Video Games

Video Games

History and industry of video games:

Although compared to other media industries, the computer game industry is quite new, and in recent years has bloomed. The video games can be played on a wide ranged of different consoles which allows for a diverse experience, and consoles are still developing and expanding meaning there will be an even more diverse experience in the future. Furthermore, the consoles allow for players to engage in multi-player interactivity.

In October 1958, what is thought to be the first ever video game, a very simple tennis game, was created by a physicist. However, video games didn't really hit mainstream popularity until the 70s and 80s when arcade games and consoles with controls like the joystick or buttons were introduced to the general population.

Furthermore, not only the actual video game industry has experienced changes, the stereotypes and representations have changed. For example, the stereotypical lone male teenager is no longer always associated with video games since pretty much everyone in today's society plays video games regardless of age or gender.

Regulation:

There are regular reports regarding the suitability of content in video games and the easy accessibility young people have to the content. The wider media often blames the video game industry for the violent behaviour and lack of sociability found in young people. Many games, such as Grand Theft Auto franchise, have raised concerns over their violent natured content and the potential effect it will have on the gamer. Furthermore, research showing that kids were playing video games which had age restrictions much older than them, raised concerns from both the government and parents. The classification of video games was carried out by PEGI and the BBFC until 2012 when it became the role of the Video Standards Council; although the BBFC is still responsible for the classification of non-game linear content on a game disc (such things include trailers and featurettes)

Representation:

In past time, video games always got represented negatively in the media. Video games were represented as almost like a disease; infecting the users and effecting them due to the somewhat violent nature of some video games. The media would represent video games as a tool which allowed young people to display violence behaviours and develop unsociable tendencies. However, since the popularity of video games increased dramatically in recent years and they've become a massive influence and factor in today's society, the negative representation of video games has decreased.

Representations inside actual video games generally tend to be quite negative and bias. For example, if one was to look at the differences between male and female video game characters, they are clear differences that show each gender is represented differently. One negative representation of female in video games can be found in the Mario franchise, the damsel in distress. In Mario games, a female character, generally the character of Princess Peach seems to always be victimised and kidnapped by another character and needs to be saved by the male protagonists in the game. This represents females are being weak and not able to save themselves, meaning they have to be saved by their male counterparts. Another negative representation of females in the video game industry can be found in the character Lara Croft in Tomb Raider. Although Lara is the main protagonist and is represented as a strong female, her clothes and body in comparison to male characters gives a different representation. Lara Croft's outfit and body exenterates her supposed sex appeal to the male audience and allows her to be sexualised by them. Croft's outfit is tightfitting and shows off a lot of skin, whereas if you look at the character of Nathan Drake from the Uncharted franchise, the character is mostly all covered and the real skin shown is his arms. This representation whilst may not be directly negative, it implies that female are there to please males.


Definitions and key terms:


Charlie Brooker's video list the categories of video games:
  • Platformer; a game in which player controlled characters jump over platform to reach a set goal (first was Donkey Kong) mario is undisputed best character platform game
  • Shoot 'em up; The player plays through the game and shoots at whats considered opponents whilst dodging obstacles.
  • First-person shooter; The player plays the game through the eyes of the in-game character whilst shooting the antagonists
  • Simulation; These games are often realistic and generally portray real life. The player can carry out real life activities in the game, such as driving a tractor.
  • Strategy; The player controls the action in the game, using well thought out planning to succeed.
  • Puzzle game; A game involving a puzzle
  • Role playing game; Interactive narrative with an emphasis on exploration in order for character and story development
  • MMORPG (massively multiplayer online rpg); This is just a role playing game, but included multiple players than can all interact.
  • Adventure; Interactive narrative where the player assumes the role of the protagonist
  • Casual games; Video games aimed at general players. They can exhibit any genre or gameplay.
  • Beat 'em up; This type of video game features hand-to-hand action between the protagonist character and opponents.
  • Sandbox; In this type of video game, minimal character limitations are placed on the player; this allows the player to roam and change the virtual world at will.
  • Rhythm action game; Lose musical simulation in which the player has to perform actions in time music in order to succeed.
Other key terms:
  • Avatar- In video games, an avatar is the graphical representation of the user/character.
  • Persistent worlds- This is a feature in MMORPG games which means that the world continues even when the player isn't a part of it. This means the game replicates real life in that respect. 
  • Augmented reality- This is when games have computer generated content overlaid on a real world environment.
  • Retro- Imitative of a style or fashion from the recent past.
  • Intertextuality- The relationship between texts, especially literary ones.


