual areas, more physically than mentally; in auditory areas. It

A sport (the act of playing) is active, it's duration varies, puts the player in the state of Flow, and is difficult to setup.

A game is active, it's duration is dependent upon the player, it puts the player in a state of Flow, and is relatively easy to set up.

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