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Games and something about Cinema

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Play: transgression of the border between play and non-play ... Play and games are fragile confines ... (Barney & friends in Half-Life) Scene and mood creator ... – PowerPoint PPT presentation

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Title: Games and something about Cinema


1
Games (and something about Cinema)
  • Bo Kampmann Walther
  • University of Southern Denmark
  • UK, January 2004

2
Topics
  • 1) Initial remarks about play and games (what is
    a game what about time and space, etc.)
  • 2) Games and cinema in search of a lucidography

3
Play and games
  • Play and games are about transgressing boundaries
    and setting up worlds
  • Play transgression of the border between play
    and non-play
  • Games transgression of the border between play
    and non-play AND the border between open space
    and rule-bound structure

4
Play-mode Game-mode
  • Play and games are fragile confines they entail
    an in-built danger
  • Play the risk of falling into non-play (reality
    knocking on the door)
  • Games confusion about rules clinging to a
    strategy turns into confusion about the intention
    of playing (why am I doing this when I cant
    figure it out?)
  • GAMEPLAY
  • To be able to move (relatively) freely around
    (play) while experiencing a structural
    attachment to the game world (game)
  • Trusting in the laws of the fictional world by
  • Non-negationable rules
  • Emergent strategy evolving

5
(No Transcript)
6
  • Play and games require
  • Presence
  • A certain detachment
  • The believe in an agency that is both there and
    not there

7
Emergence
  • Games are complex dynamic systems
  • They have rules
  • They demand strategies or tactics
  • The relation between the two are asymmetrical,
    hence interesting
  • Without this asymmetry there is no game!

8
The triangular circuit of (succesful) gameplay
GAMEPLAY
9
Play and Game Time and Space
10
Children PLAY tic-tac-toe adults GAME it
  • A child its all about exploration and whats
    going to happen
  • Hope evolving best strategy
  • An adult its all about structuring turns
  • No game predominant strategy
  • All logic and no play makes tic-tac-toe a dull
    boy!

11
Games formal definition
  • Games are emergent, rule-based interaction
    systems with an internal competition code
  • Sports are basically the same however, with the
    added feature, that they are mostly physical

12
figuratively
PLAY
Spontaneous play
Organized play (GAMES)
Non-competitive games (but is that possible?)
Competitive games (CONTESTS)
Physical contests (SPORTS)
Intellectual contests
13
  • PLAY THE FILM BE THE HERO
  • (EA Games Lord of the Rings III)

14
Why games and cinema
  • In terms of
  • Visual fascination
  • Events happening on screen, hyper-realism
  • Story telling
  • How do I go to next level?
  • World building
  • Exploration, winning
  • World and story agency
  • I am a part of a story/a fictional world

15
  • or pure commercialism!
  • (New) transmedia
  • Harry Potter
  • Lord of the Rings
  • James Bond
  • Minority Report
  • Enter the Matrix
  • etc.

16
By the way
  • Games ARE not film and films ARE not games
    however
  • They can both draw from a cultural entertainment-
    and story praxis
  • They can inspire one another
  • They increasingly use the same special effect-
    and mocap systems
  • But this easily gets messy so, we need a system
    !

17
Four angles
  • Interface
  • Games and films increasingly look the same
  • The Matrix Kill Bill ( 24 Hours)
  • Structure
  • Is the sequential structure of a film derived
    from game universes?
  • Vin Diesel films Lola Rennt (perhaps Mulholland
    Drive)
  • Thematics
  • Does a film thematize the way we play (games)?
  • The Game Existentz Memento
  • Culture
  • We all live in a game submarine .. (the age of
    ludology)
  • The Beach

18
Film elements in the game
  • Interaction
  • Focalisation
  • Montage
  • Non-interaction
  • Trailer
  • Cut-scene
  • In-game film
  • Automatic transport
  • Automatic replay
  • User movie

19
Interaction mode Focalisation
  • Focalisation is used (and modified from cinema)
    in games in order to provide the best
  • visualisation
  • interaction option
  • Focalisation is strictly speaking always
    outer in gaming

20
however
  • - we can distinguish between the following types
    of focalisation in games

21
Interaction mode Montage
  • Comes in basically three shapes in games
  • 1. montage (derived from films discrete
    transitions the Eisenstein logic, ex Myst,
    Uru, etc.)
  • 2. anti-montage (most games features seamless
    succession frictionless motion optic freedom
    of sight and motion, ex Quake, Unreal, etc.)
  • 3. macro-montage (the completeness of a world
    the camera pans from a cloud or zooms in on a
    depicted isometric world ex Civilization, The
    Sims, etc.)

22
Non-interaction modes
  • Trailer
  • Cut-scene
  • Conversation scenes
  • (Barney friends in Half-Life)
  • Scene and mood creator
  • (Omicron prepare for reincarnation Diablo II
    youre entering a gothic mystery)
  • Introduction to plot or gameplay elements
  • (briefing at headquarters. Deus Ex)
  • Foreshadowing
  • (the image of main enemy Sephiroth in Final
    Fantasy VII)
  • Show effects on action
  • (wild crowds in Fifa)
  • In-game film
  • Let the engine do the jumping and hazardous
    climbing for you (ex Hitman, tutorial level)
  • Automatic transport
  • Are you running in circles? the system will take
    you to the next level (or branchpoint or node)
  • Automatic replay
  • The wow! effect, ex Need for Speed Hot
    Pursuit 2 (Look dad, I survived a cliffhanger )
  • User movie

23
Game elements in the film
24
The micro level (game elements in the film)
  • Motion pattern
  • The coreography of events (the intro in The
    Matrix)
  • Visual expression
  • The architecture of a scene (a world of paths and
    nodes, rather than subjects and stories the
    interfacing of visual drama. Hint make it look
    big, but keep the budget small!)
  • Space
  • Lev Manovich spatialization is THE trend in the
    age of the computer

25
The macro level (game elements in the film)
  • Structural disposition
  • The Pearl Model
  • Narrative construction
  • Working with story telling
  • Time

26
Lucidographic table
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