Fiasco Reflection

In the classes leading up to the date I was supposed to play Fiasco, I kept hearing Professor Morgen reinforce the sentiment that your game of Fiasco is your work of writing. This left me with both confusion and anticipation, as I wondered how a role playing table top game could be interpreted as a body of writing; however, eventually this notion began to clear up.

Actually before it cleared up it got even worse. I read all the way through the instructions and watched a video about the game set up, and confusion remained. I pretty much was banking on the fact that my group members had a better understanding than I did. Unfortunately, this wasn’t the case, and we were all in the same boat. After three different attempts of setting up the game in the correct way, and an hour later, we finally set the entire game up, and we were ready to create scenes for our narratives.

Finally, I was no longer confused. It quickly became clear that Fiasco is all about creating stories and scenes. In my specific game my group chose the playlet “Suburbia,” and I had one relationship where we were church volunteers, and another labeled as conman/mark. You can see the kind of crazy personas you can create just from seeing some of the relationship options.

When creating scenes the game encourages you to collaborate with the other players so you can come up with the wackiest yet fitting story. This is an interesting aspect of the game, as most people (including me) are quite defensive about their writing, and prefer it to be a solitary activity. I found collaboration to be so successful because there are really no winners or losers in Fiasco, everyone is just playing to try to create a good story. Because it’s hard to act out of self interest, I found myself more willing to listen to other people’s advice. Additionally, in order to make it fun, creativity is vital, and I’ve found that creativity is best captured through bouncing ideas off of other people.

I am content with the story my group created, but I believe that the more experience you have playing Fiasco the better the story would become. In my game it seemed like that when we felt trapped, or if we didn’t know what move to make, we would just send someone to jail. Ben went to jail 3 separate times, and I was arrested once too. While the stories were all still entertaining, I think with some more experience we could pick up on some strategies that provoke a more developed narrative.

Overall, I think my first shot at Fiasco was a success. It certainly took a period of adjustment, but playing with people who are all playing for the very fist time, that wasn’t completely unexpected. The message that will remain with me from playing Fiasco is that I created a story I wouldn’t have ever been able to come up with on my own. In this sense I received help from the manner in which Fiasco is set up, as well as my group members. The table top game undoubtedly encourages collaboration as a learning outcome. I’d be interested to see if playing again would yield a more developed story.

Wolf In White Van Reflection

Come read my essay on the effect of trauma in Wolf In White Van. In my essay I analyze how Sean’s family isolates him from the rest of the world, and as a result he lacks a place where he can feel comfortable. I ultimately argue that his lack of a safe place causes him to create Trace Italian, which he uses as a coping mechanism.

This assignment took advantage of the Critical Thinking and Reading Resulting In Writing learning outcome. During the writing process it was essential to closely examine the text, as well as form my own ideas on how Sean’s experience relates to trauma.

Mario Kart 8 Podcast Reflection

I feel much better about this podcast than my first one, and I definitely think having experience helped tremendously. Our goal for this podcast was to show that Mario Kart 8 wasn’t just for kids. We were aware that it had quite a diverse fanbase and we wanted to examine and relay to the listener why the game attracts so many different people.

One of the key differences was that this go around we started a week before the assignment was due, and this made the entire process much less stressful, and gave us more time to fully flesh out everything we wanted to say. Also, while we met with the professor the first go around it wasn’t really an official meeting, but rather a quick conversation after class. This time Justin and I scheduled a sit down appointment which helped us narrow down what to talk about, and figure out the best questions that would prompt interesting analysis.

The hardest part was the live gameplay aspect. Justin and I had two friends play and we didn’t want to tell them any points to hit on because we wanted it to sound natural, but as a result it seems like they tried to say what they thought we would have wanted them to say instead of saying their genuine thoughts. This part of the podcast is always the hardest for me because in a way you are giving up control.

Once again I think the project required a lot of collaboration because obviously this was a group project. Justin and I always meet up with different ideas, and we use our differences as a way to build off of each other’s thoughts. Also, there was critical thinking and reading resulting in writing. One of the main components of the project is to relate one of Ian Bogost’s chapters from “How To Do Things With Video Games” and relate it to your game.

