Monday, 14 May 2012

Persuasive Games

In the brief, we will be looking at Persuasive Games and whether or not they can change the world. I have chosen to ask the question "What are the Ethical Responsibilities of Game Developers?". To answer thsi question, I will be looking at Bogost's 'Persuasive Games' publication, as well as the controversy surrounding certain games and the public's reaction to it.

All research is included within this text:


When it comes to creating an extensive game world, developers must take into account what sort of impact that world will have on society through players. They have an ethical responsibility to do this, since if there was no moral backbone to what they were creating, it could potentially cause a lot of upset between different groups in society. This is much more prevalent when a game is based on a realistic setting or event, such as Activision’s ‘Call of Duty’ series and Rockstar’s ‘Grand Theft Auto’ series. In these cases, they can give a very negative view of the world we live in, one filled with war and corruption. Games without any form of realism, however, such as SEGA’s ‘Sonic the Hedgehog’ franchise can be created without much worry that it will negatively impact the world on a social scale. We all have a reasonable idea of what is right and wrong in the world due to law, religion and general behaviour among society and most games like to push these boundaries, letting you do thing in the game that you would not be able to do in real-life without severe consequences. Some companies use controversy as a profitable tactic, using the ‘bad publicity is still publicity’ way of thinking. This essay aims to discuss the question – Do companies need to cut controversial content in order to make their game sell more copies, or do the complete opposite and make purposely controversial content in order to gain publicity? Is controversial content a key factor when it comes down to a game’s popularity?

Games only seem to make a huge splash in the media when they’ve done something ‘bad’, such as the controversy of Call of Duty: Modern Warfare 2’s infamous Airport mission. In the stage, the player assumes control of an undercover CIA agent who has joined the ranks of Russian terrorists. The player is positioned in the middle of an airport raid, faced with a crowd of innocent civilians being held at gunpoint by the terrorist group. The civilians are screaming, some are injured in pools of blood and some try to drag the injured to safety, resulting in deadly consequences. The player doesn’t have to shoot any civilians to complete the mission, but even if they choose to make the moral choice and not shoot at the civilians, they will be shot by the other terrorists anyway. The player also has an option upon beginning the game, before this specific mission even begins, to skip this mission entirely, due to the graphic content contained within. There is no penalty for skipping the level, so the player would only be missing out on a small part of the story by choosing not to play it. Despite all this, the mission was edited or cut entirely from the game in many territories around the world, such as Russia, Japan and Germany. The scene was discussed briefly in the House of Commons in the United Kingdom, with MP Keith Vaz being “"absolutely shocked" by the violence portrayed in the game (Emery, BBC News 2009)”. as well as all over the public media. A lot of the media used scare tactics to drive people into believing that the fact that this was featured in a video game made this completely unacceptable. In the article ‘Controversy just for the sake of it?’, Gerard Campbell describes his experience whilst playing the mission: “Personally, I didn't fire a shot as I walked - I can't run - through a Russian airport, while the men around me fired systematically on innocent civilians, filling the air with terrified screams. I don't know what it was but something just made me not want to pull the trigger. Maybe my morality chip was kicking in, I don't know, but something just held me back. (Campbell, Game Junkie 2009), ” This shows that although the person is just playing a game, where none of what the player does will have any negative effect on the real world, they still feel some emotional connection to it. They feel a drive that makes them not want to shoot the civilian characters on-screen. Campbell goes on to talk about the controversy and its inclusion in the game: “I loved Modern Warfare 2 but was the terrorist sequence included just to court controversy? Was it added just to generate more interest in a game that was going to, controversial scene or not, sell millions of units anyway? I can't help but think that it was (Campbell, Game Junkie 2009)”.

