Gamecultuur leesvragen week 5
Neitzel, B. Narrativity in Computer Games.
The author states that in computer games, the question “Who speaks” should be replaced by “Who acts?”, because “…no one speaks in computer games” (p. 238). Is it true that no game uses a narrator?
Sutton-Smith, B. Play and Ambiguity.
Sutton-Smith states that play is placed in context within broader value systems. (2006, 303). Furthermore, it is not possible to live without them, but being aware of them leads to a unifying, interdisciplinary discourse. Does this mean that Suttion-Smith dislikes game studies as a separate field?
Aarseth. E. Allergories of Space: The Question of Spatiality in Computer Games.
How do locative media, such as augmented reality games like ARquake, fit in with Aarseth’s theory concerning spatiality in computer games?
Fuller, M & H. Jenkins. Nintendo and New World Travel Writing: A Dialogue.
In case we agree with the authors that the Nintendo and New World narratives resemble each other, is this still valid when the form of the game changes from side-scrolling to first-person three-dimensionality?
Jenkins. H. Game Design as Narrative Architecture.
Jenkins claims to take the middle ground between narratollogists and ludologists. Is this claim true, or can it be said that he implicitly argues that this debate is not useful and that it should concern another level instead?
There is an enormous variety of computer games. To complicate things, not every game has a story. Can we ever generalize anything about computer games, besides generics such as their digitality?