Wolf in White Van Reflection

Wolf in White Van by John Darnielle explores the experiences of 17 year-old, Sean. The story centers around his life before and after his experience with a trauma that not only affected him, but also engraved fear and worry in those around him, especially his parents. It may be hard to understand Sean’s trauma or where it stemmed from as it’s never stated or understood by even himself. Trauma has deep roots in any individual and how Sean coped with his can be read here. This essay explores how an alternate reality eased Sean’s deepest pains and struggles to provide an enjoyable experience for other players. I’ve learned outcomes to help me form ideas and write about a deep topic such as traumatic experiences and how to learn to live past it.

Fiasco and Frenzy

Gathering around to take part in a game you have very little knowledge of is no doubt a bit intimidating. Personally, I didn’t know what to expect and I could probably say that about my group mates as well. Automatically, I thought the process would take way longer than it actually did because of the general uncertainty of what we were doing. It was the first time any of us had played a tabletop roleplaying game, but I thought I could learn to appreciate this form of gaming as it was as our session progressed.

Starting off we all were assigned really strange, peculiar roles and it was comical at first, but then we all realized we’d have to form relations and try to connect a story amongst us all. After the relationships had been settled between all the players, we found it difficult to start of the story in a way that would make sense for all of our characters. We got a solid story started up after a while and as we moved forward, we all became better at progressing the story. I’ve never done improve before, so I’d admit it was difficult coming up with a story on the top of my head, but it became increasingly easier as the mood got lighter amongst us all. The general narrative that we created surprisingly made sense in the end and connected all of our characters. I was the only one to survive in the end, but even then I still had a very unfortunate ending by being ‘dead on the inside’.

I’m very proud of the narrative we all contributed to and felt all of us had an important part in making it such a comical yet sadistic one. At first I was unsure how this game would compare to a work of literature, but after experiencing it, I completely understand how this game is a work of fiction. Taking creative ideas and forming and organizing them into a narrative this way is no different than actually writing an essay, book, or other medium of literature. Looking at it more broadly, all games in general provide their own narrative that players experience and playthrough. Every players’ gameplay differs, so in a sense every player creates their own narratives based on their own ideals and logical thinking.

Initially, I didn’t know what role I’d take on or if I’d even be an important one, but after playing through Fiasco, it was clear every character had a huge impact on the narrative and I think that’s very unique about this game. Compared to the majority of times when I’m writing literature, this game stood out particularly because it was collaborative and was based on what the person before you wrote. I’m used to independent writing and forming my own thoughts and ideas to put in the form of an essay, but this experience definitely opened my eyes up to other forms of literature that don’t necessarily mean literally writing on a sheet of paper by yourself.

This assignment was definitely an experience that I’ll never forget and has taught me a lot about writing in general and the different forms of media a narrative can live through. I feel as I’ve progressed in this one experience alone by improving my improv and vocal storytelling skills to create stories. This assignment also allowed me to experience more collaborative approaches to literature and how many can drive a story at once. Overall, I really enjoyed playing Fiasco and wouldn’t mind playing again or introducing it to my friends in the future.

Fiasco and Frenzy

Gathering around to take part in a game you have very little knowledge of is no doubt a bit intimidating. Personally, I didn’t know what to expect and I could probably say that about my group mates as well. Automatically, I thought the process would take way longer than it actually did because of the general uncertainty of what we were doing. It was the first time any of us had played a tabletop roleplaying game, but I thought I could learn to appreciate this form of gaming as it was as our session progressed.

Starting off we all were assigned really strange, peculiar roles and it was comical at first, but then we all realized we’d have to form relations and try to connect a story amongst us all. After the relationships had been settled between all the players, we found it difficult to start of the story in a way that would make sense for all of our characters. We got a solid story started up after a while and as we moved forward, we all became better at progressing the story. I’ve never done improve before, so I’d admit it was difficult coming up with a story on the top of my head, but it became increasingly easier as the mood got lighter amongst us all. The general narrative that we created surprisingly made sense in the end and connected all of our characters. I was the only one to survive in the end, but even then I still had a very unfortunate ending by being ‘dead on the inside’.

I’m very proud of the narrative we all contributed to and felt all of us had an important part in making it such a comical yet sadistic one. At first I was unsure how this game would compare to a work of literature, but after experiencing it, I completely understand how this game is a work of fiction. Taking creative ideas and forming and organizing them into a narrative this way is no different than actually writing an essay, book, or other medium of literature. Looking at it more broadly, all games in general provide their own narrative that players experience and playthrough. Every players’ gameplay differs, so in a sense every player creates their own narratives based on their own ideals and logical thinking.

Initially, I didn’t know what role I’d take on or if I’d even be an important one, but after playing through Fiasco, it was clear every character had a huge impact on the narrative and I think that’s very unique about this game. Compared to the majority of times when I’m writing literature, this game stood out particularly because it was collaborative and was based on what the person before you wrote. I’m used to independent writing and forming my own thoughts and ideas to put in the form of an essay, but this experience definitely opened my eyes up to other forms of literature that don’t necessarily mean literally writing on a sheet of paper by yourself.

This assignment was definitely an experience that I’ll never forget and has taught me a lot about writing in general and the different forms of media a narrative can live through. I feel as I’ve progressed in this one experience alone by improving my improv and vocal storytelling skills to create stories. This assignment also allowed me to experience more collaborative approaches to literature and how many can drive a story at once. Overall, I really enjoyed playing Fiasco and wouldn’t mind playing again or introducing it to my friends in the future.

