lesson 1 - pomo videogame examples

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Learning Objectives 1. To be able to identify and discuss postmod er n videogames Year 13 OCR Media Studies Postmodern Videogames: Examples

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Page 1: Lesson 1 - PoMo Videogame Examples

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³Since there are only a limited number of storylines to tell, our only method of 

inventing new styles of gameplay is toresurrect dead genres and reconstruct

them to make something new. Narrationevolves, gameplay evolves. Hardwaremerely progresses. Long gone are thedays of two-dimensional side-scrollers

and linear gameplay. The future of gaming is here and now.´

 ± David Halpert 2008

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What makes a

videogamepostmodern?

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What makes a videogame

postmodern?1. Fragmentation of representations

- characters, settings, events

2. Intertextuality- genre hybridity, media interdependence, immersion and rabbit holes

3. Lack of Verisimilitude- machinima, shifting contexts, temporal mastery

4. Open-endedness

- micro-narratives, sandbox style vs. linearity

5. Interactivity- player agency and emergent gameplay

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All Videogames are

postmodern«Copy the axis below«

10

1

Videogames

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«But to what extent will vary

� You are part of a generation that has primarily

been exposed to postmodern videogames, it is

therefore important to find examples of games

that do not include elements of postmodernism,or perhaps only a few elements.

� Can you think of a videogame that would rate 1

on the axis and a videogame that would rate 10?

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To what extent is this

videogame Postmodern?The Sims is a strategic life-simulation computer game developed by Maxis and published by Electronic Arts. It was created by game designer Will Wright, also known for developing SimCity . It is a simulation of 

the daily activities of one or more virtual persons ("Sims") in a suburban household near SimCity.Instead of objectives, the player is encouraged to make choices and engage fully in an interactive

environment. This has helped the game successfully attract casual gamers. The only real objective of thegame is to organize the Sims' time to help them reach personal goals.

When starting, the game offers players pre-made characters as well as the option to create more Sims thatthey can control. Creating a Sim consists of creating a "family" (identified by a last name) that can hold up

to eight members. The player can then create Sims, by providing the Sim a first name and optional

biography, and choosing the gender (male or female), skin complexion (light, tan, or dark) and age (child or adult) of the Sim. The personality of the Sim is dictated by five attributes (neat, outgoing, active, playful,and nice) and a specific head and body type. A Sim's body is bundled with a specific body physique and

clothing. The player cannot change a Sim's face, name, skin tone, or personality once it has been movedonto a lot.

Sims, if enabled within the game, have a certain amount of free wil l, meaning they will engage in activitieswhen left to their own devices, though player commands will override anything a Sim decides to do on its

own. However, Sims may not perform important commands, such as find a job or conceive a child, on their own initiative. Unlike the simulated environments in games such as SimCity , SimEarth, or SimLife, the

Sims are not fully autonomous. They are unable to take certain actions without specific commands from theplayer, such as paying their bills. Thus, if left alone, without any player supervision, the Sims will eventually

develop overdue bills and their property will be repossessed.

The player must make decisions about time spent in personal development, such as exercise, reading,creativity, and logic, by adding activities to the daily agenda of the Sims. Daily need fulfillment must also be

scheduled, such as personal hygiene, eating, and sleeping. If the simulated humans do not perform needfulfillment, they suffer consequences. For example, if they do not eat, they wil l die of starvation. If they do

not go to the bathroom, they will wet themselves. If they do not have fun, they become depressed andunwilling to do things. When Sims have low motives they are more likely to be nasty to other Sim

characters by insulting them, slapping them and even attacking them.

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Useful Reading from 1up.com

1. Heavy Rain Review

2. Superbrothers: Sword and Sworcery Review

� What elements of postmodernism can you find in thearticle? In pairs, highlight all the references topostmodernism.

� Mark both of the videogames on the axis«

Remember the elements you are looking for:1. Fragmented representations

2. Intertextuality

3. Loss of Verisimilitude

4. Open-endedness

5. Interactivity

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 Your Turn«

� TASK: Choose five different

postmodern videogames to complete

your sliding scale«

10

1

Videogames

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Homework

We do not see each other next week

Therefore I want you prepare for you case study.

TASK: Choose a postmodern videogame ± look

through your notes from our µgame playing¶

lessons to help you choose ± and complete theanalysis task on the next slide. Bring your 

analysis notes to our next lesson.

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Homework Analysis Task

Complete a detailed analysis of your chosen videogame ± whatmakes it postmodern?

1. Who developed the game?

2. When was it released?

3. Where did the inspiration come from?

4. What type of videogame is it, e.g. strategy game? Does it blur morethan one type?

5. Are representations fragmented? If so, how?

6. Does the game make intertextual references to existing mediatexts? If so, how?

7. Does the videogame challenge the player¶s sense of reality? If so,how?

8. How is the videogame narrative constructed?

9. How does the game involve the player, is it interactive?