Can Games get Real? A Closer Look at “Documentary” Digital Games
The chapter was an interesting read, it made me consider the use and appearance of documentary games in the realm of triple A, with using actual footage especially within war games could raise ethical questions into the kind of use that it is used for, for example, call of duty using photos and videos, snippets of footage of real war heroes with many who are just heading into war, some of which would likely die as used in a game where players immediately take pleasure in killing another player. Whats worse is that the earlier CoD games, in multiplayer, you would often play as the axis, placing the actions of war heroes onto the same pedestal of respawning and pulling off the most impressive kills.
Disruptors — critical conversations on videogames: playing with guns
The short video put it into perspective, how prevalent guns and gun culture are within video games, I think that the opinion on being able to tell a story, you need violence makes sense, I guess it is human instinct to seek out violence in whatever they do. There are the new era of wholesome games though with an intention to completely avoid the use of violence in games, this new era could perhaps bring in new and unique ways of story telling.
Abstracting Evidence: Documentary Process in the Service of Fictional Gameworlds
The section on self-reflection is a technique that I feel can be most effective in documentary games, as it make those who lived in the documented areas feel a sense of home and if it potrayed correctly, then make those feel at home. By documenting correctly, you are also encapsulating that period in a timeless format, as there will likely always be a way to acquire many digital games today and in the future.
The game does a good job at making the player complicit, and is likely a good way at getting the message across to people, considering it appears that the game is intended to be played on a mobile device.
To play devils advocate, the game doesn’t address how to solve the problem, only that a problem exists, to make people complicit in the act of phone making without detailing how to solve it can make the game appear disingenuous.
This game made war feel trivial, I liked how out of place it felt to his job. The game does an interesting job at showing how easy it is to forget about how violent games can be. With the section with him showing his son who looks under the age of ten the game and answering questions about his job.
What was also unnerving is the fact that you are told not to shoot at first, but you can easily press the fire missile button, the lack of verification makes you want to press the button, and if it is the same in real life, this could be very unsettling.
Every day the same dream
This game was very strange, I thought its message around the refusal of labour was interesting, with the game having multiple endings, allowed for differing interpretations of the game.
The repetitiveness of the game made the game’s message more hard hitting.
Finishing up the rest of the GDD, filling in holes where present in the document, this was predominately around the game inspiration that was used in the document.
The hardest out of the 3 was finding marketing strategies around The White Door, as the game itself released quietly, and appeared to focus its marketing mostly on Instagram.
On top of this, creating backgrounds for the document, keeping in theme of the style of the game.
Overall I like the idea a fair bit, and want to take Pinhead further in the future, for now the GDD is a good starting point for judging the type of audience that would be most interested in the game.