Linda

Finding the root of addiction from Flappy bird

It’s easy to see that Ian Bogost’s goal of describing Flappy bird is to let readers find out the addictive root from games which we continue to play even they make us upset and mad.

“The Squalid Grace of Flappy Bird” is the first chaper of Ian Bogost’s book.  We can clearly see Ian’s argument from this chapter’s title: the squalid grace. Readers will start guessing if he wants to say something about the drawbacks of Flappy Bird. Meanwhile, readers like me have a question of why the Flappy Bird contains such squalid grace or what even is a squalid grace. It is a hook for his reader to continue reading the book.

And the first two sentences:” Why playing stupid games staves off existential despair” and “Games are grotesque”, we can see he tries to use irritational words as hooks. Also he emphasizes his argument by directly pointing out that addicting to videogames like Flappy Bird is stupid.

indexLater, the author discusses the design and rules of the game which easily visualize the game for readers. Since Flappy Bird is such a common and simple game that almost everyone can play, the author’s critize can let readers consider why they did not think as the way that the author is talking about. He, at the same time, uses other “boring and stupid” games like Tetris to illustrate his argument. His using of some players’ words like “I hate Flappy Bird, but I cannot stop playing it” makes readers like me reconsider the time when we/I were playing the game. (Personally, I felt exactly the same way.)

 

 

Non-narrative games

http://www.gamestudies.org/0101/juul-gts/

In the article, the author tries to define whether a game is narrative or not. The author examines several common arguments. Players can tell stories of a game session after playing it. And games definitely contains some narrative elements like the feature of being reversal. The above Space Invader example shows movements from a lack to the lack being resolved. (Jenson 1988) And games and narratives do share some structural traits. Most computer games have protagonists and some game sessions are experienced linearly. (Aarseth 1997)

The author then explores three important reasons for describing games as non-narrative. Firstly, there is a problem of translation between the games and narratives. A Narrative can never be viewed independently. The classical argument of narratives is whether a story can be translated from one medium to another. (chatman 1978) To test whether a computer game is narrative medium, the author picks the example of the Star Wars. The game Star Wars (Atari 1983) is based on the same name movie (Lucas 1977). By comparing the movie version and the game version, we can see that most characters from the movie are missing, and the few events that are included in the game have become simulations where players can either win or lose. Both direction of translation leave plenty of room for improvisation and carry many optional operations. As mentioned before, inventors can pick a few sections from whatever movies or books and simulate them into game sessions. And characters also tend to become more developed.

Secondly, time in games works differently than in narratives. When we are playing games, the events represented can easily being influenced by us. Also, games may have a speed that is not equal to the playing time, like a game played in 2016 may be labelled as taking place in 1943.

Thirdly, the relation between the reader/viewer and the story world can be different from the relation between the player and the game world. Most stories are about humans or anthropomorphic things that readers can easily identify. but games without actors have appeared throughout the history of the computer game. The author uses the example of Missile Command (Atari 1980) to illustrate his opinion. In Missile Command, the player is not represented on screen as an entity of actor, so the player can only see the results of his/her action. This creates a “job description” for the player – a type of hero.

 

Works Cited:

Juul, Jesper. “Games Studies 0101: Games Telling Stories? by Jesper Juul.” N.p., n.d. Web. 21 Oct. 2016.

Chatman, Seymour: Story and Discourse: Narrative Structure in Fiction and Film. Ithaca: Cornell University Press, 1978.

Jensen, Jens F.: “Adventures in Computerville: Games, Inter-Action & High Tech Paranoia i Arkadia”. In Kultur & Klasse 63. Copenhagen: Medusa 1988.

Lucas, George: Star Wars. 1977
— Star Wars: Episode 1. 1999.

Atari: Missile Command. 1980.
—Star Wars. 1983.
—Tetris. 1986.

Feelings about Minecraft

I got lost in Minecraft before. The goals for players in Minecraft are to explore, thrive and create their own world. There are no specific rules for players to play.

minecraft.jpg

The degree of freedom and adventure in the game keeps me spellbound. The world of Minecraft can be seen as another version of the real world. (Though the appearance of game figures does not look so real.) But I could involve in multiple activities which are not available for me in the real life, like mining, building, hunting… I always hear people say things like “With rules, it’s a game; without rules, it’s a world.”