In SEGA’s ‘Sonic the Hedgehog’ series, the first games had a very vague message of ‘Machines vs. Nature’, which nature always prevailing over man-made monstrosities but this message is never pushed onto people. Sonic as a character has “always been a “good” character, portrayed to stand up for the right and just. He is kind and self-sacrificing, like many heroes. (Bogost, Persuasive Games, 2007)” However, in the later years of the series a new character, Shadow the Hedgehog was introduced who was essentially the moral opposite of Sonic, an anti-hero. In his own game, the player was given the option to use guns and vehicles to kill army officers and alien creatures. This takes the moral ethics of the ‘Sonic the Hedgehog’ franchise and flips them over to create the complete opposite of what it once was. The game has a very heavy focus on morality and choices, with ten different endings and each level contain a Hero, Normal and Dark mission, all of which have a different outcome depending on how the player navigates their through the stage.  “James gee has cited ‘Shadow the Hedgehog’ as an example of a game that teaches a moral system through play, and indeed the game’s outcomes change based on how the player chooses to progress through the game. These choices have effects – perhaps even non-trivial effects – on the game world. (Bogost, Persuasive games, 2007)”

In smaller, downloadable games that are bound to not get as noticed by the general public, the threshold for content allowance is a lot broader than it would be with a big-budget retail title. The example I’m going to use is a small game by the name of ‘The Binding of Isaac’. The title itself is a direct reference to a story in the Hebrew Bible where God asks Abraham to sacrifice his son, Isaac, on Mount Moriah. Religion is always a sensitive subject when it comes to any form of entertainment and with video games being as frowned-upon by some as they are it’s going to be a big risk creating a game based on an entirely religious image.  Fortunately, it seems that smaller games that are only available on services such as Steam have a lot more creative freedom and less limits on the content they can contain. Many game developers are taking advantage of this and creating new, original titles that bigger companies would rarely take the financial risk for. ‘The Binding of Isaac’ for instance only costs £3.99 on the Steam store and was made in Adobe Flash by two people – Edmund McMillen and Florian Himsl. This means they could set the game at a very low price point yet still make a lot of profit on it. It is very child-like and cartoony in its visuals but this is just a cover for its true tone. The game follows a story similar to the one from the Bible that it is based on, where Isaac’s mother hears a voice from above that says her son is evil and corrupted. This eventually drives Isaac’s mother to attempt to kill him, before he manages to escape through a trapdoor in his bedroom and into the basement below. The player is then put in control of Isaac, who wanders from room to room firing nothing but tears from his eyes at any of the weird and deformed creatures he comes across while collecting items of varying nature. These creatures range from tumour-ridden siblings to aborted foetuses, so you can already guess the content is very grotesque. If this sort of content were included in a big-budget retail game, it would have been banned before it was even finished because of the publicity it most likely would have got. If more strong Christian groups got word of this game, they would have fought to get it taken out of the public eye due to the views they’ve been brought up with. Each religion has its own set of rules, or doctrine, which the person of said religion should follow and abide by. Much of the content seen in this game would go against a lot of what they might believe is right and force them to do the unethical thing and push their beliefs onto people who may or may not find this game offensive whether they like it or not. This just goes to show how much Steam is a place where developers can truly be expressive in their titles. The game’s designer, Edmund McMillen, wanted the game to be ported over to Nintendo’s 3DS console and had everything set-up to do so except for Nintendo’s approval. A few weeks later McMillen made an announcement via Twitter: "After a long internal debate Nintendo has decided NOT to allow The Binding of Isaac on the 3DS…as many assumed the reasons were due to the games 'questionable religious content. '” He then went on to praise Steam and how it gave him the creative freedom he wanted: “Thank GOD Steam exists, I gotta again publicly thank Steam for fully supporting Isaac and not requiring ESRB or censoring its published games. Just one of many reasons why Steam is the top dog of digital distribution. (McMillen, Twitter, 2012)". The game itself has gone on to sell over 500,000 units and received critical praise all around, so the content of the game has definitely not stopped it from becoming a success. In fact, most people say it really enhances the gameplay and makes the game feel fresh despite its old-school inspiration - ‘The Legend of Zelda’. The game has had virtually no coverage in non game-related media and still managed to be a hit without causing un-needed controversy. It is widely agreed that Nintendo made this decision because it wants to keep it’s ‘family-friendly’ image it has going on, but by doing this they have lost out on a lot of good sales. The company is most likely worried that the game could tarnish its clean name, but I believe they could use smart marketing strategy to make sure this game only gets to the right audience. This should be an easy task, especially with something as small as being on Nintendo’s eShop.
Of course, controversy itself doesn’t determine whether or not a game sells. The previously mentioned games have sold well because the people who buy them obviously believe they are good games, not just because they gained good or bad publicity. This makes me question why some developers feel the need to either restrict their content or make it deliberately controversial on an extreme level. A big case of this was Grand Theft Auto IV where, like the previous game in the series, the title would feature aeroplanes as drivable vehicles. This, however, was eventually removed from the game before it was released, due to comparisons of Liberty City (the game’s setting) and New York City and the 9/11 attacks and the fact that people may replicate them within the game. Now, this is another very sensitive subject to many people, with good reason. I personally think this is not the right attitude to take when it comes to creating games and just because the game has an everyday vehicle and some realistic buildings in, it shouldn’t mean that these features can’t be in a game together when they are so loosely connected, if at all. There are many ethical ways to get around these issues, but it seems a lot of companies don’t want to invest the time and money to figure out how. It seems that game developers are worried about people who don’t know much about games beyond ‘they cause violence’ rather than the people who would actually be buying and playing the game, which is a real shame. I believe that if more platforms such as Steam were introduced, where freedom is a key point in creating games, we would see a whole new slew of original ideas and concepts flourish through rather than the same games we get every year, such as Call of Duty. Originality never comes easily, and more creative freedom from publishers can change this.

