Sunday, 6 September 2015

Virtual Reality- What is it and what should it be?


Virtual reality presents a new medium for artists and writers to transport their audiences to new worlds. However, whereas previously viewers were only able to be immersed to a certain level due to being able to see the real world beyond and surrounding the screen, their reality can now become completely provided by the technology.

By fully surrounding a player in a world, they can get the sense that they are truly there. Combining video games with virtual reality technology that both places them in the 3D world and gives them the sense that they are handling a sword or other equipment takes gaming to another level.

Yet video games are just that- games and the player should be aware that it is just a fabricated environment while they are playing. Turning the game situation into something so realistic it feels like it is actually occurring could take games too far. With the amount of destruction and killing players commit in-game- which is perfectly fine as it is clearly just a game- it might be a good idea to consider just how much of a realistic experience to make killing people. Controllers that replicate the force and pressure of weaponry alongside equipment that allows the player to physically run in order to travel around the game may be better suited to simulations that prepare people in training- such as in the army or police force- for the real events they will undertake. The moral grounds and implications of this should be considered when games are being produced for virtual reality systems.

Yet despite the potential issues this presents, video games combined the concept of moving images with interactivity, making virtual reality a step further into the immersion of a different world constructed by artists. The main difference between games and films is that the protagonist of a film is set on a path directed by the story-writers. Yet while the story of a gamer's character is certainly restricted to some degree by the writers, the player is given the opportunity experience the world in their way, maneuvering around the problems the environment presents and ultimately taking the story in their choice of direction.

Interestingly put by Ramiro Lopez Dau on the LA Times, “A movie is the closest name because it’s the most familiar. But if we keep adding layers of complexity, we’ll come up with a new one.”

The uses for virtual reality are still being explored, with each technique having a different effect. While playing a movie or pre-rendered footage may allow a viewer to experience it better, calling this virtual reality may be a stretch. The term 'virtual reality' implies a fabricated world that one can feel is true and that they are actually involved in. In reality people not only can move around and interact with things and people but make choices that have an effect on the environment. The techniques used and amount of control given to the player will dictate their level of immersion in the scenario. There is a significant difference between merely witnessing a character move around a world and being that character, looking at things and figuring out problems. Placing the audience in a new environment that they can physically gaze around at, with choices to make and objects to interact with, truly creates a new reality and one that is quite different to a film.

On Motiongrapher.com, Justin Cone stated, 'This “argument” is simply a failure to understand that VR is not a new vehicle for old experiences (i.e. films) — it is a new medium entirely'.

Virtual reality is new tool for artists- such as filmmakers and game designers alike- to communicate their work and convey stories. While images on a screen in front of the viewer can be skillfully crafted and lit to create a compelling atmosphere and give them the sense that they can feel the space portrayed, virtual reality surrounds the audience with that location. By eliminating any other view of their true surroundings, the sense that they are in this new world comes to life. 

Yet in order for virtual reality to be explored and discoveries about what works and what doesn't uncovered, it needs to be tested by large numbers of people. Once companies developing it release it for public purchase, the question of whether it catches on to become a popular piece of hardware is raised. Ultimately the point of virtual reality is to have people experience it and for this to occur the physical difficulties of the hardware- such as weight, audio output and controllers- must be addressed. The pricing of this is also a large consideration. Purchasing it all, especially the individual controllers on top of the headset, may be too expensive at first for the majority of consumers. As a result this may therefore take a while to catch on as only the most dedicated of fans will have the funds to put towards this. Yet as the technology is developed further, its decreasing price and updated designs will make it available to more people and the audience will expand.

Another factor that impacts on the distribution of virtual reality gear is the computing power required to run the graphics. Unless players have a high end computer to game with, it could take a while for virtual reality to become a reality for some players. In this case systems that work with existing consoles such as the Xbox and PlayStation which already populate a large amount of houses, will make this platform accessible to more gamers. 

Merely scratched upon is the surface of the uses for virtual reality technology. As more artists and developers explore this medium, its capabilities and the places it can go shall be revealed to movie watchers and gamers alike.
References-

Cone, J 2015, 'Virtual reality is not filmmaking', Motionographer, 3 August 2015.
Murphy, D 2014, 'Oculus Unveils Third-Generation Headset Prototype: Crescent Bay', PCMag, 21 September 2014.
Zeitchik, S 2015, 'With 'Henry,' a cinematic leap into world of virtual reality', Los Angeles Times, 28 July 2015.

Sunday, 23 August 2015

S10- Virtual Reality
Video games combined the concept of moving images with interactivity. Virtual reality is therefore a step further into the immersion of a different world constructed by artists.

The main difference between games and films is that the protagonist of a film is set on a path directed by the story-writers. Yet while the story of a gamer's character is certainly restricted to some degree by the writers, the player is given the opportunity experience the world in their way, maneuvering around the problems the environment presents and ultimately taking the story in their choice of direction.

On Motiongrapher.com, Justin Cone stated, 'This “argument” is simply a failure to understand that VR is not a new vehicle for old experiences (i.e. films) — it is a new medium entirely'.

Virtual reality is new tool for artists- such as filmmakers and game designers alike- to communicate their work. While images on a screen in front of the viewer can be skillfully crafted and lit to create a compelling atmosphere and give them the sense that they can feel the space portrayed, VR surrounds the audience with that location. By eliminating any other view of their true surroundings, the sense that they are in this new world comes to life.

