Mostrando postagens com marcador origins. Mostrar todas as postagens
Mostrando postagens com marcador origins. Mostrar todas as postagens

quarta-feira, 13 de novembro de 2013

Using fear as narrative in video games: origins

In the last few years we had lots of iconic survival horror games launched around the world for video game consoles. Just to give a few examples, we can bring to our discussion Silent Hill 4: The Room (Playstation 2, 2004), Slender (Parsec Productions, 2012) and Alan Wake (Microsoft Game Studios, 2010). All these games are very scary and possess sophisticated features in their narratives but it’s important to look to the past to understand the origins of horror in video games.



One of the first horror narratives in video game was used in an Atari game named Haunted House (Atari, 1982). With very limited interface and resources, the game creates a classic horror movie atmosphere with a house full of bats, phantoms and traps. The player commands a pair of eyes in the dark trying to find pieces of an ancient ark.

You can check a game play video below:



The game is very simple and there’s a fundamental detail that puts the player inside the gaming reality: the illustration on the cover of the box. The drawing dialogues with the player about the ambient of the game, and it’s possible to understand better the game mechanics (a good text about this subject could be found here).

quarta-feira, 7 de agosto de 2013

Serious games: origins

Recently, we have heard a lot about serious games. The media is talking about the use of gaming activities for a great number of purposes including: e-learning, training, advertising, healthcare, social causes, education, etc.



However, the term "serious game" is not new and has been used for a long time, being redefined over the years. Author Clark Abt in his 1970 book "Serious Games" sets the following definition:

Reduced to its formal essence, a game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context. A more conventional definition would say that a game is a context with rules among adversaries trying to win objectives. We are concerned with serious games in the sense that these games have an explicit and carefully thought-out educational purpose and are not intended to be played primarily for amusement”.

By that time we didn’t have any digital games, but it’s possible to imagine these concepts applied to analogical games.

A little bit of history always helps to improve our gaming researches.