In conclusion, I have found out that content can easily affect the world socially in many ways. Whether that’s the perception of law and war, forcing people to push their views onto others or ethical behaviour and morality, game developers always look at every aspect of their game and how it might potentially affect the public eye before deciding whether or not to include it in their game.

Bibliography
Game Junkie (2009) Controversy just for the sake of it? [Internet] available at <http://www.stuff.co.nz/technology/blogs/game-junkie/3066392/Controversy-just-for-the-sake-of-it>. Accessed April 2012
BBC News (2009) MPs row over Modern Warfare game [Internet] available at <http://news.bbc.co.uk/1/hi/technology/8342589.stm>. Accessed April 2012
Bogost, Ian. (2007) Persuasive Games: The Expressive Power of Videogames. 1st ed. MIT Press, p285.
EdmundMcMillen (2012) Twitter [Internet] available at <https://twitter.com/#!/BlakeTheGod> Accessed April 2012

Monday, 12 March 2012

Platform and Distribution - The Essay

My essay includes all of the research I found and created during my time with the Move controller and looking into all of the related material.


Sony wasn’t always the huge electronics company we know today. Like any new company, they had to start out small and make a name for themselves. Just after the end of World War II, two men by the names of Masaru Ibuka and Akio Morita started a small radio repair shop in Tokyo, trying to do all they could to help people start again after the chaos and destruction of the war. A year later, they formed a slightly bigger company by the name of ‘Tokyo Tshushin Kogyo’ (‘Tokyo Telecommunications Engineering Company’ in English). This company focused on the repairing and manufacturing of radios and voltmeters, much like they had been doing previously, but they aspired to also develop and design electronics. It was in 1950 when they had their first breakthrough when they built Japan’s first tape recorder, and achieved a similar feat when they built the first transistor radio in 1955. This was also the year that the company had grown so much since its conception, that Ibuka and Morita felt it was time for a name change. The company changed their name to ‘Sony’, which would go on to become one of the biggest electronics companies in history. In 1960, Sony of America was born along with the world’s first portable television. Over the next decade, Sony grew even more and started to become a household name. They opened 4 new factories to keep up with consumer demand for all of their new products and the company could tell that things would only get better from here. In 1979, Sony released the world’s first portable cassette player under the brand name ‘Walkman’. This would go on to become one of the biggest brands in music history, spawning the first CD player in 1982 and becoming an even bigger hit. In this same year, Sony started the manufacturing of home computers and CDs. After all of these technological milestones, Sony decided to expand even further by creating both a music and pictures division of the company towards the end of the 1980’s. Even though their more popular products would steer away from their previous endeavours, Sony would still play a key part in the electronics industry for years to come. They finalized DVD in 1997, joined the Ericcson phone company in 2001 to manufacture mobile phones, started the popular ‘Bravia’ television brand in 2010 and so much more (mrdragon897872, 2011).
There was one field of technology Sony hadn’t had much of a part in at this point in their lifespan, however – the computer games industry. This was an industry that was rapidly growing in popularity, with Nintendo and SEGA being the main competitors in the home console market with the Super Nintendo (SNES) and SEGA Mega Drive (Genesis in the states). SEGA was on top with a 52% share of the market and churning out over 80 games per year to keep its customers happy. Nintendo, however, were mostly relying on 3rd party efforts and waiting on Shigeru Miyamoto, the brains behind the Super Mario and Legend of Zelda franchises, to create his next masterpiece. SEGA had plenty of ground when it came to customer loyalty, ever since Sonic the Hedgehog kicked them off to stardom in 