Monday, June 8, 2015

Plog Introduction

Skyrim. How does one go about turning this into a tool of academic purpose? The answer is treating it like one. Games serve as mediums for entertainment, escapement and now academia. Skyrim is a game that is inherently a role playing game set in a fantasy realm of adventure. To captivate an audience and to make them desire to be in this world and contribute to it's already populated game space, is to make the player care about this world and relate to the game. So to do this, the people behind the game inserted morality issues, current day issues, and game world history into the game so that the world can be understood and related to. To further immerse the player, they are given the choice to make their own character and walk their own paths to further their own personal story.
As one walks through this well crafted world, their avatar will define the choices these players make thus reflecting themselves or how they wish themselves to be reflected. This is how people in real life proceed in their interaction with others. We choose how to present ourselves to others and just like in the game, make our own choices to define ourselves. Further drawing similarities to the game is how we choose to interact with distractions and crossroads in life. We are constantly given obstacles in life and ways to solve it, but we could also ignore them and proceed with our main objective at that moment in our life. These obstacles can be issues of morality, self progress or monetary gain. To us, those obstacles can be hugely relevant or not but it is up to us to decide how to figure that ourselves. Just like in Skyrim, which is just simply a game.
Defining Skyrim as more than a game required multiple perspectives looking for what makes this game applicable as literature. To remedy this, students were require to have plogs (play logs) that were intended to express the game through the student's own methods. I myself chose a narrative based approach that looked through the eyes of my game avatar which ended with my own personal analysis of the literary devices the game had utilized. I chose this approach to give the plogs a story based element to keep my audience drawn to my material while still accomplishing the intended purpose of the plogs.

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