Who is the Protagonist?

I was thinking about the idea of the player wanting to cause events to happen, to be active rather than passive.

What came up in my mind is Othello.  It is well known that this, one of Shakespeare’s plays, is Othello’s tragedy, but Iago’s play.

If there were to be a game of Othello, would you be intended to play Othello, the insecure “Moorish” man (it is never explicitly stated where he is from) who becomes the General of an army and marries a beautiful caucasian woman, only to be tricked into murdering her in a jealous rage?  Or, would you be intended to play Iago, the cunning, sneaky ensign, who lures Othello into this horrific mess?

Othello, the Tragic Hero, has his fatal flaw, and the audience tends to walk out thinking, “If only Othello weren’t so insecure, he wouldn’t have trusted Iago and then Desdemona would still be alive.”  Iago, meanwhile, has a ball being doing everything he can to seek vengance on Othello for promoting another over him.

So this prompts the question: Who is the protagonist… and who does the player need to play?  Could this stretch so far as the “real” story focus on another, provising a backdrop, while the player has their own journey; like many of those PoMo novels about some significant figure’s dog’s walker’s hairdresser, offering both their own narrative, as well as hinting at the epic story occuring  behind them?

GTA’s “Extreme Storytelling”

Time Magazine recently published this article.  The most intersting part to me is the conclusion:

“Imagine Victor Hugo trying to write Les Misérables with Jean Valjean under the reader’s control and you’ll get some idea of what Houser is up against. The player is both the audience and the ghost — a mischievous poltergeist — in the machine.”

Additional comments..

IRL Games

This morning, I dreamt about not making a game that was like a play, but making a play that was like a game.

You, as the Protagonist, walk around and talk to various people, collect objects, go to places to do things, and recieve rewards.

Thinking about this while I am awake, while I’d be awesome to make a “real life” game, you’d be restricted by props, sets, effects, and any extra equipment or whatever that the player may have collected (“red herring” collectables or unbroken equippables) might be… taken away or broken by the Player.  It’s so much easier to have the “OH BUT THIS ISN’T REAL, THESE THINGS DON’T EXIST,” excuse with PCs on Consoles.

On a side note, my computer is being really slow.  I think it’s time for a virus scan or such.

Introductory Essay

I don’t really remember not having exposure to computer and video games. I remember sitting in this very room, watching my brother trying, with all his might, to knock out an opponent in Punch Out!! on his Nintendo Entertainment System. I must have been around five or six. By the time I was nine, I was online. I played Wolfenstein 3D and knew it as a “Doom Clone,” a term I would have to shift to “First Person Shooter,” many years later. Most of my game choices were centred around my brother’s choices, demos I played on the cd accompanying PC Powerplay, or what SNES games were available at the (surprisingly well-stocked) local video rental store.

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Creative Research Methods wk1

So this is my first post documenting some of the activities we do in the “Creative Research Methods” class I have to attend.  While my other unit is all about contextualising and looking at things other people have written in the hope that we get new ideas, this unit is purely about focusing on us, and giving us something to talk about with our supervisors.

The first three exercises…