1991. SEGA had also recently release the SEGA CD, an attachment for the Mega Drive that could play CD-ROM games and add a much higher level of graphical power. Nintendo looked at their situation and figured they needed to do something to get back on top. They figured that, since Sony had such an expert knowledge in the electronics industry and the fact that the SNES used a Sony-based sound chip, they could help each other out. Nintendo and Sony set out to make an attachment for the SNES which would add a CD-ROM drive to the console, which boasted specs that either equalled or surpassed the SEGA CD’s capabilities at half the retail cost (Super NES Buyer’s Guide, 1992). This then-powerhouse was destined to be called the Playstation and to be distributed by Sony.
Nintendo eventually started to have doubts about the console and gaining success from it when they realised that over half of the rights would remain in Sony’s name. Not even a day after the Playstation was announced at an international games convention, Nintendo had decided to turn around and ask Philips for help in working on a CD-based console. While the Philips CD-i would go on to be a huge failure, Sony went on to create the Playstation in their own image with the help of Sony veteran Ken Kutaragi, a brash engineer with bright and brilliant ideas who had been working at the company since 1975 (PlayStationMuseum, 2011). In 1993, Sony Computer Entertainment was formed and the Playstation was released a year later. One thing Sony didn’t have though was a name in the gaming industry. Nintendo had Mario and Miyamoto and SEGA had Sonic and their huge arcade market on top of everything else they had. At first they had a lot of trouble finding support from 3rd parties to make games for their new console as it was thought to be too expensive a process. It wasn’t until SEGA released ‘Virtua Fighter’ for their newly-released SEGA Saturn console that developers could see what could be done with this type of technological power and Sony was flooded with requests and questions such as “can we make this on your console” and “is this possible?”. After the Playstation was released in 1994 in Japan, it gained great commercial success, selling over 1 million units in just 3 months. They would then go on to release it worldwide a year later, to a similar success. Sony wanted a mascot to rival Mario and Sonic, however, so they commissioned Naughty Dog to create ‘Crash Bandicoot’. The game was a huge success and helped to shift many more consoles after its release. For a business that was brand new to the gaming scene, Sony had done pretty well for themselves. They had a strong developer backing, a popular mascot and many happy customers to keep entertained for years to come. In March 1999, Sony announced that they were working on the successor to the Playstation, appropriately named the Playstation 2. This console would go on to become the greatest-selling console of all-time, with over 150 million units sold as of 31st January 2011. It seemed only natural for Sony to carry on this success, so in 2006 they announced the Playstation 3. After its release, however, it was criticised for being ‘Late, Expensive and Incompatible’ (Dan Tynan, 2006). It was costly and difficult to program for compared to Microsoft’s second entry into the gaming industry – the Xbox 360, which had already been on the market for over a year. Sony had a lot of catching up to do and a lot of customers to satisfy. Over time they did manage to keep up with the Xbox 360, and nowadays a lot of games are made for the PS3 and Xbox 360 simultaneously.
In recent years, motion control has become a hugely popular way to play games, attracting millions of new customers from non-gaming demographics. While nearly all core gamers tend to prefer traditional controller methods, there’s no denying that motion-controllers have drawn in a whole new wave of people of all ages. Nintendo released the Wii to outstanding success, so it was only a matter of time before Sony and Microsoft would get in on the action. Kinect was Microsoft’s answer to the Wii – a full body-tracking camera with the technology to capture the player’s movements and translate it into a controller for the game they’re playing, similar to Sony’s Playstation Eye camera accessory. Sony, on the other hand, decided to make something that could be seen as a mix between Nintendo’s Wii remote and their famous Dualshock controller. The Playstation Move controller would feature 1:1 response, a feature previously only available on the Wii if you bought an extra accessory. Coupled with the PS3’s intense graphical power and online capabilities, the Move was a sure-fire success, no? Well, unfortunately it didn’t do as well as Sony might have hoped, but still well enough to start something special. That something special is the Move.me application.