Mario Kart 8 Podcast Reflection

Podcast Reflection

 

My first podcast overall was a successful experience. Justin and I were both happy with our final product, and we believe we were able to get across our points while connecting them to our chapter in a well delivered, easily understandable way.

Our goal before starting the project was to explain how Madden NFL Ultimate Team 17 directly relates to Ian Bogost’s chapter on Habituation. We wanted to make sure that the connection wasn’t forced, but show that they actually go hand in hand. Another one of our goals was to attempt to dispel the idea that sports games often aren’t substantive.

I think one of the best strategies we used in the creation of our podcast came with how we read our chapter. We both read the chapter separately and underlined parts of it that we thought related to Madden Ultimate Team, and then met back up and compared what we underlined. This was a valuable tool because things that we both underlined proved to be big, central connections between the book and the game, and then there were lines where only one of us underlined, and this forced us to explicitly reason why that line was representative of the game.

However, our project wasn’t problem free. After listening to some of the other podcasts Justin and I realized that we wanted to try to sound like it wasn’t scripted. So, initially we gave the podcast a shot without a full script, but merely some bullet points on main topics that we wanted to be sure to hit on. This sounded great in theory, but quickly realized a few minutes in that it wasn’t as realistic in practice. After this quick attempt we knew we needed an actual script. So, we wrote a script and then did a dry run of it and realized that it sounded way too scripted. Because we wanted to stick to our goal of sounding unscripted we added in colloquial words and some “likes” even though we wouldn’t usually put that in our writing. This string of events demonstrates that writing is a process. We started with some bullet points, moved on to a fleshed out script, and then we revised it to make it seem a bit more natural. Unfortunately, it was still clear that the podcast was scripted, but I think we did a decent job at minimizing the the scripted effect. To me this was our most obvious unrealistic goal.

The podcast project took advantage of many learning outcomes, most notably collaboration. While Justin and I worked well together, we don’t think exactly alike, and it would have been impossible for both of us to get everything we wanted.

Podcast Reflection

I expect the next podcast to be a little easier now that we know the technology (which took more than we thought), and the best strategies to produce the best podcast we are capable of.

Podcast Reflection

 

My first podcast overall was a successful experience. Justin and I were both happy with our final product, and we believe we were able to get across our points while connecting them to our chapter in a well delivered, easily understandable way.

Our goal before starting the project was to explain how Madden NFL Ultimate Team 17 directly relates to Ian Bogost’s chapter on Habituation. We wanted to make sure that the connection wasn’t forced, but show that they actually go hand in hand. Another one of our goals was to attempt to dispel the idea that sports games often aren’t substantive.

I think one of the best strategies we used in the creation of our podcast came with how we read our chapter. We both read the chapter separately and underlined parts of it that we thought related to Madden Ultimate Team, and then met back up and compared what we underlined. This was a valuable tool because things that we both underlined proved to be big, central connections between the book and the game, and then there were lines where only one of us underlined, and this forced us to explicitly reason why that line was representative of the game.

However, our project wasn’t problem free. After listening to some of the other podcasts Justin and I realized that we wanted to try to sound like it wasn’t scripted. So, initially we gave the podcast a shot without a full script, but merely some bullet points on main topics that we wanted to be sure to hit on. This sounded great in theory, but quickly realized a few minutes in that it wasn’t as realistic in practice. After this quick attempt we knew we needed an actual script. So, we wrote a script and then did a dry run of it and realized that it sounded way too scripted. Because we wanted to stick to our goal of sounding unscripted we added in colloquial words and some “likes” even though we wouldn’t usually put that in our writing. This string of events demonstrates that writing is a process. We started with some bullet points, moved on to a fleshed out script, and then we revised it to make it seem a bit more natural. Unfortunately, it was still clear that the podcast was scripted, but I think we did a decent job at minimizing the the scripted effect. To me this was our most obvious unrealistic goal.

The podcast project took advantage of many learning outcomes, most notably collaboration. While Justin and I worked well together, we don’t think exactly alike, and it would have been impossible for both of us to get everything we wanted.

Podcast Reflection

I expect the next podcast to be a little easier now that we know the technology (which took more than we thought), and the best strategies to produce the best podcast we are capable of.

