Sunday, September 29, 2013

Reading 3, Taoxi Li

I never consider myself a gamer, and the concept of game of any type (computer, console, mobile etc.) has been almost non-exist to me since my elementary school times.  But this summer, because of my job as a QA tester in a game production company, gaming took up at least 8 hours of my time a day for two months. This job boosted my knowledge and exposure of games exponentially and also altered my view of gaming industry overall. The game I tested/played most is a remake of Microsoft Studios’ classic RPG, Fable: the Lost Chapters. While reading this article, I found a lot of concepts applicable to Fable.


In a nutshell, Fable is a story about a boy (“Hero”) whose hometown is destroyed by bandits in his childhood, and his mission is to find his lost families and to fight a big evil boss behind all the disasters. The intriguing thing about Fable, and the point that is relatable to the article, is that the operator/player can make his own decisions about how and where the game goes. The operator can choose to develop the main character into a noble angelic hero or a cold-blooded devil, or somewhere in between. The main storyline remains the same, which is the hero’s growth and revenge, but the side-plot varies significantly based on the character’s kindness/evilness trait. As suggested in the Fable’s tagline, “Every decision, a consequence”, the operator has almost but complete control of the storyline. If placed in Galloway’s diagram, Fable should fall into the first quadrant because of the significant flexibility the operator has and the lesser effect of diegetic storytelling. In addition to being a gamer, my role as a tester also gave me an alternative perspective to look at this game. To ensure the quality of the game, we used quite a few cheats to test the games.  As pointed out in the article, cheats or hacks are usually intentionally embedded in the games for debugging or testing purposes only, but hardcore gamers could also discovers these tricks while playing and that is seen a great achievement and entertainment by gamers. As testers we also intentionally end the character’s life at various situations to have the “Game Over” scene, which is probably the actual gamers’ nightmare, especially if they failed to make saves copies. This nondiegetic action is essential to testes’ job but probably disastrous to common players.



I think the author did a good job explaining the four moments in gaming with some good examples, yet I am confused and curious about why the author did not mention the platforms that games are played on, i.e. PC, console (PlayStation, Wii, XBOX), mobile, web etc. It would be interesting to include some discussion about how the four moments are manifested on different platforms, because different machines also give operators different level of freedom and control, and that will vastly alter how the operator and machine interact with each other, and how much diegetic and nondiegetic element can be shown in the games.



Last but not least, the balance between machines and operator, diegetic and nondigetic factors in games also reminds me the "order v.s. chaos" theme we have been discussing, because on one hand, the game producers need to limit the actions operator have in the game to keep the story proceeding in the pre-programmed direction, but on the other hand, it’s essential for players to have enough amount of flexibility in the game to be entertained and interested. Order and chaos is what makes a good game focused but entertaining at the same time.

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