Sony introduced Move.me to encourage students, instructors, hobbyists and researchers to create innovative software for PC, Mac and internet platforms. It has the power to aid people in creating exciting new ideas, one being that the Move controller could control a small robot in reality, rather than just something on-screen. The idea is for people to take the PS Move past the traditional gaming field and experiment in fields such as (but not limited to) physical therapy, creative arts, augmented reality and education. The downloadable software enables you to connect your PS3 console to your PC over the internet and use the full functions of the Move controller and Playstation Eye camera while experimenting with all of the things it has to offer. It has a massive potential to open up a whole new communicative field in gaming, and even potentially interest more people into the coding side of things. By releasing this software and opportunity to people, Sony has opened up a little more from just being quite a ‘protective’ company and I think this will bring them nothing but good. More people will be interested in the Move once innovative applications are made and ready to be used by the public. The only problem with releasing it so soon is that there will be hardly anything to show the potential of the program. Once it kicks off, however, I think it will really soar within the coding and idealistic communities. Sony’s open-source community tools will also help people to interact and share ideas with each other, as well as provide feedback.
            My short time with the Playstation Move saw me taking a look at the controller and using it in a typical situation which was, in this case, swinging a sword around on-screen. There were two Move controllers which were used to control 2 separate swords and I found that having two controllers in such a close proximity did nothing to distort the signal or anything like that. Every angle of my movements was perfectly translated onto the screen, which is a key point in helping to come up with potential uses for the hardware, as if there were any noticeable delays etc., some visions just would not be possible. I recorded my findings and went away to think about a possible idea for an application that I would attempt to make if I had the skills and equipment to do so.
I personally think the Move.me could be used really well in conjunction with educative storytelling in young classrooms. While animated stories are already a popular thing, a more interactive story would draw children in even more. This could range from interacting with characters and objects within the story on-screen, using the camera for group interaction and plenty of other opportunities. This could also be applied to teaching different subjects, too. Science, maths, music…the possibilities are almost endless.
            In conclusion, I think the Move.me has so much potential that might take quite a while to truly be seen but once enough people have dived into its world of almost endless possibilities, it could end up being a hugely popular source for budding new developers to go and bring their innovative ideas to life and share them with the world. Now Sony has opened up a lot more in term of independent development, I can see a lot more people feeling more comfortable in working with them and their products to create outstanding titles and applications. Personally, I’m looking forward to seeing how this sort of technology can be implemented into our everyday lives rather than solely into video games. I can’t wait until people begin to unlock the Playstation Move and Move.me’s exceedingly high potential.

