Starting out my final semester, it feels great to be able to partake in a course that allows me to explore my personal interests. Starting Creative Writing II, I can’t explain how excited I am to come up with new ideas, but I am also looking forward to seeing what students who are new to the course will produce.
It's been a while since I’ve written about the courses I’ve been taking, electives in particular. This fall semester, I’ve found a class that is creatively challenging and seems to cover certain skills that would be useful amongst artists and filmmakers alike. For this blog, I’m going to be covering the DVA234 course, otherwise known as Special Effects and Character Makeup.
Alright, this topic could get weird. For those of us who have a staple series or franchise that we love to follow, whether it be comics, manga, anime, movies or video games, we have all come across at least one fan theory or fiction. As a whole, they are simply the way another fan views a franchise or wants that franchise to go. For the most part, they are harmless and just a form of artistic expression and gratitude. However, I want to dig deeper into these theories, especially as someone who hopes to create a franchise in the future.
Like a lot of college freshman, I thought I'd dread going to class and doing all of the homework like I did in high school. Then I signed up for Professor Craig Belanger's humanities special topics class on pop culture. All of a sudden, I couldn't wait to go to class to learn about musicians and artists who transformed our culture and engage in thoughtful discussions and debates with my peers.
I believe it is safe to say we are all quite familiar with the video game market and industry as a whole, especially the design decisions behind certain titles. However, I believe there is something most people overlook, something we as gamers see every single time we buy a game but don’t seem to acknowledge. By this, I’m talking about the ESRB rating, otherwise known as Entertainment Software Rating Board.
Considering how these discussions have gone into the different components of games, how they work and in what ways they affect players, I believe it is important to talk about one of the other key aspects that make a game truly a game. What do I mean by this? I mean that games separate themselves from any other form of entertainment because of one simple notion: a challenge.
Aside from all the important aspects in making a game, there is a key factor amidst it all that really makes a game stick with a player. That key factor is none other than progression. What does progression look like in games? How much does it impact the player? These are questions that will be answered throughout this discussion.
Now that we’ve heard the importance in dialogue, it is only natural that we now recognize another crucial element to any game: SFX. SFX is the abbreviation for sound effects, which are often used in movies and games. And in games, SFX can range from the sounds made from pressing start, the swing of a sword, the casting of a spell, and even the soundtrack of the game itself. In short, most of the enjoyable elements in a game come from the sounds you hear. Not only does it please you the moment you are playing the game, but you will also remember the game the next time you hear a familiar sound or song. The SFX can be so impactful that it becomes a part of your memories, so long as it is done right. Aside from knowing what SFX is, this discussion will get into different types of SFX, what it does for the game, and some neat examples to listen to.
Hello world. Alright, let me apologize for using that joke, I just couldn’t resist the opportunity presented before me. Getting back on focus, this opening joke or pun if you will is actually a good segue into this discussion topic: Open World and Exploration in gaming. Having already discussed the core aspects such as aesthetics and mechanics, I believe it’s time we get into the more expansive elements in games. In particular, we will be covering what an Open World is, what Exploration is, different forms of these and what they offer in a game. Without further ado, let’s explore.
Jumping away from the base mechanics or visuals of the game, I want to now focus on what we as players are hearing (or reading) in game. By this of course I mean dialogue, the words being communicated between characters in a game. For this discussion, I’m going to talk about what purpose dialogue serves in gaming, the different forms dialogue is demonstrated, and even the pros and cons to these styles of dialogue. Let’s get into it, shall we?