Why some of the best writing has nothing to do with character or story.
Interview, Day to Day If videogames can be art, how should we study those games which are artistic? There are games, like Tetris that are not intended to be art in the usual sense, and they can be studied simply as games, focusing on what game design ideas and programming mechanics make them entertaining.
Other games, however, have elaborate scripts, voiced characters, and dramatic music; these are elements common to other forms of art like films or plays.
Should people interested in studying videogame design use methods from these other forms of art, then?
This is an old question that has been rattling around in discussions of videogames: Both are defined below. Neither discipline is adequate. Whether or not videogames can be art, they must nevertheless have their own form of criticism that assesses them for what they are, not what other thing they are like.
Ludology studies the rules, theories and practices common to games like chess, hearts, backgammon, Monopoly, and so forth. Narratology is the study of narratives, like novels, poems, movies, plays, and television shows. Modern videogames, obviously, contain elements derived from both traditional games and traditional forms of narrative.
Are modern videogames more like traditional tabletop games than they are like movies?
First let us break down these very large questions into a few smaller and more specific ones; in doing so we will find how videogames are different from traditional games.
Like traditional games, videogames do have a number of common rules and strategies. But the biggest difference between traditional games and videogames is artificial intelligence, which only videogames have. Artificial intelligence means more, in the case of videogames, than one might ordinarily think.
The most obvious kind of AI is the computer-controlled opponents bots in any given game. For the purposes of this essay we can call these computer opponents, that tend to be imitations of human players, continuous AI.
But there is another kind of artificial intelligence; this is the programming that works in the background. For example, independent moving parts and dynamic ambient conditions like a wind that blows in irregular gusts in a game environment are controlled by a piece of programming that requires no input from a player.
This programming knows what to do and requires no player-prompting or random initiation, but it is limited in its role to being a background factor in the game.
This kind of much more limited AI can be called discrete artificial intelligence. Many videogames have some amount of continuous artificial intelligence, but nearly all of them have abundant use of discrete artificial intelligence.
Note that I do not intend to make any comment on the computer science of artificial intelligence, a subject about which I know nothing. Even if one of the players of a traditional game is a guide or dungeon master, they are still engaged in the same play action, just in a different role.
But still, the players, or chance-based pieces they use, are responsible for causing all the game action. This is simply not true in videogames; videogames have a discrete game world, not created or operated by any player.
This is the primary design feature that separates videogames from their traditional counterparts. In short, the difference between traditional games and videogames is that videogames have a world in which everything about the game, except for controller input, takes place.
This world is created, controlled, and sometimes populated by continuous and discrete artificial intelligence. The player is a guest in that world, the central participant in its mechanics. Setting, Character, and Challenge Setting The second question in assessing how videogames should be studied is whether or not videogames are similar enough to traditional narratives that we should study them the same way.Prompt #2: Imagine you found a pair of used shoes on the sidewalk.
What do they look like? Where did they come from? Instead of stepping into someone else’s shoes, this narrative writing prompt asks your 5th grade students to focus on the shoes themselves.
Narrative writing games will help students transition from sharing stories orally to writing their own narrative papers. Narrative games like anecdotal bingo, story pass and roll-a-story provide students with inspiration for original narratives. A narrative or story is a report of connected events, games, or live or recorded performances).
Narrative history is a genre of factual historical writing that uses chronology as its framework (as opposed to a thematic treatment of a historical subject). Narrative writing games will help students transition from sharing stories orally to writing their own narrative papers. Narrative games like anecdotal bingo, story pass and roll-a-story provide students with inspiration for original narratives.
Oct 20, · Here are student opinion questions that invite narrative and personal writing, all together in one place. Sections. SEARCH. video games, fashion, family, pop culture, social media and more.
Story Writing Game for Kids This great story writing game for kids will help teach children how to create the right atmosphere when planning stories based around a chosen topic. Use the correct words to create an atmosphere suitable for a ghost story, spy story or romance.