Title: How is Procedural Rhetoric employed in the Worlds of Bioshock.
Introduction: What is Procedural Rhetoric, explained and sourced.
Points
Introducing the settings and major themes. Religion versus Science Columbia Vs Rapture in terms of setting and what each city promotes and the contrast of the rhetoric. Large mentions to the use of games simulating a setting that would usually be impossible due to ethics and social convention.
The risk of experimental technology and its exploitation. Rushed development= lack of proper testing=genetic degradation=Splicers. The development of Little Sisters and Big Dadies. Columbia
Both Civilisations are infact heavily controlled despite their perceived freedoms. "Thought Police"/Propagander against the outside world. both worlds act as communes effectively against the larger world in way or another.
Utopias falling to dystopia, involve the idea of the suppressed masses
and revolution, how the Bioshock games communicate this message. Both ultimately worlds fall due to a combination of infighting and civil uprising, how this represents a warning to our civilizations and darker outcomes.
Theory vs Practice, ideal vs reality. The internal
corruption and selfish ideals that bring down the system from the top eg
Corporate infighting. In the case of Rapture, Andrew Ryan going back on
the ideal of free market. "Some are more equal than others". Likewise
Columbia with Elizabeth inheriting Comstocks ambition crusade against
the rest of the world and how this backfire. Slates coup against
Comstock, Daisy Fitzroy's uprising against Comstock with the Vox Populi
Conclusion
The message of a Utopia that will always suppress someone at the end of the day and this is ultimately their downfall. Both worlds in the bioshock franchise create an entertaining immersive experience through procedural rhetoric.
Utopias falling to dystopia, involve the idea of the
suppressed masses
and revolution, how the Bioshock games communicate this message. Both
ultimately worlds fall due to a combination of infighting and civil
uprising, how this represents a warning to our civilizations and darker
outcomes.
Tuesday, 13 May 2014
Sunday, 11 May 2014
Essay Draft_003
Now onto my third attempt for a draft, I've chosen to analyses in an essay the effect of procedural rhetoric in games towards making the player aware of political and or ethical messages, on the topics of human advancement and warfare, I plan to illustrate how these two are linked, but to the conclusion of the essay's purpose and how the use of procedural rhetoric can create and well constructed and potentially convincing argument by using video games as a vehicle for the motives of the author/designer. As well as proving and illustrating Bogost's concept of "procedural rhetoric".
I am planning to use at least two games that would use procedural rhetoric as a integral part, but also to find other games where this may not have been strictly intentional yet yields the same results, effectively educating the player whether he/she notices and accepts it, the argument was still present.
Major Games (strong procedural rhetoric)
Spec Op's the Line
Bioshock
Bioshock: Infinite
Papers Please
The Walking Dead (? Research)
Animal Crossing
Assassins Creed series
Minor Games (Weak or little procedural rhetoric)
Fallout 3
Grand Theft Auto: San Andreas
Idea for titles/themes
The Hidden Education of Videogames
Lessons in Procedural Rhetoric
How does Bioshock utilize procedural rhetoric to argue against a capitalism utopia?
Can use of Procedural Rhetoric be used to grant us a immerse education?
Can Procedural Rhetoric be used to justify player violence?
How does the Bioshock setting of Rapture utilize procedural rhetoric to communicate the downfall of utopian civilization into chaotic dystopia compared to Bioshock: Infinites setting Columbia?
Notes of interest/Links
Games validation as a interactive art on par with its peers
http://www.gamasutra.com/view/feature/132302/persuasive_games_the_.php
http://www.bogost.com/books/persuasive_games.shtml
http://www.arts.rpi.edu/~ruiz/EGDSpring10/readings/RhetoricVideoGames_Bogost.pdf
https://www.youtube.com/watch?v=VFaqguc_uNk
Procedural Rhetoric can detracts meaningful play
http://www.dwrl.utexas.edu/old/content/procedural-rhetoric-analyzing-video-games
I am planning to use at least two games that would use procedural rhetoric as a integral part, but also to find other games where this may not have been strictly intentional yet yields the same results, effectively educating the player whether he/she notices and accepts it, the argument was still present.
Major Games (strong procedural rhetoric)
Spec Op's the Line
Bioshock
Bioshock: Infinite
Papers Please
The Walking Dead (? Research)
Animal Crossing
Assassins Creed series
Minor Games (Weak or little procedural rhetoric)
Fallout 3
Grand Theft Auto: San Andreas
Idea for titles/themes
The Hidden Education of Videogames
Lessons in Procedural Rhetoric
How does Bioshock utilize procedural rhetoric to argue against a capitalism utopia?
Can use of Procedural Rhetoric be used to grant us a immerse education?
Can Procedural Rhetoric be used to justify player violence?
How does the Bioshock setting of Rapture utilize procedural rhetoric to communicate the downfall of utopian civilization into chaotic dystopia compared to Bioshock: Infinites setting Columbia?
Notes of interest/Links
Games validation as a interactive art on par with its peers
http://www.gamasutra.com/view/feature/132302/persuasive_games_the_.php
http://www.bogost.com/books/persuasive_games.shtml
http://www.arts.rpi.edu/~ruiz/EGDSpring10/readings/RhetoricVideoGames_Bogost.pdf
https://www.youtube.com/watch?v=VFaqguc_uNk
Procedural Rhetoric can detracts meaningful play
http://www.dwrl.utexas.edu/old/content/procedural-rhetoric-analyzing-video-games
Thursday, 8 May 2014
Procedural Rhetoric Summary
When a is this situation a video game leads the player to commit actions that are integral in the progression and interaction to game to illustrate and persuade the players actions to support the designers/authors message.
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