Kentucky Route Zero Act 2

On the wikipedia page it says Magical Realism refers to “Literature in particular that portrays magic or unreal elements as a natural part in an otherwise realistic or mundane environment.” This perfectly represents Kentucky Route Zero, as the game deals with average places like where Lula works for example. What gives the game its quirkiness is the interactions and slightly off details.

One of the primary elements of magical realism is a real world setting.  What could be more boring and mundane than the Bureau Of Reclaimed Spaces? In the Bureau of Reclaimed Spaces you go from floor to floor, worker to worker, as people keep passing you on to someone else to try to help you get your answers. Eventually, you even go to a record room. The game feels extremely monotonous while you are walking from clerk to clerk, and then to cap it off you end up in a room of stacks of paper. The bureaucracy dictates much of the pain of the game. This average, real world setting very much contributes to the magical realism of the game.

However, its important to note that its not all average and mundane. There are bears on one of the floors of the building. However, you could argue that the bears aren’t apart of the setting, but they simply occupy it.

Unpacking Manuel’s Final Refelction

Throughout the Unpacking Manuel’s project I’ve learned that writing is a process. There are many steps that need to be taken until you reach your final product. It’s not a practice that takes one sitting. Instead, one has to research, write, revise, edit, and this process could be repeated forever.

When I first began my research, I felt lost. I had trouble finding details on my picture. What started out as frustration, turned into curiosity, as I felt like an investigator trying to gather clues, and put the entire puzzle together. I also had trouble distinguishing what could be considered as a reliable source because, believe it or not, scholarly data bases didn’t hold information about Bill Clinton’s 1992 visit to the tavern, but instead I was forced to turn to local web page articles.

The writing process was initially difficult. With a lack of information on Clinton’s visit and its significance, I found myself writing more about Manuel and the Tavern itself, as opposed to the actual picture and its meaning. This is where revisions came into play. After useful feedback from peer review and my 1-1 meeting it became clear that this was a serious problem with my essay, and I was given a newfound sense of direction.

I finally had an idea where to go, so the second attempt at writing became much easier. I had an idea exactly where I needed to expand my thoughts, and knew the areas where I could cut down a little.

Overall, I think revisions were the most useful part of the project for me. Throughout the beginning part of the process I suffered from a lack direction. I wasn’t quite sure where to elaborate or what connections to make, and having a new set of eyes read my essay resolved these issues. This type of collaboration is essential to improvement. However, even after writing a second draft that I feel good about, I’ve learned that there is no such thing as a complete piece of writing. It is a process that you can extend as long as you desire.

See my essay here!

Manuel’s Tavern Assignment

For my Unpacking Manuel’s assignment I chose to investigate a picture of Manuel Maloof with Bill Clinton and Al Gore. Manuel’s Tavern is a bar with a strong political climate. It has attracted the likes of Jimmy Carter, Bill Clinton, and Barack Obama. Why is there a picture hanging on the wall of Manuel with Bill Clinton and Al Gore? In this entry I discuss how Manuel’s Tavern turned into the political destination it has become, and why Bill Clinton and others view the tavern as such an essential place to visit.

Day 3-33

These days were much more relaxing. The emphasis of this part of the game was more on the story line as opposed to task completion, and as a result there were a few very interesting sub plots began to develop. One of the more stranger things that comes about is the relationship between Henry and Delilah. They continually talk and get to know each other, and Henry starts to reveal information about Julia. It seems that he feels a little detached from Julia. He doesn’t act like he misses her much when speaking to Delilah, and when he gets a call from Julia he once again shows little emotion.

One part of the game that I’m confused about is the storyline of the teenage girls, specifically them accusing Henry of being a pervert. While I understand their accusation based on what they’ve witnessed, we’ve received little evidence that shows that Henry is actually creepy, so I’m not completely sure why this is included in the game.

http://eng181f16.davidmorgen.org/side-quests/

Day 1-2

After finishing the nice, revealing opening, frustration kicked in as I walked around what seemed like a giant maze to complete my tasks. On the bright side, this game gives you missions, unlike the other games we’ve played thus far, and I view that as a positive. Another nice thing that has come out of aimlessly walking around is being able to see all the scenic views. The graphics in this game are the best I’ve ever seen for a computer game. This mix of emotions between frustration and admiration for the scenery seems like the true feelings one would have when exploring the forest.

http://eng181f16.davidmorgen.org/category/quests/side-quests/

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