Wednesday 22 October 2014

Chapter plan and approach|COP3

Chapter plan:
  1. Introduction - aims, methodologies, approaches
  2. What exactly are online games? -brief introduction to the different types of online games.
  3. Where the fantasy artwork created for MMO games comes from - a brief origins history.
  4. Analysis of the artwork and style of the MMO games and why they are successful.
  5. Conclusion
Methodology :
  • ludology (game studies) - definition from Oxford DictionaryThe study of games and gaming, especially video games; Origin: 1960s: from Latin ludere 'to play' + -ology.
  • narratology (theory and study of narrative and narrative structure and the way it affects our perception) and storytelling. Narratology in games - games can be analyzed in the same way as any other form. Janet Murray ( Hamlet on the Holodeck) look at the computer as a new medium for storytelling, with the hypertext and interactive chat as a new expressive possibility. Espen Aarseth disagrees with this statement in his book Cybertext "to claim there is no difference between games and narratives is to ignore essential qualities of both categories" (Aarseth, 1997).
  • humanities - "What meanings are made through games?"- argument between narratology vs ludology when analyzing games. 
  • industry approach - searches for the new way of improving games, asks the questions like ''How can we make games better?'', there are different approaches, since the industry point of view is very complex. Games can be analyzed in terms of game play (similarities or differences), design, players experience. This approach is also very product and design driven.
  • gamification - use of game mechanics in a non-game environment, like Fitocracy app awarding points for doing exercises.
With the dissertation topic in mind I'll use game studies (ludology)  and narratology approach when researching and writing. This will be my main methodology, however I'll also have to take industry point of view into account, as their decisions impact the players, and look into a social aspects, like what motivates people to play games. After the first tutorial with Annabeth I've decided to drop the subject of MMO addiction in favour to more case study orientated essay. I'm not dropping my interested in MMO games, simply put, I'm changing slightly direction to look more into the game art and illustration, become familiar with the rules of composition and colour theory (as well as meaning of colour in different cultures). This way it'll also connect better with my practical element. Moreover, a deep look into the representation topic in games will be necessary, since RPG games have a quite specific way of portraying both genres (male characters are bulky, muscly; female - slender, petite figure, useless 'chest plate' armour). This change of direction will also enable me to talk to professionals and ask 'What makes a successful fantasy art (or game concept)?' as well as do surveys - ask whenever the change in fantasy/concept art for games is needed. 
As for the practical element, I'll still follow the plan that's been posted on my blog recently, but will also work a bit more on the story of the world and challenge myself with creating not only character concept but also a very good, portfolio worth, illustration pieces. In order to create that I'll have to synthesis the knowledge I gain from analyzing fantasy art, it's origin, composition (golden ration, rule of thirds) and colour theory, film language (cinematography), photography and apply it in my practice.

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