Julls-Introduction
Jull starts the article with explaining when
video games were first constructed they were for use of other things. Many of
the philosophers attached games to other subject matters as an aid to understanding
their craft. Hardly any games have been unaccompanied. For
instance German philosopher Ludwig Witt connected video games to language and
thus games were excluded as being something that you couldn’t use. With other
people such as Propp and Claude Levi-Strauss claimed that the meaning of
narrative was based on formal structures. Ferdinand de Saussure found that
chess helped with linguistics and proclaimed, “ A state of the board in chess
corresponds exactly to a state of language.” So the general view of games was
insignificant or more a catalyst for other projects.
To give an example of how games have an
been implemented through studies, with chess the value of the chess pieces
depend on their position on the chess board and that relates exactly to
language. Chess being a strategic game was related to human nature through
cognitive science. Games have always been used for human problem solving skills.
Games had been used to research and mostly dealt with using games for other
uses than games themselves. Johan a philosopher makes it seem like games play a
crucial part in culture, but gives little mention of the games themselves in
its own aspect. Another researcher, Caillnois, is best known for his categorization
of games into agon (competition), alea (chance), mimery (simulation or make
believe), and ilnix (vertigo). All those thongs encompass elements that are
equipped with games. In
the theory for Games and Economic Behavior it focuses on economics but also
gives mention of different strategies implemented into games themselves. That
comment could also be supported with Claude Shannon’s suggestion that chess
would turn out to be “ the general purpose computer.” Games usually employ a
strategy that is doable, but has a level of difficulty that the player has to
gain knowledge of throughout the stages of game. The player acquires his
strategy after practice when continuing through levels. If there is just a
simple rather doable strategy the game isn’t as appealing and becomes boring.
The demonstration with chess was to show that people apply strategies like so and
acquire new methods. With chess the problem is defined, it is not simple but
not so difficult that a discrete nature about it so exemplifies the digital
nature of computers.
Games in general have collectively
the same elements, and they tend to be jumbled with expert explanations of what
they are and possess. The paradox comes on whether we focus on games themselves
or the players of the games. If studying the players we observe how they
interact with the game. Like so with human studies, one is introduced to a
something and is observed. If a game possesses adverse challenges and the
player still wants to engage in it, we could assume that the player has an
investment with playing. As mentioned with the elements of games, most good
games involve the player having a feeling of attachment or connection to the
game. If we were to explore the games themselves and say that it was the focus
of study, we would have to determine what the game on rules or fiction. Though
games rules usually are established they can be broken or distorted. This claim
is from the view of children‘s games that happen to change the rules when
different players encounter different experiences. Roger Callios defends that
games are either one or the other and not merged. So rather rules create
fiction for the game itself. When a player plays the game he or she is
separating himself from the world, thus the player enters into fiction. This
makes the player in a fictional mindset, but adheres to basic rules.
The
methods used to analyze video games help to understand the focus for which
video games have. When we focus on what games are in actuality they seem to
always exhibit key elements so that we can discern if it is a good game.
Does it interest the player enough to play again, does it have fiction or not,
is it giving strategies? Most games make it known its direction, story line, and what they want and will allow you to do. So like with the colorful, vast, fictional worlds
that are shown, there is a limit to the places one can explore. Like for example
when I have played games there happens to be the instructional portion, levels
and acquired tools as you progress. So to give an example a game I’ve played
before, the game Banjo- Koozie has a vast and beautiful ocean that you can see,
and when you try to go further and swim to see if you can find musical notes (the
game points for that game), you can’t and are again reminded that games have
limitations to what they want you to do. So many times with games you can get emerged thinking game rules and fiction are reality. This article can relate to
class through augmented space and for example with XBOX 360 people can play
with people in various locations around the world. So people can also network
through games along with feeling connected and not separated from others. It
also applies to mobility. With gaming systems, it is possible to transport the
consul to virtually anywhere you would like to play. This makes it easier for people
to play and be connected through networks of games and convenient locations.