Project 2 Design/Play/Disrupt (Task 1)

Task 1: Critical Perspectives and Contextual Research

This project has been for me more complicated than I expected, a lot of information to look for, many websites, books, opinions…..

There is so much that many times you don’t know where to spend more time researching or reading than in another. Sometimes in official pages or books you find a lot of information. other times you find more information in a comment! of a post of some unknown that in entire pages of books and webs…

It’s difficult to move between link and link… you jump from one side to the other thinking… and who will be this person who says this… who is dedicated… ohh look has its own website we will look… and when you want to realize has spent an entire afternoon and you have not pointed anything … It’s frustrating because you always think that the answer may be somewhere else and not where you are.

But in the end you realize that… Of course you find useful information! but it is important to take notes of everything! at all times!

Real Time Art Manifiesto

THIN HAIKU NOT EPIC

This was the phrase I chose from the manifesto. When I read it, it reminded me of a friend who always spoke to me about these types of poems. And the point is, like allways in life… make things simple… or at least try to not complicate yourself too much if you dont know some task. I have created a BrindMap for that, to make more visual the concept or at least how I understand that.

+ info about Haiku Poems(Wikipedia)

Extra Reresearch Terms

The Triangle of Weirdness

It’s a term he mentions scott in his book Level Up. According to him, there are certain barriers that you can’t overcome when it comes to innovation. Within those 3 variables you can only use your creativity to create something different in one of the 3. You have to Choose. Word, Activites, Character.

Don’t do more than one of these things because you can alienate the public. A game about unicellular perriform monsters playing an asymmetrical strange linguistic sport of ambivalent rules in a volatile world of dreams and planets made up of delusions and cream… no!


The Elemental Tetrad -of Games

Aesthetics: This is usually put at the top of the chart because the aesthetics of the game are the most visible aspect. Aesthetics aren’t just the appearance of a game, but everything that appeals to the senses. How does it sound? If it’s a board game what does it feel like, or smell like? Make sure that when creating your aesthetics that they reinforce the other parts of the tetrad.

Story: This is the sequence of events that take place in your game. Who are the characters of your game and how do they interact with eachother? What is the plot to your game and does it contribute to the experience you are aiming to create? Does it reinforce your aesthetics?

Mechanics: This is the core of what makes a game. These are the rules of the game. Some examples of what constitutes mechanics are; Mario can jump, pressing B shoots, players cannot play more than one card a turn, if the soccer ball gets into the other team’s goal your team scores. Mechanics are what make a game interactive so think, “message through mechanic.” Make sure your mechanic isn’t offset by your story or art.

Technology: This is what makes the game work. What is the hardware, or what is your board game made out of? The technology of a game is the least visible part of the Tetrad and is at the bottom. This might not seem important to the aesthetics but the technology limits what is possible. Mario only looks the way that he does because of technological limitations. His mustache is used to define his face and nose. He wears a hat because there wasn’t enough room to animate his hair when he fell. And last he wears overalls so that it is clear that his arms move while running.


The fourth wall

“l” is an expression stemming from the world of theater. In most modern theater design, a room will consist of three physical walls, as well as a an imaginary fourth that serves to separate the world of the characters from that of the audience.

In fiction, “breaking the fourth wall” often means having a character become aware of their fictional nature. This can range from a character advising the player to “Press X” or “Press A” in a tutorial, (referring to a controller button that does not exist in the game) all the way to Psycho Mantis reading the player’s memory card and mentioning the other games they’ve been playing.

However, the most conventional violation of the fourth wall is when a character (or the game itself) openly acknowledges they are in a video game, or directly refers to the player.

Uncanny valley

Uncaved valley talks about the thresholds of perfection and the imperfect, the real and the abstract. Many times we invest a lot of energy in creating something perfect that our abilities do not even allow us and the result is the fatal…

Many times it is better to make a sketch relatively close to reality than to try to imitate it.

Our sense of aesthetics and visual perception becomes more tolerable, unconsciously, with imperfect things.
However, with perfect things, the smallest erroneous detail makes us see trash.

From left to right. Last point, Second Point.
3º Point.

References

https://www.cleverism.com/qualitative-and-quantitative-data-collection-methods/
http://eduardolm.com/originalidad-en-los-juegos
https://www.cia.edu/blog/2015/04/the-elemental-tetrad-of-games?sa=X&ved=2ahUKEwizh4mNiqzlAhUzpnEKHbnQBvsQ9QF6BAgKEAI
https://www.giantbomb.com/breaking-the-fourth-wall/3015-138/

DAWSON, D. (2019). INTRODUCTION TO RESEARCH METHODS 5TH EDITION. [Place of publication not identified]: LITTLE, BROWN.

Dolowitz, D., Buckler, S. and Sweeney, F. (2008). Researching online. Houndmills, Basingstoke, Hampshire: Palgrave Macmillan.

Guides.lib.vt.edu. (2019). Research Guides: Research Methods Guide: Research Design & Method. [online] Available at: https://guides.lib.vt.edu/researchmethods/design-method [Accessed 15 Oct. 2019].

porojmartinez. (2019). Tecnicas de Investigación. [online] Available at: https://porojmartinez.wordpress.com/2011/06/12/tecnicas-de-investigacion/ [Accessed 15 Oct. 2019].

Rock Paper Shotgun. (2019). The 23 best bite-size games for busy lives. [online] Available at: https://www.rockpapershotgun.com/2017/05/05/best-short-games/1/ [Accessed 15 Oct. 2019].

Sheffield, U. (2019). Mind Mapping – Everyday Skills – Study Skills – 301 – SSiD – The University of Sheffield. [online] Sheffield.ac.uk. Available at: https://www.sheffield.ac.uk/ssid/301/study-skills/everyday-skills/mind-mapping [Accessed 15 Oct. 2019].

Tale-of-tales.com. (2019). Tale of Tales – Realtime Art Manifesto. [online] Available at: http://www.tale-of-tales.com/tales/RAM.html [Accessed 15 Oct. 2019].

Tallerdeescritores.com. (2019). Ejemplos de haiku. [online] Available at: https://www.tallerdeescritores.com/ejemplos-de-haiku [Accessed 15 Oct. 2019].

porojmartinez. (2019). Tecnicas de Investigación. [online] Available at: https://porojmartinez.wordpress.com/2011/06/12/tecnicas-de-investigacion/ [Accessed 15 Oct. 2019].

Rock Paper Shotgun. (2019). The 23 best bite-size games for busy lives. [online] Available at: https://www.rockpapershotgun.com/2017/05/05/best-short-games/1/ [Accessed 15 Oct. 2019].

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