Bibliography:
Sony. (2012) History of the Sony Corporation. Available from: <http://www.sony.co.uk/article/id/1060176719725> [Accessed 20 February 2012]
Sony shows off Move.Me. (2011) GamerLive.TV. Available from: <http://www.youtube.com/watch?v=UJjLpPikLKE> [Accessed 24 February 2012]
The Complete History of The Sony PlayStation.(2005) G4. Available from: <http://www.youtube.com/watch?v=ryi1QBA6XyI> [Accessed 19 February 2012]




Platform and Distribution - Introduction and Research

For our next CS project, we will be focusing on Sony's Move.me platform, which is an open-source tool that allows keen programmers and idealists to create applications that can be used with the Playstation Move controller. We will be looking at the company's history, using the Move to research what it can do and eventually present what potential we think the platform has.

To start my research, I looked into the History of Sony as an entire company. Using books, old magazines and videos, I found all the information I needed to gain a solid ground on Sony.


I then looked into the Move.me and the controller itself. It has so much potential that can be tapped into going by its capabilities alone. It could be excellent for all sorts of uses outside of traditional gaming.

Sunday, 27 November 2011

Preparing for Presentation

For my presentation, I've chosen to go with how nostalgia is, for me, the greatest form of immersion. I've written a short piece to prepare myself, but I will be shortening it down into note form so I can present it within the ten-minute time slot:


When playing a game, it’s not always the story alone that drags you in. Characters, settings and the gameplay itself make up a huge part of a game’s immersion factor. As a child in the early 90’s I was utterly captivated by the Sonic the Hedgehog series. The character oozed attitude, while still retaining a heroic presence, and he was genuinely a hero young kids like me could look up to. The world he lived in also played a huge part in this, since the lush hills of Green Hill Zone, the water-filled Chemical Plant Zone, the utopia that was Sky Sanctuary Zone were all places that we’d never seen the likes of before. They were memorable places, and the games just kept you drawn in, kept you wanting to get to the next stage and eventually defeat Dr. Robotnik for that huge sense of achievement. Beating a level or boss made you feel like a hero, like you were genuinely in Sonic’s shoes. That feeling was even greater amplified if you managed to speed through the level and maintain your momentum for as long as possible, whizzing through loops, dominating the slopes and ploughing your way through any obstacle that stood before you. It made you feel invincible, like you were unstoppable. You could free Sonic’s friends from Dr. Robotnik, and nothing would stand in your way.

Fast-forward to 2011. The young, naïve kids we once were are matured and wiser. We know these are just games we’re playing. Sure, we’re still immersed into the worlds and stories, but we always know they’re just games. However, there is one way that those same feelings that you had as a child can be felt again. Nostalgia. Nostalgia is a feeling that normally describes a ‘yearning for the past’, to re-live the feelings you had from a certain time in the past. Recently, with the recently released Sonic Generations, SEGA have made nostalgia the key selling point by introducing ‘Classic’ Sonic and setting the game in a ‘best-of’ of the series’ levels.

When I played the game for the first time, I instantly had that feeling I had when I was young flow back into me. The entirety of Green Hill Zone was how I’d pictured it looking in real life as a child. It’s like SEGA had plucked the image out of my mind. The music, the visuals and most of all, the gameplay made me feel like a kid again. That is what immersed me so much into the game, I was in the same little world I’d put myself in all those years ago. As cheesy as it sounds, it was a magical feeling. I’ve still stuck with the franchise over the years, but no game has given me the same feeling that this one did. 

Iconic Elements

Another task had us taking a popular franchise and writing down 5 iconic elements from said franchise.I have chosen the Sonic the Hedgehog franchise, as this is a world-renown series that re-defined how platformers are made:

1. Speed - Sonic was always popular for the speed the game was played at. It wasn't like Mario, where everything seemed sluggish in comparison. It was new and exciting to people back then, hence the popularity.
2. Attitude - The character himself oozed attitude, and this is what made him the 'cool' thing for kids to like in the early 90's. 
3. Sounds/Music - Everywhere you go, there's bound to something somewhere that plays one of the iconic sound effects from Sonic the Hedgehog. Most widely used is the 'Collect Ring' sound, most recently used in a Coco Pops advertisement! Green Hill Zone's melody is also instantly recognisable to the world due to it's simplicity and catchiness.
4. Bright Visuals - Sonic's world is an immensly colourful place, and its these surreal environments that helped Sonic catapult to stardom in his early days. There was a level trope for everything; Jungle, Factory, Underground, Sky Haven and even space.
5. Merchandising - Sonic has always been popular, which means a slew of merchandise has been released over the years. Even today new items are constantly being released for fans to snap up.

