Music 256A: Week 6 Reading
Derek Chung
Music 256a
Week 6 Reading
During the first week of lecture, we talked about the idea that "play" is the ultimate expression of freedom. In whatever form, we play without a specific purpose. To me, it seemed like games had a purpose of inducing "play". I think the inherent principle of a game is to have fun. While reading this chapter, I became more aware that games often serve many different purposes and are more complex than I originally thought.
For example, games can be a narrative, or a unique medium for storytelling. That Dragon Cancer tells the story of a baby who struggles through a disease. I wouldn't immediately consider this a game, given the dark backstory. Instead of being the ultimate form of freedom, this game seemed to restrict the user by teaching some lesson. However, the book brought up an interesting point that we engage in certain activites out of choice. We has humans sometimes want to feel more sad and contemplative. A game isn't necessarily something we do to 'enjoy' in the traditional sense.
That being said, I think we do play games for the purpose of aesthetics. Although we can certaintly appreciate the mechanics of games, we don't play to enjoy the restrictions imposed upon us by the game's architecture. The dynamics of a game allow us to make that makes a game what it is, but the aesthetics are the pleasures that we derive from that freedom. Given that there are so many pleasures, I've realized that play isn't as simple as being happy. The same principle applies to games.
I'd like to end on the topic of games and their expressiveness. Throughout the textbook, music, technology, and design have been described as ways to portray emotion. Table 6.11 gives us a list of traits that play possess. I really think that using the spectrum of art and expression is an important topic for the future. In a previous chapter, technology was seen as a way to explore with new means of expression, particularily with computer music. Similarily to computer music, there has been some resistance to video games taking over traditional sports. Video games have become more prevelant by appealing to the various types of play outlined within the table. For example, competition has given rise to esports and official tournaments today. The element of chance have led to games like roulette and slots. Virtual reality strives to create a simulation of the real world. And active games like dance dance revolution give players vertigo. I think games can be thought of like music is; a form of expression that is an ends in it of itself.
Music 256a
Week 6 Reading
Chapter 6: Game Design
Principle 6.4: The aesthetics of games.During the first week of lecture, we talked about the idea that "play" is the ultimate expression of freedom. In whatever form, we play without a specific purpose. To me, it seemed like games had a purpose of inducing "play". I think the inherent principle of a game is to have fun. While reading this chapter, I became more aware that games often serve many different purposes and are more complex than I originally thought.
For example, games can be a narrative, or a unique medium for storytelling. That Dragon Cancer tells the story of a baby who struggles through a disease. I wouldn't immediately consider this a game, given the dark backstory. Instead of being the ultimate form of freedom, this game seemed to restrict the user by teaching some lesson. However, the book brought up an interesting point that we engage in certain activites out of choice. We has humans sometimes want to feel more sad and contemplative. A game isn't necessarily something we do to 'enjoy' in the traditional sense.
That being said, I think we do play games for the purpose of aesthetics. Although we can certaintly appreciate the mechanics of games, we don't play to enjoy the restrictions imposed upon us by the game's architecture. The dynamics of a game allow us to make that makes a game what it is, but the aesthetics are the pleasures that we derive from that freedom. Given that there are so many pleasures, I've realized that play isn't as simple as being happy. The same principle applies to games.
I'd like to end on the topic of games and their expressiveness. Throughout the textbook, music, technology, and design have been described as ways to portray emotion. Table 6.11 gives us a list of traits that play possess. I really think that using the spectrum of art and expression is an important topic for the future. In a previous chapter, technology was seen as a way to explore with new means of expression, particularily with computer music. Similarily to computer music, there has been some resistance to video games taking over traditional sports. Video games have become more prevelant by appealing to the various types of play outlined within the table. For example, competition has given rise to esports and official tournaments today. The element of chance have led to games like roulette and slots. Virtual reality strives to create a simulation of the real world. And active games like dance dance revolution give players vertigo. I think games can be thought of like music is; a form of expression that is an ends in it of itself.