Fiasco Reflection

A game played by creating impromptu narratives, Fiasco turned out to be truly a Fiasco! The narratives my group created had several plot twists and questionable outcomes that had all of our heads spinning. Fiasco, a game unlike others, had a set of rules that were not restricting like other games such as Monopoly and UNO. The rules were more of a guideline that gave my group freedom to make our own choices and essentially create a collaborative story. Playing Fiasco was in some sense writing without physically doing that.

The story our group told ended up with all of us ending up in jail at some point or doing something illegal. Each character faced conflicts that we either took extreme measures to get out of or simply did not resolve the issue resulting in their incarceration or another conflict. In order to even start our narratives, my group members and I had to setup the game which essentially formed an introduction. From the setup the plot slowly unfolded. In many ways, this is very similar to any type of writing that intends to tell a story. There is an introduction giving characters’ identity and purpose, a conflict that the characters must resolve, and an ending where the problems are solved.  Having to go through this process also shed light on the elements of fiction.

Fiasco was essentially creating a fiction. While creating our narratives, my group realized how difficult it was to create one that made sense. It was easy to begin the story, but creating a logical and coherent storyline was difficult. We had to think outside of the box to create new problems and creative solutions that made the narrative interesting. My group started off with two characters getting busted for possession of marijuana, but there were only so many scenarios we could create without being repetitive.

Fiasco was a completely new game to me and very different from the games we played this semester. I had never played a game that had a set of rules, but in the end was mostly open ended to create our own beginning and end. At the beginning, the game was hard since none of my group members or I had played a game like this. We were not sure if we were doing it correctly, causing us to be hesitant when first creating our narrative. I was thoroughly pleased with the results we came up with though. After figuring out, the storyline quickly picked up.

Fiasco was the first role-playing game I have played, and I believe it was rewarding in doing so. Playing a game rather than actually writing those narratives shed light onto the writing process for fiction works and allowed us to have a different perspective on games in relation to writing. Fiasco essentially allowed my group members to work collaboratively rather than work against each other like we would in a typical game. In the future, I believe having the experience of playing this role-playing game will further improve my writing.

Wolf in White Van

Wolf in White Van by John Darnielle presents an additional unique method of coping with trauma: escapism through games. This novel suggests that through games, people can escape into a world where they are psychologically and emotionally sheltered from the repercussions of their trauma. This safety allows individuals to heal and recover from their wounds in an alternative reality. Click here to find out more.

Tomb Raider-Podcast reflection

Tomb Raider was the second game Samsara and I chose to do a podcast over. It was quite interesting since this was the first time I had played the game or even heard of it. I usually do not play action and adventure based games. I actually really enjoyed playing this game and learning about its background.

Samsara and I linked the game to the word “reverence”, which we took in different direction than Ian Bogost’s definition in “How to Do Things with Videogames”. We interpreted the meaning of reverence to be a sign of deep respect while Bogost related the word to church. Though taking a different route in definitions, we focused on the developments of the game that displayed reverence and unique feature of having a female protagonist in the game. Our goal was to highlight the deep respect people have for Tomb Raider and uniqueness of the having a female protagonist. Samsara and I both took away that having a female protagonist was empowering to women, showing they could anything that men could. However, we also presented the idea that the game could also be demeaning to women because of way that the protagonist was depicted. In the end, we concluded there was no one right answer and that it was up in the air as to how one would interpret it. In the given time we had, I believe we were able to talk about everything we wanted to.

The process in creating this podcast went fairly smoothly. Samsara and I didn’t have any schedule conflicts and were able to easily meet up and work on the podcast. This podcast production to me was much better than the first. We had a lot more time to work on it and definitely sounded less scripted than our first podcast. It definitely helped to already have experienced creating one podcast previously to create another. It also was helpful to listen to other groups podcasts that recorded before and after us. It gave insight as to what we should or should not do. One of the biggest changes we made in our second podcast was to talk more freely rather than having a script to read off of. It allowed the podcast to flow and seem more natural.

A few lessons that I took from this was digital citizenship/digital identity and collaboration. Though I did not do a lot of editing, I was able to learn to use Garage Band to some extent. I really did enjoy working with Samsara. She was an excellent partner, and I believe we worked together well. Both these lessons that I took away can be applied in other classes and situations in the real world. Collaboration is something everyone will have to do in their lives whether they like it or not, and I believe its skill that everyone should have. Today with how far technology has advanced, having some sense of digital citizenship/identity will help.

