One can not talk about electronic text and not mention the creative aspect of videogames. Videogames as a whole are fairly new in regards to books and newspapers; yet they have been around long enough to show progression in their form. At first simple programs created basic pixilated games. Then more advanced technology was formulated, for example incorporating 3-dimensional aspects and thus bringing these “games” more to life. As these games evolved so did there reasons for use. Amidst the common sports and first-person-shooter titles lay games that contain brilliant story elements. These games are usually in the form of “Role Playing Games” or RPG’s. Although other genres also commonly support great story arches, RPG’s are built from the ground up on story. And with so many story elements in such an advanced electronic entertainment tool, one would expect voice acting and more of a movie-like feel. This is true in part, but early on due to technological restraints word text was mostly utilized to progress the story along with visuals, music, sound effects, and of course the player; who is adding his/her own input via a controller. All of this together comes to form some sort of interactive book with stories that only a media such as its self could express.
An example of one of these “digital inter-active books” can be derived from the work of the commonly known company Nintendo. This game is simply known as Paper Mario, and it is by far one of my favorite videogames and for that matter books ever. Many games could be linked to books but Paper Mario really takes the book to game aspect to the next level. It has the kid friendly tone that got me hooked at age eleven, along with the spirit and charm that continues to keep me hooked for years to come. Within a 3-D world are characters in 2-D, essentially they are made from paper and appear to be cut right out of a picture book. The game also has the base ideas from the popular Super Mario titles, yet expands on these thoughts in a new fresh plot line. The game offers dynamic settings, comical and deep dialog, and memorable and unique characters. The idea of a book is always present as you play. For instance each of the eight sections is labeled by chapter titles along with a chapter screen/page before each begins, and text is always present to move along the story. Not just dull informational text but colorful dialog from the characters on screen at the time, evoking a “play” like feel. The main character of Mario in which you control also believe it or not never speaks your respected party members that travel with you talk to push the plot along while Mario just nods in approval most of the time. This mirrors how the reader can never speak to the characters in a book yet both are on the same page and still interacting. This element really immerses you into the story as the character that you “are” does not speak for you (although others do influence your decisions) making the whole thing more personal. More to come in Writing Project #4.
April 11, 2010 at 12:26 am |
looks fascinating–a good topic for the project. seems to me this game is what hayles refers to as a technotext–where the reading of the book and the playing of the game are featured in ways in the story. lots of good stuff to work with.
do you imagine bringing in for your critical perspective hayles or birkerts?