Tuesday, October 14, 2014
Post-Nihilism and Goals in Video Game
Thursday, August 14, 2014
Curiouser, Curiouser
“Curiouser and curiouser," surprised
Alice when she saw her body began to grow big, larger enough that even her head
hit the roof. words which perfectly fits with the story of Alice in
Wonderland, a story full of strange yet interesting situation that intrigue
more and more our curiosity. And yes, without the feeling of curiosity, Alice
would never eat the troubling cake, and so do we, as readers, won’t continue
turn the next pages. Curiosity itself is strange. It could drive us to do a
certain activity without the concern of the external value, something that we,
as a proud rational being should never think of. However, we always experienced
it. When we curious about something, what we really care about is the thing
itself, which we want to know more about it. Curiosity actually quite similar
with the reason why we play. When we play, we only did it because we found that
the play is fun, and it is worth to do, even though we already know it will
only waste our time (I believe there are a lot of people object what I have
just said, but let’s just accept it, whatever the benefit the play gives to
you, it actually less than the other more important activities would
give). Without the feeling of curiosity,
or the reason that makes us play, we will feel the activity just as a chore,
work, or order. By knowing more about it, I believe we could make a more
engaging play or specifically, game. So without further a do, let’s jump into
the rabbit hole.
Wednesday, July 23, 2014
Monday, July 14, 2014
Only a Story, Really?
Story has been with us since long. Even though there are no track
record when the story first emerged, some people speculated that story has
history older than the cave painting. We grow and live hearing a story, yet one
question remains. Why we’re not bored with it? Why we always crave from story
even though we’re already at modern civilization?
Saturday, June 28, 2014
Game, Kohlberg, and Kant
Lately, there are
many games which include moral choice as one of their features. Games such as
Fable, Fallout 3, Mass Effect, Skyrim will determine whether the action that
player did is good or bad, and give the consequence based on how well mannered the
player in the game. Personally, not only it makes game more interesting and
gives much agency to the player, but also I believe it could help the player to
measure the morality of every action that s/he did in their lives. Even though
currently there are no evidence showed that the player who plays a game with
moral choice feature increased in the number of his/her moral action (at least
from what I know), I think it’s a good idea to see how exactly some action are seen
as having positive or negative moral value. By doing so, maybe we can further
improve the moral choice in our game.
Through out my
research, there are two theories about moral value that captivated me. They are
Kohlberg’s stages of moral development and Kant’s moral philosophy.
Monday, June 23, 2014
Archetype in Video Game
Same as the other medias, such as movie and novel, archetype
usually used in video game as a guide to create an interesting character.
However, just like what I wrote in my recent post (http://questandquestion.blogspot.com/2014/06/only-story-really.html ), archetype does not only show a
different function of character in the story, but also a part of the audience mind. So, the question is, how we create a game that emphasize on these
different part of our mind, the archetype? Is by creating a character with a
certain archetype as his/her personality enough?
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