As a learner,I feel like I am improving. I learned a lot from the previous podcast we created. For this podcast, it was done more in advanced and felt more planned out. Suggestions I would have for my peers would to be plan further ahead. Also one thing that I really liked that we did this time was recording stuff before we went in to talk to Professor Morgen. It allowed us to figure out what we had and didn’t have before getting critiqued by Professor Morgen.

This was the last podcast we had to make for this semesters English class. I think the outcome was rewarding because I was able to learn many things from this experience.

 

Podcast reflection-Candy Crush

Podcast reflection-Candy CrushWhen first being introduced to the idea of creating a podcast about a game, Candy Crush was the first game that popped into my mind. Since 2012, I have been playing candy crush. From the release of the first game to now, I have had the original candy crush saga, the soda saga or jelly saga downloaded on my phone. Being able to analyze and research about the game that I honestly hold dear to my heart was very interesting.

I worked with Samsara in creating a podcast that exposes the relation of Candy Crush with habituation and branding, terms found in How To Do Things With Video Games by Ian Bogost. The process in creating the podcast was interesting and memorable. Samsara and I both individually did our own research and formed our own thoughts before coming together to record. Both of us came up with different ideas and interesting arguments to put forth. We each did editing, though I had a hard time figuring out garage band. I hope to get better at editing for the next podcast.

As to in response to listening other episodes before creating our Candy Crush podcast, I believe it did influence our podcast. Though some of our information and talking sounded scripted, we made attempts to go off script and just say things that came to mind when talking about a certain topic. It was really helpful to listen to a set of podcasts before creating our own. Listening to the other groups helped us figure out our own structure for our podcast.

The main goal in creating this episode was to argue the habitation and branding could be found in Candy Crush and how something can actually be learned playing the game. Actual life skills such as good decision making, the value of each decision made or simply just trusting your gut. Though these skills may seem simple, the result from learning from these lessons can actually be applied to real life and make a difference. Also the connections made between literature and Candy Crush highlights the fact that a simple game like Candy Crush could be considered “literature” or a “work of art”.

There were two learning outcomes that I took away from working on this podcast episode, collaboration and critical thinking and reading resulting in writing. Samsara and I were relatively busy, so sometimes getting together was a bit difficult. However, despite conflicting schedules, we often found time to have short meetings to discuss and plan for our podcast before actually recording. I believe our collaboration went well. We really worked as a team. When I struggled with editing some parts due to a lack of knowledge in editing, Samsara was really a team player on being able to help edit. As for critical thinking and reading resulting in writing, the part on branding about Candy Crush was a bit more difficult to analyze than habitation since there was a lot more information to be found about habitation than branding. It forced us to think and formulate our own arguments and eventually write and record about it.

As a learner, I feel like I am progressing. This was the first time I have created a podcast as opposed to writing an essay, and I believe the results was very rewarding. There are still quite a few things I know I need to work on such as editing skills and going off script to talk about the game itself more freely. I would suggest my peers for future episodes to not create a script and just record what comes to mind. It flows better that way and often unscripted thoughts are more valuable than scripted ones. I am proud of the episode Samsara and I created. I really enjoyed being able to talk about my personal experience which helped amplify the argument of habituation found in Candy Crush.

Creating this podcast was a really good experience, and I look forward to creating another for others to listen to!

Kentucky Route Zero-Magical realism

One of the many elements found of magical realism is clearly highlighted in Kentucky Route Zero. Political critique can be found in many scenes during Act II. In the scene where Conway and Shannon are looking for Lula, it was a bureaucratic mess to find Lula. The system failed to help them in the beginning. Another scenario where there is political critique is when we learn that the church has been taken over by the government and  turned into an office space for themselves. The game is criticizing the government amplifying the fact that they can do anything they want. The church for some people is a special and holy place, and the government was able to simply use it at its disposal because they needed it. The building Conway and Shannon go to find Lula was a mess to get help in. I believe this scene was used to criticize to disorganization and how useless the government is. It also shows all there are levels in the bureaucracy and how it gradually gets worse as one works their way up to the top. These scenes presented in the game invites players to think about the system we have and critique our own government.