Podcast Reflection

Gamecast: Mario Party and Relaxation

Similar to our last Podcast, Graciela and I picked a bright, energetic game, Mario Party. Both of us had a lot of experience playing it, so we figured we’d have a lot of interesting topics to discuss. In contrast to our last podcast, we tried to relate some aspects of the game to the outside world and other references past just our experiences. We both contributed to the general outline of what we were going to talk about and we spent time together editing the audio afterwards. We did not experience many obstacles this time around compared to last time because we now had experience and received feedback on we could do to improve for this episode. While we did have difficulties relating this game to a particular Bogost chapter, we eventually led ourselves to picking Relaxation. There were clear differences between games discussed in that chapter and Mario Party, so we decided to highlight the differences and tie it back to the world around us.

With this podcast, we wanted to relate more with our audience as we believed our previous podcast dealt a lot with just how we felt playing the game. Engaging the audience through relatable topics was a primary goal of us. We aspired to connect the game beyond Bogost’s Relaxation chapter and explain what some of the game’s concepts could mean and what it says about the world around us.

Critical thinking played a big role in determining the context of our podcast. Graciela and I had to connect reality and a game to get the basis of our argument so we could thoroughly analyze the relationship. I definitely think I could improve my own analyzing skills because only collaboration with my partner allowed me to get ideas flowing and engage more with the audience. Through and through I’m proud of this episode and I feel like I’ve learned many new things and others to consider when talking to an audience.

Kentucky Route Zero Freewrite

If there were one element of magical realism within the game, Kentucky Route Zero, it would most definitely have a real world setting. The game appears to be set in our modern day Kentucky and all the elements within the game are something you’d see in reality. The game itself is not quite normal, however. While the familiar location allows players to relate more to the story, the context of the game most certainly has some supernatural realm within it to give the story more depth and impact to players. Little by little, magical elements start creeping out in Conway’s life as a simple task turns into a fantastical adventure. This element of magic realism in the game allows players to not only feel more connected to the game, but also allows them to become intrigued with the supernatural characteristics all around them.

Podcast Reflection

When first introduced to this assignment, there were already numerous video games that came in mind to be covered. Narrowing it down to one was definitely a challenge for me and my partner, Graciela. We eventually chose a game we were both familiar with and had tons of fun playing, Super Smash Bro. We chose this game because it was exciting and had a lot of cool features that made it such an exhilarating game every time we played it. Throughout the process of developing the context of the podcast, the script was divided between me and Graciela and different ideas were shared between us and the content was building up. We gained inspiration through previous episodes to include another person within our episode, but rather than interviewing him, we decided to make him apart of the conversation and had him become an extra variable for interest.

The overarching concept that we envisioned for this podcast episode was there to be a conversation between two friends, me and Graciela, that shared a love for playing Super Smash Bro. Brawl. We came up with the introduction piece by thinking about how people get really riled up playing the game, so we decided to play the game then agree to rematch, in which it got serious, yet funny with the announcer voice declaring it. We originally planned to have added more content in regards to the us playing the video game, but had to cut it down due to time. Also, with recording, because neither of us have used Audacity before, it took us awhile to work with the system and get the sound how we wanted. Despite the couple of obstacles we faced, I was really pleased with how the podcast turned out, considering this was my first time constructing one.

I’ve had experience in mixing audio in other software and recording using a mic, so I think those skills became very useful for me throughout this process. Through this podcast I definitely have taken it account Digital Citizechip and how I can use online spaces to express different variations of literature. This podcast episode made me realize the public will listen to what I had to say and possibly use it as a resource of knowledge whereas before I used others’ sources to gain input, so it being the other way around is really a learning opportunity I rarely get to experience. I feel as if this podcast assignment definitely got me exposed to new works outside of standard literature and opened my eyes to what I would need to improve on for future episodes, such as the organization of the conversation and gauging the audience more through more intriguing dialogue. In conclusion, I really enjoyed this experience and have learned a lot of new, meaningful things that I could put to use outside class.

Unpacking Manuel’s Reflection

As I wrote my first draft for my Unpacking Manuel’s page, I thought I clearly hit all the points and did enough thorough research. However, as I came to discover, I never clearly explained the main purpose of why the artifact was on the wall in the first place. I was too focused on the facts that I never related them to a bigger picture, promoting me to think critically pertaining to the message of Manuel, himself. Throughout this whole process, I came to learn that writing is movement that continues with ideas and I just have to organize and express them fully to gauge my audience to understand. The drafting and revising stage greatly benefited me to get to my final draft that resolved some issues that were previously there and to allow my audience to fully comprehend the meaning behind my writing.

Unpacking Manuel’s — Stadium Sign

The object I’ve chosen to research is a Minneapolis Twins and Atlanta Braves baseball stadium sign. The significance of this sign traces back to the 1991 World Series where these two teams rivaled each other. This World Series was undoubtedly one of the most immersive and groundbreaking Series to date. This sign proves to serve as a remembrance of that event and is one of high regards to many locals. The legendary Series gives this seemingly outdated sign tremendous value and meaning.

 

Unpacking Manuel assignment found here.

Image Sources:

Panotour Embed Test

 

Firewatch ENDING

Concluding Firewatch, I got more and more anxious as things started to get creepier. Through investigation, I discover the truth behind Ned and Brian and figure out the explanation on the weird occurrences. The actual ending left me a bit unsatisfied and empty; I never got to meet Delilah and a part of me was wishing there was some deranged killer out to get me. All in all, Firewatch was a great experience that gave me a whirlwind of emotions and had me wishing for more. (But I seriously got lost at every turn…)

 

 

 

Days 15-76

The development of Henry and Delilah’s relationship has taken a peculiar turn. Delilah seems as if now she’s taken a lot more interest in Henry and it gives me a thought that maybe she knows more than what she’s putting out. The days are getting shorter and the time is moving faster. With each new day that goes by my list of unanswered questions grow…

 

1 2