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stereotypes and cliche's: lecture #2

exploring recurring content in themes

popular content: codes and conventions always get the same kind of style in themes.

differences between sci-fi and fantasy

sci-fi

  • based on science

  • the future

  • advanced technology

  • alien encounter / living with aliens

  • living in outer space / time travel

fantasy

  • supernatural

  • realms

  • medieval locations (villages / castles)

  • mythology, folklore, and fairy tales

similarities between sci-fi and fantasy

  • dystopia (environment is bad, the rich are rich and the poor are very poor)

  • good vs evil

  • made up creatures are part of society

identify themes

  • follow rules and catagories: too cliche and can become boring

  • consider choosing an idea that isn't cliche or add cliche for comedy effect

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  • zombie (newest theme of games)

  • sci - fi (popular in the 80's)

  • fantasy and western (most popular)

fantasy cliche: plots

during the lecture i decided i wanted to list the different cliches so i could gain knowledge in stereotypes that are in the fantasy theme.

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  • monsters as enemies

  • side quests

  • the prophesy / the chosen one (MC / main character with power)

  • main character die or they have a tragic backstory

  • princess is kidnapped 

  • magic object found to save everyone

  • DND (Dungeons and dragons) classes

  • major religion (one group are the exception)

  • monologue

  • the chosen one fights beast / boss

  • enemies want to destroy the world for no reason 

  • happy ending

  • guy gets girl he didn't think he could be with

note: lord of the rings and the hobbit have inspired people o make their own films, books, and games because of how different the environment and story line is compared to other themed films, books etc.

fantasy cliche's: characters

  • midgets / dwarves

  • elves and trolls 

  • humans (poor, rich, or royalty)

  • villagers

  • flawless / fallen hero

  • narsasist gods

  • childhood love

  • wizards and witches

  • fairies and pixies

i wanted to know the cliche's on characters in fantasy games so that i could get a better idea of how the community would be presented if i was to make a fantasy themed game.

fantasy cliche's: setting / world / historical element

  • personal historical elements

  • big frozen land (Narnia)

  • society in a feud

  • utopia is now dystopia and needs to be restored

  • prophesy

  • stick of truth (south park)

  • character never needs to go off the road but they do for a cliche reason

  • floating islands

  • scary forest

  • starts in humble town

  • world is filled with magic

  • i the past the good king is replaced with bad king

  • suffers with amnesia and needs to remember past

red dead redemption 2: official gameplay video

red dead 2.jpg
  • late 1800

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  • open world with more

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  • interactions and detail 

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  • combining actions, storytelling, and game play in a new way as you live, riot, and survive in the game

gameplay: part 1

  • attempt to show when the modern world was being born

  • hash mountain trails, forests, and cities

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  • Arthur Morgan (mc / main character)

  • outcast and on the run

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  • choices have consequences

  • keep your characters grounded and connected to the action 

  • bond with horses and the relationship can affect travel (bond can grow which makes them easier to control)

  • predators, prey, and scavengers can be hunted by they're deadly and dangerous

  • the surroundings are designed to be eplred by horses or by foot 

gameplay: cliche

  • hang out with outlaws and they're all like brothers to each together

  • language they use (swearing / accents

  • good types of cliche because it's a different experience rather than watching films

  • developers allow players to interact more within the game and it's more realistc

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  • made it feel like a real living world 

  • working eco-system

  • consequences with other people effect your future 

  • trading money and weapons

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  • interact with strangers you walk past so that you can have more interaction and make the game more realistic. another thing is your consequences do matter as if you kill or spare a person your decision will have some sort of consequence

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  • visual and lighting based in different environment e.g cold, you can see your breath

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  • sometimes you don't get all the info because you didn't interact with particular people

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  • historically accurate as machines being developed in that timeline are seen in the game (some things are seen that was made in 1900 so may not be too accurate)

official gameplay video

if you want to watch the official game play video for 'red dead redemption 2' the click the link below

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https://youtu.be/Dw_oH5oiUSE

conclusion

this information i have learned in this lecture today will help me for myresearch into other games and it has made me think of other themes to consider for whe i am making my level design. this is because i want to keep mu options open for my level design, but although i have already deiced to have cyberpunk / sci-fi as my theme i will consider others for any future level designs or games i create.

harvard referencing

Red Dead Redemption 2 Gameplay. (2018). [image] Available at: https://www.youtube.com/watch?v=nQBZzziT1fA [Accessed 20 Sep. 2018].

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