Unpacking Manuel’s Reflections

My research throughout this project has led me to believe that the singularity of Manuel’s Tavern owes itself to unsuspecting connections that hide among its walls. The photograph which I had selected to analyze was of Winston Churchill, and lacked any online background information. After long hours of research, and without conclusion, I submitted a few paragraphs that addressed the lack of resources rather than the image itself. This resulted in a rather ineffective statement.

For the final draft, I decided after consultation to focus my research on Winston Churchill’s historical and political significance. Alongside the complex history of Manuel’s Tavern, I decided that Churchill’s story provided its own insights into the decorative purpose of the photograph.

The research led me to learn that Manuel’s Tavern was deeply rooted in politics, and Churchill’s photograph served as both a catalyst of discussion and a model of Maloof’s ideals. Maloof himself was highly political, and it is likely that the photographs he selected were ones that represented his beliefs. As the tavern’s following grew, Maloof became influenced by the politics around him, and likewise began using the tavern to influence his customers. Churchill was just one of these cyclical influences, and represents the tradition of discussion which Manuel’s Tavern has long upheld.

In completion of this project, I was forced to access all five learning objectives. Critical thinking was key in connecting the photograph’s significance with the tavern’s historical background. The first draft lacked any of these connections, and it was only after the consultation that I realized it was due to my failure to address the five learning objectives through my writing. By taking these objectives into account, I was able to create a much more complex final draft.

Unpacking Manuel’s Tavern

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For the Unpacking Manuel’s Tavern assignment, I chose a photograph of Winston Churchill sitting. I could not find the picture online, but found other pictures of him in the same setting allowing me to make my own connections. Therefore, in my analysis I will be focusing on the value of the picture in Manuel’s Tavern and details of the photograph that give the picture a deeper meaning. Read if interested!

Click here for the assignment.

Days 1 and 2 of Firewatch

Firewatch is much more interesting than the Gone Home and Dear Ester. The storyline and interactions that occur are a lot more interactive. The player continues to learn about the characters’ lives, but also at the same time feel like they really are playing a game unlike in Gone Home and Dear Ester, where the player only learns about the characters’ lives. There seems to be a clearer objective in Firewatch, which is to find the lost girls and stop the fires.

I liked how the only form of communication with another person was through a handheld radio. Listening to the conversations between Henry and Delilah was different. It gave better insight to the characters than just listening to the background story in the introduction.

Liveblog-Firewatch Beginning

When starting the game, I immediately saw huge differences from Gone Home and Dear Ester. Like the previous games played in class, Firewatch had an introduction. However, the introduction was a lot longer than the other games. We quickly learn about the lives of Henry and Julia in about 15-20 minutes. I found this game introduction to be more intriguing than the others since the player is able to be part of the character’s history by choosing between options. I felt this to be more interactive in comparison to the other games since they seemed to have strictly one story line, and the only objective was to find clues about the character’s history. I like how the player is able to make choices for the characters in their life. Emotionally, the topics that arise in Firewatch such as dementia and the struggles to face it is similar in a way to Gone Home and Dear Easter. All three games touch on sensitive topics and the struggles that characters face. So far I really enjoy this game and am very interested to see what will come for Henry and Julia.

 

Liveblogging Firewatch

Dear Esther

Gone Home and Dear Esther are similar yet different in many ways. Both games force you to draw conclusions of what happened where the player plays as the narrator, hearing or reading stories about others to create some image. Dear Esther seems to be more literature to me. It seemed to be more story telling than even a game actually. Players just explored the island and excerpts of the narrator’s thoughts and letters came up. There did not seem to be an objective really. However, with Gone Home the player had to uncover and discover parts of the narrator’s story. Gone Home was a lot more interactive than Dear Esther. Gone Home would be more historical the literary, since players had to uncover many things, draw conclusions, and several historical references were also made.  I do agree with Richard Bell’s distinction about the two games as literature and history. Honestly though, I do not see Dear Esther even as a game. Both games gave a gloomy and depressing vibe when first playing the game. However, I do not believe Gone Home ended sad, but Dear Esther continued to be haunting even till the end.

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