Sources:
Game code | ||
Semantics of games The semantics describe the meaning of the different signs and sign systems of the game. |
Elements that change meaning | Every game contains elements, that bear in itself no direct meaning or do not visualise it, and therefor have no meaning in itself. In a simplified way four elements can be identified. |
1. Lighting. Lighting changes atmosphere and dimension of space and character, and has an influence on the visualised story and gameplay. |
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2. Image framing and "focallength" of the virtual camera lens. Although there are no real camera's to record the digital space, elements of the filmic code are used in games. One of these aspects is the virtual focallength: a wide-angle lense visualises a space in a different way from a telephoto lens. Important is the overview (or the lack of it) caused by the use of the (virtual) camera. Different types of framing can be used, combined with different types of "focal length":
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3. Perspective. The perspective used in the game can be taken from 1st or 3rd person, or not related to a character at all. When related to the environment, it can be shown in a normal perspective, a bird or frog perspective, or a specified type as the isometric perspective. |
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Elements that form meaning | To be able to construct the smallest elements that bear meaning in a game, elements of four different sign systems are necessary: | |
1. The dramaturgical system. Virtual environments and characters are created as visual and meaningful elements for a game-situation to start and develop. |
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2. The image system. The virtual environments and characters are modelled and shown from a certain angle and perspective. |
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3. The speech system. Text is created and linked to the virtual environment and virtual characters. This text can be visualised or spoken. The text used can also be more symbolical and does not always have to be fully understandable. |
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4. The musical and sound system. Depending on the action, a musical score and soundscape is used to underline the situation or action. |
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All four elements can on itself already bear a meaning, but in the combination of the four the meaning of the smallest meaning-bearing game element is realised. The combination of the different elements can lead to a stronger emphasis on a certain meaning, can contradict each other, leaving the user to make his own choice, or can even turn the original meaning around, creating an opposite meaning. | ||
Elements that bear meaning | The smallest element that can bear meaning is the situation. It is a combination of player action, image and sound, and is definied by the fact that during the gamesituation there is no significant change of in the player's action. The changes can be either pre-determined by the designer: an editing of camera or a forced change because of a change in environment (a gap to jump over, or an enemy to avoid), or decided at that moment by the user. This does not mean, that the situation on itself always bears the entire meaning, or provides sufficient information to understand the meaning of the game. Often the combination of two or more different situations, explain the meaning or make a statement. | |
A larger element, that is often better to isolate and understand, is the scene, which is characterised by the untiy of place and time. This element derives of the term as it is used in theatre and dramaturgy. With some games this will prove to be a useful instrument, in others it will be difficult to make a separation between scenes, or to identify more than one scene. | ||
Another possibility is looking at a combination of situations, the syntagma. The syntagma is defined by a contents orientated closed part of the action. Although this description is rather vague, it is a useful tool for all types of games, as in general different parts can be recognised in all kinds of different contents. As a further discrimination of elements that bear meaning, one can look at the combination of syntagmas or the entire game. | ||
Syntactics of games The syntactics describe the rules for the combination of the different elements of the game that bear meaning. |
The situation | Situations are in itself constructions of different elements. This means that it is possible, that some of these elements do show a change in situation, while others do not, or at a different moment. As an example a situation can change at the level of the image, while the sound or music still continues. |
1. Image. The first level to be examined for an analysis would be that of the image. There are many different visual elements: the virtual environment, lighting effects, appearance of characters, perspective and virtual camera, etc. |
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2. Speech. The second level is that of speech. Both spoken en written language, from characters, narrators and signs are to be examined. |
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3. Sound and Music. The third level is that of sound and music. These elements add to the experience of gameplay and the atmosphere of the game situation. |
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4. Interaction and feedback. The fourth and final level is that of interaction and feedback. The action of the user in the given situation, and the feedback through action and instruments, have an influence on the meaning and experience of the game situation. |
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The meaning of a situation comes from the combination of the four elements indicated above. All four elements bear their own, individual, meaning. | ||
Editing | A game uses the sequence of situations to develop the story and interaction. Through the combination of situations a syntagma arises. The theory of editing concentrates on the combination of situations. The connection of two situations gains in meaning compared to the sum of the two meanings. As there is little known about the possibillities of game-editing, the patterns described are taken from film-editing. | |
1. Editing through multiple use of situations. * Parallel
editing * Chiasm |
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2. Editing by combination of situations that on itself do not bear sufficient meaning. * Distinctio * Climax |
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3. Editing through change of coordinates of the virtual camera. (This type will hardly be found in games) * Polyptoton * Anastrophe |
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4. Editing through discontinuity of time and space. * Ellips * Enumeratio |
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5. Editing by substitution of meaning. * Synonymy * Annominatio * Syntagma |
Game as medium | |
The field of communication of games | As a medium, games are a system of signs used to transmit meaning in the context of a communicational setting. This means that, besides the investigation of the game code, the elements of the communicational setting should be investigated as well. Often such a research focusses mainly on the part of the communicator. |
Ten different parts of interest can be recognised, that are useful for such a research: 1. The characteristics of the development
team, and the main responsible persons within this team |
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A thorough analysis of course also involves the elements at the reception side of the communication. One has to take into account that relevent information can only be given from the situation at the moment of analysis, or through descriptions from others of effects during the reception. In general it is possible to describe the general situation on the side of reception during production or initial reception. | |
The communication process of games |
The communication in a game is always a
one-way communication process as far as the relationship between
the developer and the user is concerned. Users of course can
have a communication during gameplay. In such cases the game
is not used as a vehicel for the communication of meanings, but
as a communication window for two (or more) individuals. An active
feed back of the user to the developer is not possible. For the analysis of the communication process the different elements of the field of communication can be investigated: |
1. Communicator 1. Is it clear what the goal of the communicator
is with this game? |
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2. Medium 1. Does the game take certain user habits
into account? |
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3. Recipient 1. Is the motivation of the recepient influenced
by elements of this game? |
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The communication process with games is always largely dependent on the attitude of the recipient, and his expectations and game habits. |