Similar Short Story
Isaac Babel’s “You Must Know Everything” gave me some inspiration to write my short story also about my grandmother. Babel wrote about going to visit his grandmother one afternoon. He starts off describing his hometown using very detailed language. For example, Babel writes of a store sign and it’s “scratch in the left hand corner”. This detailed description of his hometown sets the scene for the story. Babel uses descriptive words not only for imagery, but also for smells, sounds, and tastes. This helps the audience to be able to feel like they are really there. Babel also uses figurative language to portray his personal feelings. For example he talks about his hometown saying, “I know it as one knows the fragrance of one’s mother’s skin”. This tells the audience that he is very familiar with the town and that there is a lot of emotion associated with it. His family and memories were all there so naturally he has a lot of emotion towards the town. Babel describes how his grandmother is always cold so she always keeps her room so hot. This makes him miserable and he mentions wanting to escape from it. This shows the audience that he does not want to go to his grandmother’s room to spend time with her. Something must have happened previously to make him feel this resentment towards her. Babel uses good structure in this story. He seems to have every detail placed correctly to make the story flow well; he never loses the attention of the audience. This story takes place all in one day but Babel enhances the story and gives the audience some insight by talking about why or how things are the way they are in the story. Using all of the background information and details about the landscape and people also makes this commonplace story uncommon. Babel tells us that this happened when he was a boy so some of the audience can relate to this by also remembering their childhood. This text will help me to revise my paper because it is a similar story. This text also has similar structure.
I would like to start out introducing the audience to a broader subject, like the town, and then narrow in on a particular story at a particular time. I would also like to use some of the same techniques like the extreme detail. This will help my story to be more interesting and relatable. For example, instead of just simply saying “the basketball goal”, I could say “the old, rusty basketball goal with the hoop hanging on by a string”. I need to use better concrete language in my story. I would also like to improve my structure to be more similar to Babel’s by reorganizing where I place the details and when I reveal certain details. This could change the tone and the way my story unfolds.
Strategy
I am choosing the story structure of curiosity to make
my story more interesting. By entering curiosity, the reader will be more
engaged and will be stuck wondering what will happen or will keep reading to
find out more details. To employ the curiosity method, I will first need to put
a significant event early in the story but withhold exactly what the event is.
The audience will be curious because I will talk about the event using
concrete, specific language without actually saying what the event is. The
reader will know that I am leaving something out which will spark curiosity.
Even later in the story, I will withhold information about the event. I will
reveal more and more detailed information as the story goes on so that the
readers can figure out what the event is on their own without me having to
reveal it bluntly. Readers enjoy the curiosity and then a resolution. To add to
my story, I will try to incorporate the method of curiosity by giving details
of things that go on at Nana’s that day or things in her house that would
reveal that my Papa is no longer alive. I will also discuss people’s actions
towards the topic or people’s reactions towards items in her house that might
remind them of Papa. For example, I could write about the heart trinket on the
coffee table that says “Nana and Papa”. I could write about how seeing this makes
me feel sad. I could then describe a picture of Papa saying that I never knew
him. This could be challenging, though, to talk about my feelings towards the
objects without revealing the topic of my Papa no longer being alive. I have
found it hard to make the paper flow going from topic to topic.
Wark's Allegory
Wark's Allegory
Video games are allegories for the
world we live in. When we play video games we are putting ourselves into a
different world. This could be because we want to forget what’s going on in the
real world. In a game like Sims, we
can even make our ideal world. The characters in Sims dream just like we do of houses and furniture, as Wark says, “Benjamin and his friends dream of things.
Things make them happy. They find a nice sofa so much more relaxing than a
cheap one.” The characters are just like us. Benjamin found a nice sofa more
relaxing than a cheap one just like we all dream of nicer lives than the one we
already have. The Sims have routines just as we do everyday. Wark describes
Benjamin’s daily tasks. My question is, in the game, you control what your characters
do, so why would you make their lives boring like yours? Wouldn’t we want to
make it more exciting, to take your mind off of our own boring, repetitive
lives? As you keep reading about Benjamin’s life you can see how it develops.
