Contributed by: robbdn
Contributed by: robbdn
Contributed by: robbdn
I've decided to go ahead and try an experiment on this website, and we'll see how it works out. I've decided to write a paper on the politics of console wars, from fanboys to high-powered marketing execs and everything in between. I'll be combining fieldwork and interviews with a cultural studies text/context analysis, and keeping a fieldwork log here on eternalgamer.com that I hope people will comment on to give me their impressions of my impressions, and in this way create a reflexive and reciprocal dialogue that will inform my final work. I look forward to hearing from you, so stay tuned for more.
Contributed by: dadams
Contributed by: mmeler
So here is my ENG 486 final essay that deals with moviemaking via 3D game engines--machinima and how movies and videogames are becoming more and more intertwined as videogames become useful tools in consumer-produced media. This kind of goes along with Robb's recent post, but mine also talks about the creation of my own machinima movie (I'm sorry of you read this essay and wish you could see my movie, I'm having problems uploading it to the internet right now, so I'm unable to do so). I've split it up into two parts, the first being the more analytical section and the second being more for describing how I made my machinima movie (which was written for the fact that it'll be read by the professor) but it still has some videogame analysis in it. So I set it up that the "scholarly" section is separate from my personal account description. This essay isn't as in-depth and analytical as I would like it to be, but I think that it does a decent job of bringing up the questions raised by machinima for audience consideration. So with that, enjoy!
Contributed by: robbdn
Contributed by: robbdn
Part 3 of 3
The S3 Project
A selection from the script of Metal Gear Solid 2: Sons of Liberty, spoken by the Colonel and Rose:
The mapping of the human genome was completed early this century. As a result, the evolutionary log of the human race lay open to us. We started with genetic engineering, and in the end, we succeeded in digitizing life itself. But there are things not covered by genetic information. Human memories, ideas. Culture. History. Genes don't contain any record of human history. Is it something that should not be passed on? Should that information be left at the mercy of nature?
Contributed by: robbdn
Part 2 of 3
Random Acts of Emergence
It may first be helpful to look at some examples of emergence that occur within certain players when the author is not specifically attempting to create a game environment conducive to emergence. More specifically, these are instances where the videogame experience seems to provide the illusion of gaining real experience and the player emerges with a new understanding of Self (and by extension, the Other). In this section, I will be drawing upon research I did for a paper on the role of historically-based narratives of patriotism in videogames in shaping the American understanding of historical events and their importance.
Contributed by: robbdn
Part 1 of 3
These passages are part of a larger work in progress, wherein I am attempting to determine the larger implications of the immersive aesthetic in videogames, the role of the player in the immersive experience, and the act of emergence after play. Read on...
The videogame is the only medium to exist, purely, as a digital abstraction. That is to say, that there is no possible manifestation of the videogame in a definite form. It does not exist in and of itself. In fact, the closest thing we can come to a finite manifestation of any given videogame is a printout of the source code. But what does this leave us with? A stack of paper, a pile of scrap; it is definitely not a videogame.
Contributed by: robbdn
I've been attending a seminar on gender and genre in cinema, during which I was introduced to an article called "Beauty in Motion" by Marc O'Day. The article discusses the phenomenon of Action-Babe Cinema, and the potentially empowering effect for women who are finally able to see tough, beautiful women in action roles on the silver screen. Some of the women in question involve Tomb Raider's Lara Croft and Resident Evil's Alice (who wasn't even a character in the games). I decided to dispute the article's foundation by pointing out that women in the games that these movies were (supposedly) based on are, at best, a controversial issue. Read on...
Contributed by: robbdn
Chris posted an article about how he doesn't understand the genre of racing simulators recently, and I thought this article from my archives made a good counterpoint:
There is nothing new about the idea of a meditative quality of work. It is a popular idea in many religions, including Protestantism and Buddhism, that hard work as a state of mind carries with it redemptive and cleansing properties. Can the immersive aesthetic prompt similar types of experiences through videogames that encourage "work?"

