This document summarizes Chris's research progress and upcoming collaboration with Professor Fujita for a presentation at GDC 2014. It discusses Tavinor's proposed definition of video games as having rule/objective-based gameplay or interactive fiction. It also covers Fujita's model of the "Phenomenon of Narrative" in games, how narratives can be embedded or emergent, and the differences between Japanese and Western approaches. Chris and Fujita will focus on these topics in their GDC proposal due on October 23rd, and Chris may also present at PAX East 2014.
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? ¡°The Art of Videogames¡± (Tavinor 2009)
? Tavinor¡¯s proposed Definition
? Collaboration with Prof. Fujita/GDC 2014
? Due: Oct 23 (Wed)
? Background:
? Magic Circle
? Embedded vs. Emergent Narrative
? Fujita¡¯s Model: ¡°Phenomenon of Narrative¡±
? GDC Contribution
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3. Art of Video Games (1)
? Defining ¡°videogames¡±
? Current definitions fail to consider all
anomalous cases (so-called ¡°Platypus Effect¡±)
? Therefore, Tavinor proposes a disjunctive
definition (OR)
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4. Art of Video Games (2)
? Disjunctive Definition
¡°X is art if and only if it has
property A or property B
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5. Art of Video Games (3)
? Tavinor¡¯s Disjunctive Definition of
videogames:
? "X is a videogame if it is an artifact in a visual
digital medium, is intended as an object of
entertainment, and is intended to provide such
entertainment through the employment of one or
both of the following modes of engagement: rule
and objective gameplay or interactive fiction.¡±
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6. Art of Video Games (4)
Tavinor¡¯s Disjunctive Definition of videogames:
Artifact in VDM
AND
For
Entertainment
AND
Rule/Objective
Gameplay
OR
VIDEOGAME
Interactive
Fiction
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7. Art of Video Games (5)
? Tavinor¡¯s Disjunctive Definition of
videogames:
PROS
CONS
Reconciles the
Ludological/
Narratological
contentions
Newness of the proposal
means acceptance of
theory is not yet
traceable
Accounts for most
anomalies in gaming
media
Definition can be seen
as too inclusive
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8. Collab. w/ Prof. Fujita (1)
? Background: ¡°The Magic Circle¡±
Huizinga (1955); Zimmerman & Salen (2004)
? Border between the virtual game world and the real
world
? In modern games, the Magic Circle is very porous.
? Understanding the relationship between the realms on
either side of the Magic Circle is central to many
aspects of Game Studies/Design
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9. Collab. w/ Prof. Fujita (2)
? Embedded vs. Emergent Narrative
Emergent
Narrative
Magic Circle
Embedded
Narrative
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11. Collab. w/ Prof. Fujita (4)
? Phenomenon of Narrative
Don¡¯t go there,
there are
monsters!
OK, Dad,
I won¡¯t.
I¡¯m
TOTALLY
going to
that cave!
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12. Collab. w/ Prof. Fujita (5)
? Phenomenon of Narrative
? The kid goes to the dangerous place
? Has an adventure, lives to tell the story
? TELLS THEIR FRIENDS AT SCHOOL THE
NEXT DAY!
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13. Collab. w/ Prof. Fujita (6)
? Phenomenon of Narrative
VIDEO GAME
Embedded
Narrative
Player
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14. Collab. w/ Prof. Fujita (7)
? Phenomenon of Narrative
EMERGENT NARRATIVE
? SNS
? ¥Ë¥³¥Ë¥³„Ó»
? Youtube
? Fan Conventions
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15. Collab. w/ Prof. Fujita (8)
? GDC Plan/Contribution
? After this ¡°Phenomenon of Narrative¡± is
introduced, Prof. Fujita will explain his
prototype game using UX + pop-up
photography (his research focus)
? Chris¡¯ portion of the proposal will focus on the
main differences in Narrative implementation
between Japanese and Western Games
? Frame Narrative
? 4th Wall
? Endo¡¯s ¡°Narrative vs. Story¡± typed games
(CEDEC)
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16. ½ñáá¤ÎÕnî}
? GDC 2014 Proposal
? Oct 23rd (Wed)
? Contributions (Recommendations for Industry)
? PAX East 2014 (Boston)
? http://east.paxsite.com/
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