He starts at the bottom with a boring, low paying job but works his way to what
he really wants to do. He also acquires more friends along the way and makes
more money. All of this makes Benjamin happier. This game, or this situation at
least, instills hope in our real lives. If we can make Benjamin, a character in
a video game, develop in his life and reach his goals in work and happiness,
why couldn’t we do that in our own lives?
Wark quotes Walter Benjamin saying,
“Any person, any object, any relationship can mean absolutely anything else.”
You can make anybody you want to make do anything you want them to do. It
doesn’t have to be a typical world in Sims.
Everything in this game can be whatever you make it to be. Anything that
doesn’t make sense in the real world can make perfect sense in a video game.
People can create whatever they want to create without any rules or
consequences.
Wark states, “To be a gamer is a
slightly different persona to being a reader or a viewer.” When we read things
in a book or a newspaper or watch TV, we can’t control anything that is
happening but when we create or play a video game, we have the power to do
anything we want. This is what makes video games allegorical for our world,
they come from our own heads.
Critique
Critique
The sample by “lewatle” is very
well organized and the website is designed so that it is appealing which I
think is important to consider. If the webpage was disorganized and boring then
I wouldn’t be as interesting in what this person’s opinion was. This person is
trying to portray that video games are corrupting our world and making people
turn to a dark side of themselves. This person makes this point very clear and
uses good examples from the video games that she played, which were all
violence based. In contrast, Reid’s website was very disorganized and was not
designed very well which made it a lot less interesting to read. Although Reid
had a lot of information in his narrative sections, most of it was unnecessary
and very irrelevant to the project. I
think I am going to try to do opposite of what Reid did and not describe every
move that happened in my gaming experience but try to insert the video onto the
page so that the reader can just watch without me having to describe it.
Sarah is trying to portray that
dreams tell us information about ourselves. She says, “If games are like
dreams, then what do these games tell me?” Her point is that games tell me
things about ourselves that we didn’t know before. In contrast, Tyler says that
reoccurring dreams are trying to portray something unknown, not about
ourselves, but about what is going to happen in the future. Tyler says that
confronting dreams can help us to better understand the true meaning of occurrences.
I think that I will include a section about my thoughts on dreams and how they
relate to video games because I think that they do connect. I think that dreams
can affect what we think which, in turn, affects what we dream. It has always
been said that what we think about right before we go to sleep is what we will
dream about. Is this true?
Many of the authors of the sample
websites picked similar games to play like Call of Duty and Grand Theft Auto. A
similar idea in these samples was that games like these were hard to relate to
real life. These games consist of violence and warfare that most people don’t
often see in their lifetime at all or especially at the college age. To find
these games to be allegories you would have to look for a much deeper meaning
than just the superficial.
Dream Interpretation
Dream Interpretation
“Every interpretation of a dream is a psychological
statement about certain of its contents”, Jung says. When you interpret a
dream, you are pulling ideas from your psyche that what you are understanding
from the dream is, in fact, the truth. According to Jung, this isn’t always
true. This can also be applied when interpreting the happenings of a video
game. The only part of the interpretation that we don’t know in a video game is
what was going through the makers head; what he or she was trying to portray
with the video game. Which leads me into another topic that Jung mentioned: you
can’t know the meaning of the dream without knowing the dreamer’s thoughts. He
referenced an example of a man dreaming of a table but you wouldn’t know the
meaning of the table without the dreamer’s thoughts.
Jung states, “The dream not only fails to obey our will
but very often stands in striking opposition to our conscious purposes.” When
we dream it is usually not what we want to dream, especially when it comes to
nightmares. So why do we dream what we dream? Why are video games made the way
that they are? Why do they make us think a certain way? If we have a dream
about something bad happening, that doesn’t mean that we want it to happen, it
is similar with video games. Playing a video game about shooting people doesn’t
mean that we want to shoot people. Does playing the video game change our
mindset?