Merely scratched upon is the surface of the uses for virtual reality technology. With more artists and developers exploring this medium, its capabilities and the places it can go shall be revealed.
S9- Game Addiction
The vibrancy of thrilling worlds and experiences video games provide render them very compelling mediums. When created right, they often produce a desire in the player to continue the game, gaining levels, unlocking new areas and discovering the next segment of story. However, once this drive becomes all that the player enjoys and disregards their life in favour of the virtual world, it is labeled as a game addiction.

Expressed by Tod Essig, on Forbes.com, '“Video game addict” works as metaphor because it captures the out-of-controlness and abject misery of the experience. But as diagnosis it over-simplifies, prematurely closing off further inquiry and mis-directing clinical interventions'.

Whether video games are addictive or not is up to the player. They may compel them to continue but an addiction is created by the player choosing the game over other elements in their life. It is their responsibility to balance their life and game time.
The reasons that drove the these such 'addicted' players need to be addressed before the games themselves are labeled as the cause of the addiction. This will improve the affected players' lives and enable them to game in a much healthier way.

Sunday, 9 August 2015

S8- Violence in Video Games
From even the earliest video games, most are still based around the concept of violence. And while some are able to create an engaging gameplay experience without the use of it, the most popular and entertaining games involve it. This is not a bad thing, as society is generally intelligent and is aware of the difference between staged violence and real violence, understanding that the latter is not acceptable.

Stated by Tim Biggs on The Sydney Morning Herald, '...the debate has slammed back to the same old rhetoric: that violent representations inform a violent society (not the other way around), and that obliterating the representations will somehow result in a safer environment'.

Banning video games merely because they display violence won't solve anything, real violence will still occur. Those of society who blame video games are overlooking the fact that there is violence displayed in books, movies and all over the TV as well. Before video games, it was certain movies, music and even books that were blamed for society's violence.

While some games may take things too far, parents need to be aware of the content of game before allowing their children to play it. And this doesn't mean dictating over everything they are allowed to watch and witness, but acting as a guide for what is appropriate for them at their age.

Looking at the video game society in particular reveals that the violence perpetrated in the game remains on the screen and overall, game have a more positive effect on people than negative.
S7- Gender
The role of female characters in games largely started out as being intensives for quests as something for the hero to rescue, attributing them little power and, noways, even less clothes. Male characters also tend to be stereotyped as having huge amounts of muscles and the ability and responsibility of protecting things. These stereotypes are fair to neither gender as the people of society rarely conform to either constructed view of each gender and to while it is ok for there to be characters like these every, diversity is what is needed. Games coming up with interesting, varied characters is always a good thing, as it reflects society’s own diversity.

'By lifting the 'damsel in distress' heuristic from female video game characters and designing female characters that are as capable and badass as are present in real life, women could easily take the role of the hero- and could absolutely sell video games' stated by Eugenia Zobel de Ayala on hastac.org.
What many publishers seem to believe is that female characters who are respected for who they are won't sell games and thus prefer their presence to be hidden from the game covers.

One of the issues strong female characters have is not necessarily their costuming, but their poses and what their designers are trying to communicate by positioning them in suggestive ways- that their body is the only thing of relevance. Any abilities they have or any positive contribution they make to game's story is overlooked in favor of the eye candy they can be made to present. This denies them of any real purpose they may have in the game.

As more and more people become aware of this issue and voice their opinions, the game industry will change, bringing about more diverse characters treated with the respect that they, and society, deserve.

Friday, 24 July 2015

Session 6- Genre

The world of genre when it comes to video games is massively different to the concept when it addresses literature and movies. Game genres are instead assigned by which action the player will carry out the most and in what viewpoint they will experience it from.

On the website gamepeople.co.uk, the point 'Once you've found a game you enjoy, a great way to find more experiences you are likely to appreciate is to look for other titles in the genre' is put forward.
However these genres do not categorize titles by the events within the game's storyline. This seems to be an odd technique as, when seeking out a game involving certain aspects, such as action or romance, the audience generally cannot look to the attributed genre of each game as the information on what it really involves isn't communicated by it.

Games today are breaking the previously established guidelines of genres more than ever. All the artists, writers and developers who have the skills, innovative ideas and drive to create something different and interesting are enabling games to mesh genres and spawn new ones.
As the video game industry continues to grow, the concept of genre and the number of ones offered to players will continue to expand, evolving as the area becomes further explored by gamers and developers alike.

Saturday, 11 July 2015

Session 5- Ludonarrative resonance/dissonance
The storyline of a game drives the player through it, giving purpose to levels and enticing the audience to discover what occurs next. By utilizing multiple storylines and opposing the gameplay with a story that paints the characters or environments in a different light, a writer can change up typically straight forward- and more expected- narratives, turning the game into something different.

On their blog, The Age of Gaming stated that, 'The future of video games lies in the complete and seamless melding of ludic and narrative elements'. It is rare for a game to become popular for its story alone however, as the graphics, aesthetics and gameplay must work together to create a worthwhile game before the quality of the storyline is considered.
However, a story can have a dramatic effect over whether a game is continued or remembered by the player and the skillful implementation of them can create a more powerful and meaningful experience.