Also, the sense of accomplishment that I gained after seeing the wonderful buildings that I created makes me feel that playing this game is worthwhile. Unlike other games, Minecraft does not have Newbie Tasks. Players have to figure out ways to let themselves at first survive, and then thrive. It’s like going back to the ancient times and have no high-technology around. I was killed by monsters several times in the game and felt so excited when I finally find the way of protecting myself by digging a hole and hiding myself in it. ? And after that, I realized that I could dig deeper in the ground so that I found coal and steel. Things like these happen a lot in Minecraft. I know the fun point of this game is to experience.

Thirdly, the online mode of Minecraft gives players chances to either cooperate or compete with others. So I think this function satisfies most players wish of having social contacts with others. But most time, I prefer to play alone. Because the loneliness of playing always combines with the excitement of meeting new creatures and exploring more about the world.

Library: study and chill

Library, a place that most students would spend time in, help students to gain accesses to both physical and digital materials and provide the navigation from librarians. I pick the E.H. Little Library’s first floor as an example. 

1396854527

The library includes large and quiet spaces, with computers and white boards. Its primary colors are red, brown (black) and cream, which create a warm but calm atmosphere. Affected by this environment, students in most cases, will focus on their work rather than talk loudly. Even chatting, they will try to keep their voices in a low volume in order to maintain the silence. Wood-made chairs and tables echo the color of bookshelves. I don’t always see people roaming the stacks maybe because the solemnity of books shapes people’s respects towards them.

Different designs of chairs add liveliness to this serious space. Rocking chairs help students to relax while studying while the bouncing chairs contribute playfulness. Reading represents stability while rocking or bouncing stands for moving. The combination of quiescence and movement made the learning process meaningful. Large tables bring a sense of community at the same time, so students can walk around and find their study-partners or meet new friends rather than sitting alone. Also the availability of sofa and white boards can let people have discussions when facing bottlenecks. Watching people drink coffee, draw lines and forms on the whiteboard, I can feel their confidence of sharing opinions with others.

511810564

The implantation of extra-large windows not only inject more sun-lights into the space, but also enhance the natural features. The outside natural features, like trees, grasses and birds, contribute beautiful elements as well as liberation to the library. When tired of studying, people can appreciate the nature by looking out. Besides the windows are portraits relate to Davidson’s history. It’s easy to find some students idling by watching at these portraits without move.

There are different tutoring centers locate in this floor. I can see people hurry in or out of those centers, with smile or thoughtful expressions.  I imagine that staying with a serious tutor needs courage. But the design of those centers avoid that kind of tense atmosphere. Because these centers were surrounded by glass windows which can carefully control the light and connect spaces so that both inside and outside people can see each other. The insiders bury themselves in tutors’ words and try to find solutions themselves.

The mystery of Chinese Chess

“Life is like a game of chess, changing with each move.”

Chinese Chess might be the first board game I’ve ever played. I enjoyed to hear the clear sound when chess piece knocked the board. It is played on a board with nine lines wide and ten lines long. People, though don’t always know the professional rules of playing it, love to sitting down and starting a round of chess.

火狐截图_2016-09-02T03-12-26.118Z(common scene in China’s park)

Regardless the professional rules, I created my own ways which brought me carnivalesque happiness. However, no matter what rule I used, there was one thing that would never change. That is Chinese Chess’s political expression.

Players, representing two countries, need to direct their chess pieces to set up battles. What makes the game interesting is that we can never tell which country will win until the game actually ends.

火狐截图_2016-09-02T01-54-21.651Z

Coordinating and occupying my own chess piece gives me feelings of carnivalesque. Touching the cool chess piece and put into different positions makes me feel that it is my own world. The uncertainty and players’ appropriation even adds political elements towards this game. Playing Chinese Chess is like ruling a country which has a strong rival and I need to consider about the process of succeeding in the competition or war.

When playing Chinese Chess with the professional rule, I use every chess piece to protect the King. Chinese Chess has double-edged meanings. It is more than play now. It shows me the real history of ancient wars with bringing the excitement of playing. Relating playing with the true world makes me rethink of my position of being a citizen in such a peaceful environment and the cruelty of a real war.