“But even if we know the conscious situation we know
nothing of the attitude of the unconscious.” We know what is happening in our
dreams but we usually aren’t sure why it is happening. In video games, we know
what is happening but we don’t always know how it affects our unconscious and
there is no way to prove that. Our interpretation of the video game could come
from our unconscious. There might be something to learn about ourselves as
well; how we respond to certain situations and what we think about the
situations in the game.
March 13 Critique Assignment
March 13 Critique Assignment
I think that Eliza should have
introduced each narrative with the name of the game, what the game was about,
and just some general background information about the game. She talks about
differences between good and evil which is a big moral debate in our society.
The characters in the game are related to modern day people, not specifically,
but in the sense of having people who are considered good and people who are
considered evil. Eliza mentions that the protagonist does some things that
could be considered evil which she also relates to today’s society making it
more literal, “man
ruins the environment, man creates violence, man has greed and gluttony and
puts it out into the world. However, in the game, it takes on a more literal
meaning as well.” A common theme that Eliza uses is good vs. evil, which she
mentions again in her second narrative. “This is the point in the game that relates back to the
idea of good versus evil. Is the rebellion the evil entity in the game, or the
Honourable Leader? Is evil going against your government, or taking control of
your citizens' lives?” She puts herself into the shoes of the character saying
that everything is relying on her and whatever she decides to do the complete
the task is a decision between good and evil. Overall, I thought that Eliza’s
organization of the website was very accessible and the music and sounds made
the information more exciting.
On the first page of Grayson’s
website he included a section that described what each page of the site was
about. He described the purpose and some background info about the site, which
would be helpful to someone who was not familiar with the project. In his
conclusion, Grayson talks about the connection of video games to society on two
levels; personal and cultural. This is a deep, thorough explanation. The
descriptions of the dreams/video games were very detailed which made the
imagery good. Grayson explained the whole plot of the different times that he
played the games. I like how he put the description and interpretation in
different sections of the website because it makes it simpler to understand and
better organized. Grayson is very descriptive in the whole website which shows
that he is actually very passionate about this video game. He also named his
site “Dreams of a Gamer” so we can make the assumption that he is a gamer. I
think he should have put the footage not in a different section but put the
video next to the corresponding description for more convenience to the reader.
This way, the reader could make the visual connection much more quickly. I
think he should have put his references in another section or down at the
bottom of the page because they do not look good on the side of each page. Grayson makes many great connections between
the symbols, motifs, and archetypes in how they play a role in the game and in
reality.
April 1
These two articles both discuss video games and how they can be perceived, but there are differences in how they are perceived and by whom. Aarseth starts off with trying to define what a game is.
April 1
These two articles both discuss video games and how they can be perceived, but there are differences in how they are perceived and by whom. Aarseth starts off with trying to define what a game is.
"The
attempt to define or redefine a historical term theoretically is to instill
something imprecise with faux-precise meaning, and these acts are wagers in a
game of power, an attempt to change language and to steer meaning in a particular direction."
As he goes through all possibilities he comes to the conclusion that the meaning of a game should not be defined by how others see it but how the player see's the game. Aarseth pushes that a game is defined by the player's relationship with the game and how it alters the player's emotions. He later focuses on how games can be misinterpreted by critics about what the game is trying to portray from the creator's point of view. The emotions and experience that the player has are called the Game play, according to Aarseth. Game play, or the player's experience, comes from the Game structure and the game world. The creator of the game makes a whole new world when making a game that can have a great affect on the player so the creator needs to be specific about what he is trying to portray. Video games can change people's values:
"So
the reason why we as players are able to enjoy symbolic killing is that the
internal value system of scoring points takes precedence over the violent
symbolism of the external reference." (pg. 62)
When we play games with violence we come to find that we change our values in the game. We might not do these things in real life, but in a video game it suddenly becomes morally ok to kill people or blow things up. Video games have a great effect on our lives so the way that they are portrayed to the public and to individual players is important.
eKevin VanOrd discusses a game, "The Sims Medieval" in a different way. Instead of referring to many games and how they are perceived, he focuses on this one game. VanOrd describes the basic plot of the game so that the reader of the article can become familiar with it. But, instead of focusing on public/critics views of the game, he focuses more on his opinion. VanOrd points out that in this game you can't have a relationship with the characters because you don't have as much control over what they do. Because of this, there is no room for the player's imagination.
