III
CONFLICT
CONFLICT
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Show posts MenuQuote11 — UNITY OF OPPOSITES
P123-125
. . . what assurance have we that the antagonists won't make a trust in middle and call it quits? . . . The real unity of opposites is one in which compromise is impossible.
. . . the play [Doll House] ended only by the "death" of some dominant quality in one of the characters-- Nora's docility, . . . Naturally, death in the theater need not apply to the death of a human being. . . .
In nature nothing is ever "destroyed" or "dead". It is transformed into another shape, substance, or element. Nora's love for Helmer was transformed into liberation and thirst for more knowledge. His smugness was transformed into a search for the truth about himself and his relation to society. A lost equilibrium tries to find a new equilibrium for itself.
Quote10 — ORCHESTRATION
P119
Orchestration demands well-defined and uncompromising characters in opposition, moving from one pole toward another through conflict.
Quote48
. . . jumping . . . tells us what the avatar wants, reveals the quality of its movement, and shows us its capcities. The themes of the genre tend toward an individual heroic avatar struggling against an anonymous and overbearing force.
Quote46, 47 (each line is a separate quote pulled from the book)
the player's identification with the avatar
the human body will always be found wanting in relation to the exaggrated motion of game avatars
Jumping in 2D platforming games. . . hovers at the edge of the possible as a dream of what our own body could be like if it were stronger, more precise, less weighty, less exhausting
When a palyer tries to translate the idea "I can jump . . . in order to" into the language of the game, any valorization of her own bodily capacity has no hope of surviving the transition.
a fantasy of shedding the weight and complexity of muscles and fat
games create a split internal to the player's sense of embodiment
(1/2) a rich sense of physicality with quirks of sensuous feeling and rich histories of meaning
(2/2) a generic antipathy to these same qualities when they are discovered in the player's own body
Quote43
Ferdinand de Saussure. . . remarks that mutton in English and mouton in French cannot be translated simply because the latter refers to live sheep as well as meat.
. . . conceive of translation as an art rather than an act of mere substitution, one that tries but necessarily fails to account for subtle shifts in meaning across languages. The same principle applies to the player's act of translating "jumping"
Quote39-42
First, the upward motion of jumping signifies energy, power, escape from the law, rebellion, and freedom. . . .
Second, and reciprocally, falling after an initial ascent signifies vulnerability to enemies, helplessness to prevent the fall, and the crushing revenge of the rules. . . .
Third, jumping signifies craftiness, turning a bad situation to good account and manipulating fate. . . .
Fourth, the whole jump signifies glee, spontaneity, rhythm, and creativity. . . .
Fifth, jumping signifies exploration and progress. . . .
These five themes are the basic elements that have been repeated and reinforced since the inception of the genre. . . . At the same time, these themes are not inevitable. Each one arises from a collection of design decisions and habits that have become common through repeated use. . . . Nevertheless, the weight of the tradition has a powerful force that colors and shapes every jump.
Quote39-40
While jumping piggybacks on a widespread metaphorical association between upward motion, progress, happiness, and strength, its positive valence in the game world should not be naturalized. Rather, these associations are actively cued by the challenges that the player surmounts. It is entirely possible, if rare, for games to valorize falling instead and have levels progress downward. . . . there is nothing natural of inevitable about [the association of falling with vulnerability, helplessness, revenge]. It is established by the regular use of pits to kill the player and similar design choices. It is no more difficult to put deadly spikes on the roof than holes in the floor, but games rarely challenge the player to shorten her jump height, and when they do, it is for claustrophobic effect.
Quote39
As the player reaches the peak of her jump, gravity reasserts itself. Each subsequent frame narrows the scope of possible actions as the player's increasing speed makes the consequences of any decision harder to judge.
Quote36
In some sense, the purpose of flying is to highlight the half-measures of jumping, as if to say, "The designer could have allowed you this freedom but chose to withhold it." As a result, jumping signifies something between constraint and freedom.
Quote32
Designers often discuss game feel as either good or bad. . . From a semiotic perspective, however, game feel is better understood as creating nuances within the meaning of an act. . . . a designer can imbue a jump with dozens of different physical and emotional qualities: Alucard feels heavy, Mario feels slippery, Mega Man feels sharp, Sonic feels acrobatic.
Quote26
. . . jumping is a method for traversing space.
27
. . . platforming games use jumping to transform time into a resource. . . [Yes!!!]
Quote25
. . . the signified choice can only be understood within the full pragmatic context of play. Bojin lists several contextual factors that might change the meaning of a jump, but only to the extent that they affect strategic considerations.
Quote26
When a player jumps on an enemy, she may feel rage or regret without either emotion registering in the jump, but her action does express a decision to attack. . . . Jumping has as many meanings as the choices it affords, and it slots the player's impulses into a systematized set of available moves.
Quote22
each of the . . . jumps a player makes over the course of a game is singular and unique.
Quote24
A player jumps in order to accomplish something specific in the game world, and the meaning of each jump is directly tied to that goal. . . . It is common to use verbs like jumping to capture this language of action, . . . However, verbs are also ambiguous. They group together several acts that each might mean something significantly different to the player.
Quote25
Nis Bojin argues that we should instead think in terms of situated actions. . .
. . . A ludeme . . . moves from the technical interaction to a "choice-experience," . . .
. . . a ludeme is essentially a sign that conjoins the act (as signifier) to a strategy (as signified)
Quote21
This chapter is about the meaning of jumping . . . Jumping holds nostalgic childhood memories, conjures up scenes of game designers talking about their craft, draws in moral panic about addiction, and tethers academic accounts of procedural rhetoric.
Quote21
Most important, the player attaches a meaning to jumping as she plays. That experience of acting in a game world is an underexplored dimension within the study and design of games.1
Quote142
1. I am indebted to Anna Anthropy and Naomi Clark for presenting a clear and expansive version of the idea that games are languages. Anna Anthropy and Naomi Clark, A Game Design Vocabulary