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Analysis of a digital social network

Posted by Leroy on Oct 9, 2009 in Introduction into Entertainment Theories

I’m analyzing Phantasy Star Online, PSO for short. PSO was one of the very first online multiplayer console RPGs, and it’s been used as the source of inspiration for many modern videogames such as Lost Planet 1 and 2, The Monster Hunter series, and Guildwars.

The game revolves around communication, and it’s universal translation system.

There are three ways to meet new people; when playing online, enter a random game and get to know the people inside, then exchange cards so you can stay in touch and play some more later.

Since the game uses visual lobbies that are a part of the gaming experience, you can run into people, start, or join a conversation with anyone in the lobby, and exchange cards so you can stay in touch. The last way of meeting new people is by playing with friends you already know, and hooking up with their friends.

An interesting aspect of PSO is that players generally spend just as much time, or more, than actually playing the game itself.

A typical interaction where the player would meet a new node for their social network in the lobby would be like this:

Player A: TTF anyone?

Player B: Not on this char, lemme switch to my lower level, brb.

(player B returns with different character)

Player A: I’ll make

Player B: k

(in the game itself)

Player A: oho nice gear you’ve got there, legit?

Player B: yeah, took a shitload of forest runs!

Always very simple, corporative, team-talk, and simple daily things like school, friends, other games and films are common topics.

(Ps. I missed the explanation on how to do this due to a dentist appointment and couldn’t get on natschool at the time of writing)

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Suggesting a sequel

Posted by Leroy on Oct 9, 2009 in Introduction into Entertainment Theories

In this activity, I’m supposed to analyze a film, tv series, or youtube clip

Using youtube clip here

All from teenage boy perspective

User Prerequisite

  • Suspension: the suspension of disbelief is created easily, since the clip is mostly realistic, and believable where it’s not realistic.
  • Empathy: I empathize with the main character of the clip, it’s a realistic situation.
  • Parasocial relationship: I liked the action and humor and feels positive towards the name and service.
  • Interest: I like the action and the main character, I have the impression that he is cool, and I’d like to be like him.

Motives

  • Escapism: from your own boring world of daily repetition
  • Mood management: I feel excited, captivated
  • Achievement: having a good excuse for being in the closet half naked.

Effects

  • Excitation transfer: channel+ associated with fun, good.
  • Catharsis: Tension, Excitement, Laughter.
  • Learning: Channel+ is cool and funny.

Suggestion for a sequel

Create a similar one with a indiana jones/egyptian theme, featuring the guy that ‘catches’ the main character of this one.

 
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Personality tests

Posted by Leroy on Oct 8, 2009 in Introduction into Entertainment Theories

The human metrics (Myers-Briggs) test

My result for this test was ESFJ. As someone with an ESFJ personality, I like to think that I show genuine interests in the well-being of others. The result also says that people of my personality type are often skilled to bring out the best in people, but I’m not so sure if that’s the case for me. I DO have a natural interest in trying to understand other people’s point of view. I am serious about the things that I’m doing, and often quickly see efficient ways of handling tasks, and am a bit of a perfectionist. I also enjoy doing little things that make life easier for others.

Emotionally, I’m easily hurt, and take pleasure in other people’s happiness. I give generously, but expect appreciation in return. I also seem to have a thing for reading people.

Lastly, I tend to be vocal in expressing what I think is right and wrong, and I work best in structured, controlled environments. I feel a bit insecure in atmospheres of uncertainty.

The first test was the only one that made me go “WOW”, it was spot-on!

international hobo site test

result: conqueror-seeker

seeker enjoys finding things and is generally curious

Conqueror wants to feel that they’ve faced a real challenge when accomplishing something in order to be satisfied with the result

Both of these are true in my case, I enjoy discovering new things (though not in the game sense), and want to feel like I’ve done something useful that took effort.

GamerDNA (bartle test)

Result: Explorer

loves new things, discovering them

again, completely true. Though not as accurate/detailed as the  first one

 
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Genre analysis

Posted by Leroy on Oct 8, 2009 in Introduction into Entertainment Theories

For this analysis I am taking a look at 3 games in the RPG genre (console based)

TitleBasicFormalExperientialStructuralDifferential
Phantasy Star OnlinePre-set story lines and plots, Pre-set goals and quests, Fantasy/Anime/Fiction, social-orientedThird person view, GUI: health, tp(mana), map, action menu.
360 degree movement, spacial and kinesthetic-based. subjectively immersed. Realtime
Predictable (due to planning objectives, player generally knows what to expect), Suspenseful (will, or won't you beat that timer/boss), reactive (can't pause the game, immediate response usually required), not really performativeincremental, highly linear and repetitive. channeled. character/quest orientated.First online multiplayer rpg on any console, ever. Sci-Fi anime theme.
Monster HunterPre-set story lines and plots, Pre-set goals and quests, Dino/Fantasy-themedThird person view, GUI: Life, magic, action menu, health, map.
360 degree movement, spacial and kinesthetic-based. subjectively immersed. Realtime
Predictable, Suspenseful (will, or won't you beat that timer/boss), not reactive (can pause and think at any moment), performative(team-based online battles). not really performativeincremental, highly linear, character/quest oriented, repetitiveSlay huge dino-inspired monsters, then eat them, and use their remains to craft items.
Fat PrincessPre-set story lines and plots, Pre-set goals, Cartoon-violence/humor themedThird person view, GUI: hearts, score. Realtime.
360 degree movement, spacial and kinesthetic-based. subjectively immersed. Left right up down camera controls.
Unpredictable, performative (team-based online player versus player battles), Suspenseful (never know what will happen next), highly reactive (quick response required to defend/capture the princess) incremental, storyline progression, objective-oriented, not linear, repetitiveHumor, blood, and cartoony with team fortress-like gameplay that mixes FPS game modes with RPG gameplay.

 
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Week 1, Story of my Life game

Posted by Leroy on Sep 17, 2009 in Introduction into Entertainment Theories

The road from gamer to industry insider

A platforming game, showing how I experienced the journey from a non-gamer, to  a gamer, and into the gaming industry. Starting off with a simple first game and an interest in technology, moving on to a meta-game, and going into the main platforming game, where the player goes to media events and collects notes in order to write an article based on them, ending up meeting the big names such as hide kojima, peter molineux, and playing their games as minigames, but also others that work at media publications, universities, and indie developers. The target audience would be gamers with an interest in getting into the industry, but still aiming for entertainment rather than a factual how-to. The player will be controlling the protagonist using the directional buttons on the psp handheld console, through the progressive, linear storyline.

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