“...instead
of creating a family and living a dream, your sims are chained to specific
deeds like slaves.”
I agree that imaginations need to be able to run free while playing a video game. The player needs to be able to take their mind to another world while playing a game so the perception of the game by the critics or the public doesn't mean as much as the value of the game to an individual.
4/2
4/2
This article starts off discussing how the technology of
games has changed but that the social aspect has not changed. Players still
play in the same way that they used to, either against the game or against each
other. In the game he references, Everquest
2, the dynamic of the social aspect of the game changes as you can see
other’s building and governing their towns which stimulates a competitive
emotion in the player. You will want your town to be better off then theirs.
This also draws you deeper into the game by making it not only about your
enjoyment but adds a new goal of being better than the other players.
“Letting the flying
passengers see not only the landscape but also other players busy with their
little quests is a stroke of world-design genius, a means of making the world
come alive that foreshadows the player’s own exploration and stimulates it
immensely…”
With the combination of players all in one game also comes making teams.
This can bring more emotion into the game and can cause realistic relationships
to change as well. The dynamics of this game not only affect how you feel in
the moment of playing the game but can also affect how you feel outside of
playing the game.
“This mechanic causes
heaps of frustration, distrust, guilt and animosity between players…”
This shows how games are changing society and how they can really alter
players’ thinking.
This article helped me to interpret some cultural associations because
it gives lots of detailed examples of what happens in the game and how the
actions can be interpreted. For example, Aarseth discuses using mapwow.com to
calculate the size of the gaming landscapes to make them more accessible and
realistic. This is similar to the game I played for the project, The Sims 3, because when you are
building a sim house, you have to map out the land and decide dimensions of the
house, pool, garden etc. Another aspect of the article that helped me with my
cultural associations was when he talked about how the game World of Warcraft was referred to as a “world”.
This gives much credibility to the game showing that it is made well enough to
engulf the player enough to where they feel like they are in a different world.
This relates to The Sims 3 because
the game is just like a real world with real families and emotions. This game
allows you to create your ideal reality in a game. That is if your reality isn’t
your ideal.
The Perfect Crime
The Perfect Crime
This article is reflecting on the
affects of movies being made about real life events and the media’s affect the
community. The movie making not only affects the community but also affects the
people in the community. For example, Paradise
Lost was made about the murder of three boys in Arkansas. While the movie
was being filmed a father of one of the victims was changed.
“Byers’s self-conscious alteration of his behavior amounts to an erasure
of reality because it deliberately modifies his “real” persona…”
The filming of this movie is not just about making
entertainment; it affects the people in the community where this tragedy
occurred because the media brings the tragedy back to life. This shows how
selfish the media is and how they don’t consider their affects on the
community.
This film also brings up some
aspects of the media that aren’t usually discussed like its affects on the
community and the affects of sharing a tragic story like this one to the world.
“The film seems to imply that the media’s constant presence surrounding
the case destroyed the reality of the community in which the crimes occurred…”
The media coming in to the community and being the prominent
voice in how the tragedy is displayed in the movie has a great, negative effect
on the society. The making of the movie brings back many bad memories and if
the tragedy isn’t played out correctly it can severely upset the family and
friends of the victims.
The
argument that this article presents is very strong with affective examples. This
article brings up point that wouldn’t normally be considered while watching a
movie or making a movie. The arguments and examples are presented in a way that
introduced ideas of the argument and gave the examples to relate to. This can
help me with my paper by using the same structure, which presents ideas very
clearly.
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