As I read through the section comparing traditional media and games, I’m not entirely sure how to react. I believe that traditional media to a certain extent can be simulational. I think they can make you feel like you are living out an event that isn’t part of your reality. Take an IMAX film, for example… It’s not a game, there isn’t any sort of back and forth between the media and the audience, but you can leave the theatre feeling like you flew a fighter jet. Sure, watching a soccer match might not be simulational in teh way that a video game is, but in some other ways, it is. There are people out there who get so engrossed in the soccer match they’re watching that they feel the emotions that the players on the field do when they are, for example, the victim of a poor call by the ref, or a violent foul. I would say that it’s a different sort of simulation, because with games, the users are engaged in creating the simulation, whereas films and television can only “simulate” a defined series of events. To me, the comparison with watching a soccer match and claiming that this activity doesn’t simulate playing soccer and cannot convey the feeling of a match begs the question: does a video game get any closer? I used to play a lot of soccer and it was an important part of my life, and I can tell you that when playing any one of the FIFA games, I don’t get anything like the sensation of playing real soccer. That’s not to say that I don’t experience anything at all, but I would suggest that they aren’t comparable.
I guess I’m arguing against something somewhat irrelevant, but I just wanted to point out that I believe it was a poorly chosen example. Maybe the idea was to relate this to the actual game of soccer and not the simulation in a video game? Not sure… Anyway…
I like the bit about advergames, because I just saw something today that I would never have expected: a video game by BMW. And… it’s not a videogame that happens to have the BMW logo stamped on it somewhere. It’s actually a 3d, flash-based game that you can play on the BMW website. It’s pretty pixelated, but really nicely presented, and even with the pixelation, I’d say the art is quite nice. I’d say that creating that sort of experience, with the attachment that people get to games and trying to get better scores and such, is probably much more effective than sticking an ad in a magazine, as described, with pictures of the newest gizmos and gadgets.
I like the quote that “you never step in the same video game twice.” The beauty behind the simulation in a game is that you can play it over and over and work through it differently. I also liked the following discussion on simauthors. The thing is, the text refers to this “simauthor” who creates a world where there are a number of different potential outcomes, but makes it clear that these have their biases. I like the reference to cutscenes and hard-coding and how the “fate” of the story can be variable. In some games, the outcome is more clearly defined than others.
It’s interesting that the author presents one of the differences between a “narrauthor” and a “simauthor” as a risk in giving away part of the control over the work. The simauthor, who is essentially the team that creates the game, and potentially more specifically the programmers that write the rules, loses control over the story by creating the game. Even if the storyline is strictly controlled, by the very nature of it being a game, it can be experienced in different ways and the narrative is changed.
In the section that goes over ludus rules and paidia rules, I feel like I personally associate better with paidia. The author tells us that ludus is the form that more strictly adheres to a single narrative, a win-lose scenario. Paidia defines rules that are more open ended. They affect the way someone navigates through the game but don’t actually affect the outcome as far as narrative is concerned. From what I’ve understood, I would say that the idea of Paidia rules are more closely related to game mechanics, whereas the addition of each/any ludus rule more strictly defines the narrative, its outcome and how it is meant to be interpreted.
Once I got to the end, I was glad he said that simulation is merely an alternative to narration and not its replacement, because I think narration is important too, if for no other reason than presenting clear messages with specific origins. I personally find that the idea of simulation, especially in its ability to open up a story to multiple outcomes is more interesting as a whole, but definitely not enough to entirely steal the stage.