Analysing Metal Gear Solid



During a lecture, we were put into groups to answer two questions using a game narrative to back it up. With the group I was in, we went ahead and tackled Metal Gear Solid.

"What is the relationship between the main character and the goal?

Snake’s goal in Metal Gear Solid is to rescue the DARPA chief to obtain intelligence about the operation Metal Gear Rex. The scenario changes when the DARPA chief dies right in front of Snake and a new character named Meryl is instantly pull in to play to continue the story without looking back.

Why does the character care about it?

Snakes cares about the situation because the antagonists can take control of the situation without his help. Major Cambell needs to save his daughter Meryl then initiates a love relationship between Snake and Meryl. Snake must stop Metal Gear Rex from final phase to save the world."

These findings helped us to think about how other games could be analysed in the same way.

Creating Coherent Worlds

During our first lecture, we were split into two groups and given the task of analysing a game which was set in the future and its coherent world. We chose to go with Star Wars: The Force Unleashed as this seemed popular within the group. 

The story world builds off of the one already set throughout the franchise's long history, which automatically helps the player identify and connect with the game world. Here are the notes our group put to thought:


The protagonist is one of the founding members of the rebel alliance.

The game bridges a gap between episode III and episode IV.

Open sequence begins with Darth Vader in pursuit of a Jedi while brutally killing Wookies.

With this in mind, taking control as an antagonist instantly pulls the player into the would with its immersive convention.

The game is CORE HEAVY.

Does the game function with the aspects of the Star Wars story, background, 
characters, assets etc?

Space opera: By looking at the Star Wars world you can see aspects of the history in the game itself.

The game's graphics aren’t just eye candy, they all build the coherent world.


In our next lecture, we learned the narrative theories of a man named Vladimir Propp. His theories are still widely influential in today's works within narrative construction  His book is described with one of his theories:


"The word ‘morphology’ means the study of forms. In botany, the term ‘morphology’ means the study of the component parts of a plant, of their relationship to each other and to the whole – in other words, the study of a plant’s structure. But what about a ‘morphology of the folktale?’ Scarcely anyone has thought about the possibility of such a concept."

The theory basically breaks down to meaning that a study and analysis of a folktale can be made according to the functions of its dramatic personae. This is a good approach to take because it privelages function over character. With this outlook on the story world, it can easily be broken down into its prime structure.

Propp provides a supporting example:

1. A tsar gives an eagle to a hero. The eagle carries the hero away to another kingdom.

2. An old man gives Sucenko a horse. The horse carries Sucenko away to another kingdom.

3. A sorcerer gives Ivan a little boat. The boat takes Ivan to another kingdom.

4. A princess gives Ivan a ring. Young men appearing from out of the ring carry Ivan away into another kingdom.

Using this, Propp deducts that while "the names of the of the dramatic personae change... neither their actions nor functions change." He also says "a tale often attributes identical actions to various personages. This makes possible the study of the tale according to the functions of its dramatic personae."

Propp continues this theory with a list of dramatic personae's "Spheres in action":

·         The Villain. - The antagonist during a situation or event
.
·         The Helper. – Helps the hero during a situation or event.

·         The Donor. –  Prepare the hero with weapon, or power up during a situation or event.

·         The Princess, and her father. - Damsel in distress during a situation or event
.
·         The Dispatcher. – The character who sends off the hero with a lack of knowledge during a situation or event.

·         The Hero (Seeker-hero, victim-hero). - The protagonist of the story.

·         The False Hero. – Takes credit of the hero during a situation or event.

Using Propp's theory, I will look at a Sonic the Hedgehog 2 and apply the theory to it:

·         The Villain. - Dr. Robotnik
.
·         The Helper. – Miles 'Tails' Prower, Sonic's sidekick.

·         The Donor. –  Chaos Emeralds, can be used by Sonic to gain unlimited power with enough rings.

·         The Princess, and her father. - All of the kidnapped animals, trapped inside metal containers.
.
·         The Dispatcher. – Other animals, warning Sonic of the situation.

·         The Hero (Seeker-hero, victim-hero). - Sonic the Hedgehog.

·         The False Hero. – None.