Theory: Media Effect- Albert Bandura

Bandura suggested that the media can implant ideas into the audience's mind directly; audiences acquire attitudes and emotional responses, and new styles of conduct through modelling; and that media representations of transgressive behaviour, such as violence or physical aggression, can lead individuals in the audience to imitate those forms of behaviours.


Undertale

Genre and Conventions 

Avatar; 
In Undertale, the player at the start of the game choses a name for the assumed avatar they'll be playing as in the role play video game. The avatar in the game is a child who fell into the 'underground' which is a large isolated area beneath the surface of the Earth, separated by a magical barrier. Whilst playing as this character, the player will learn about the game's world and learn about the actual avatar. The fact that there is character and story development continuously throughout the video game makes the game fit under the category of a role playing game. 

World and other characters
Throughout the game, the player will come across many other characters (monsters) in the game, and will have to do quests, generally in a combat system, in order to return to the surface. The player gets to explore the whole world whilst following the story line and gets a chance to revisit the entire world set up before ending the game finally.

Controls and goals
The game can be played with either a keyboard or controller with the game allowing for configuration and customisation. The end goal of the game is to get the avatar to return to the surface, which can be achieved through there different story narrative styles: the neutral, the pacifist, and the genocide style. Each result in a slightly different ending.

Multiplayer/online
Undertale cannot be played multiplayer, and doesn't have an online version. Many games have an online version where they an access new and different content alongside being able to interact with other gamers, Undertale doesn't have this option.

Intertextuality 
Whilst the game might not directly involve intertextuality from another text, there is some intertextuality from inside the actual game itself. There are different options the player can pick during the course of the game, and they'll all eventually result in one of three endings. Every character in the game contributes to the story and the different options available to the player. Once the game has been completed for a first time, if chosen to play again and take a different path, the game will change slightly depending on which ending the player got the first time around. For example, of the player chose the genocide path the first time, and once completed it decides to play again, the game will be permanently affected.

Industry 

Ownership
The video game was created by  the American indie developer and composer Toby Fox. Toby Fox created the whole game independently, even the writing and composing the score; with only additional art created by other artists. Undertale was inspired by other role playing series such as the Mother, and Mario & Luigi, the bullet hell shooter (a new type of shoot 'em up video game) series Touhou Project. Inspiration was also take from Mr. Bean, a British comedy TV show.

Franchise history and context
Whilst the game isn't apart of a franchise itself, LEGO Dimensions has an Underatle franchise within the game. There are many main characters from the Undertale video game, which a player can play in LEGO Dimensions. Within the Undertale franchise in Lego Dimensions, the characters speak using text boxes, like in the original Undertale video game.

Marketing and publicity
The game gained publicity through youtubers with high followings, such as Jacksepticeye, and Markiplier recording themselves playing the game and then uploading it to youtube; where their fans would watch. By doing this, more people hear about the video game, but also the youtubers critique the game.


Reviews and feedback
Soon after being released in 2015, numerous publications considered it as a 'cult video game' due to the strong dedicated fan basis. Undertale also received critical acclaim. Review of Undertale, are nothing but good, with Metacritic ranking the game as the third highest rated Windows game released in that year, and among the top 50 of all time; Metacritic scored the rpg as 92 out of 100. IGN scored the game as 10/10, and PC Gmaer (US) scoring it as 91 out of 100.  The game received praise directed at the game's writing, narrative, unique characters, an combat system.
However, the visuals for the game have spilt views; they've been described as "simple, but communicative" by Giants Bomb's Walker, and IGN's Plagge said that the game "isn't always pretty" and is "often ugly", but said that the music and animations compensate for it. Alternatively, other reviewers, such a Daniel Tack of Gamer Informer, felt that the visuals appropriately matched the characters and the setting.

Social and Cultural Contexts

Audience appeal
It can be suggested part of the audience appeal that is uses nostalgia with the way the graphics and simple game play are set up and used. Many players have commented on the mix between nostalgic childhood innocence with heavy themes. The game appeals to people who like adventure, heart-warming stories and have a sense of almost childish humour. The game is filled with puns and sarcasm, which suits the whole graphic style of the game.

Ethical issues 
I cannot find any ethical issues with the video game. The only conceivable ethical issue would be the way the game plays with the players emotions and how the game allows for the players to form bonds and attachments with the in-game characters.

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