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	<title>game aesthetic &#8211; The Writing Platform</title>
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		<title>Screenshots: Black Room</title>
		<link>https://thewritingplatform.com/2019/07/screenshots-black-room/</link>
		
		<dc:creator><![CDATA[Simon Groth]]></dc:creator>
		<pubDate>Fri, 12 Jul 2019 15:12:42 +0000</pubDate>
				<category><![CDATA[Resource]]></category>
		<category><![CDATA[game aesthetic]]></category>
		<category><![CDATA[web-based fiction]]></category>
		<guid isPermaLink="false">http://thewritingplatform.com/?p=3910</guid>

					<description><![CDATA[<span class="rt-reading-time" style="display: block;"><span class="rt-label rt-prefix">Reading Time: </span> <span class="rt-time">&#60; 1</span> <span class="rt-label rt-postfix">minute</span></span> Screenshots is a regular feature by Simon Groth, highlighting a project, app, or other resource of interest. Black Room by Casssie McQuater Described by its creator as ‘a game about falling asleep on the internet’, Black Room comes across as a mashup of game styles and characters with a meditative bent. What begins as a 2D...  <a class="read-more" href="https://thewritingplatform.com/2019/07/screenshots-black-room/" title="Read Screenshots: Black Room">Read more &#187;</a>]]></description>
										<content:encoded><![CDATA[<span class="rt-reading-time" style="display: block;"><span class="rt-label rt-prefix">Reading Time: </span> <span class="rt-time">&lt; 1</span> <span class="rt-label rt-postfix">minute</span></span><p><em>Screenshots is a regular feature by Simon Groth, highlighting a project, app, or other resource of interest.</em></p>
<hr />
<p><a href="https://cass.itch.io/blackroom"><strong>Black Room</strong></a><br />
by Casssie McQuater</p>
<p>Described by its creator as ‘a game about falling asleep on the internet’, <em>Black Room </em>comes across as a mashup of game styles and characters with a meditative bent. What begins as a 2D platform featuring an all-female cast of video game sprites from the past metamorphoses into an exploration of the ‘black room’, a visualisation exercise for an addled and over-tired imagination.</p>
<img decoding="async" loading="lazy" class="aligncenter size-large wp-image-3912" src="http://thewritingplatform.com/wp-content/uploads/2019/07/Image-9-7-19-at-6.20-am-800x394.jpg" alt="" width="800" height="394" srcset="https://thewritingplatform.com/wp-content/uploads/2019/07/Image-9-7-19-at-6.20-am-800x394.jpg 800w, https://thewritingplatform.com/wp-content/uploads/2019/07/Image-9-7-19-at-6.20-am-400x197.jpg 400w, https://thewritingplatform.com/wp-content/uploads/2019/07/Image-9-7-19-at-6.20-am-600x295.jpg 600w, https://thewritingplatform.com/wp-content/uploads/2019/07/Image-9-7-19-at-6.20-am-768x378.jpg 768w, https://thewritingplatform.com/wp-content/uploads/2019/07/Image-9-7-19-at-6.20-am-300x148.jpg 300w, https://thewritingplatform.com/wp-content/uploads/2019/07/Image-9-7-19-at-6.20-am.jpg 1258w" sizes="(max-width: 800px) 100vw, 800px" />
<p>Its pixelated aesthetic draws heavily on nostalgia for early console gaming. But the game’s text is tight and evocative and its recontextualising of female game characters— lounging with flamingos, riding fantastic beasts through dayglo fantasy lands—gives it a bite it might have otherwise lacked. This is not just a longing for the past, but a recasting of it through a contemporary lens.</p>
<p>For a reader unfamiliar with old console and arcade games, <em>Black Room</em>’s gif-based visual assault and use of the web browser itself as a game mechanic brought to mind a Geocities web site. Nostalgia, after all, is highly personal thing.</p>
<p><a href="https://cass.itch.io/blackroom">https://cass.itch.io/blackroom</a></p>
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		<item>
		<title>The Impacts of Interactive Storytelling: A Case Study of Jupiter Ascending</title>
		<link>https://thewritingplatform.com/2015/05/the-impacts-of-interactive-storytelling-a-case-study-of-jupiter-ascending/</link>
		
		<dc:creator><![CDATA[Editor]]></dc:creator>
		<pubDate>Tue, 05 May 2015 09:14:09 +0000</pubDate>
				<category><![CDATA[Experience]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[game aesthetic]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[Interactive Storytelling]]></category>
		<guid isPermaLink="false">http://www.thewritingplatform.com/?p=2126</guid>

					<description><![CDATA[<span class="rt-reading-time" style="display: block;"><span class="rt-label rt-prefix">Reading Time: </span> <span class="rt-time">3</span> <span class="rt-label rt-postfix">minutes</span></span> Warning: the following contains potentially crucial, but mostly lukewarm, spoilers for the film “Jupiter Ascending”. Consider yourself notified. My first critical thought on viewing the latest Wachowski filmsprawl actually wasn’t one. And by stating this, I’m not intending any smartarse obscuration, though I am aware that even using that term “filmsprawl” could firmly place me...  <a class="read-more" href="https://thewritingplatform.com/2015/05/the-impacts-of-interactive-storytelling-a-case-study-of-jupiter-ascending/" title="Read The Impacts of Interactive Storytelling: A Case Study of Jupiter Ascending">Read more &#187;</a>]]></description>
										<content:encoded><![CDATA[<span class="rt-reading-time" style="display: block;"><span class="rt-label rt-prefix">Reading Time: </span> <span class="rt-time">3</span> <span class="rt-label rt-postfix">minutes</span></span><p><strong><em>Warning: the following contains potentially crucial, but mostly lukewarm, spoilers for the film “Jupiter Ascending”. Consider yourself notified.</em></strong></p>
<p>My first critical thought on viewing the latest Wachowski filmsprawl actually wasn’t one. And by stating this, I’m not intending any smartarse obscuration, though I am aware that even using that term “filmsprawl” could firmly place me in that very territory. Instead, my initial reflections about the film centred on how simultaneously expansive and reductionistic it appeared. The film seemed tailor-made to appeal to an audience well versed in contemporary game aesthetics, an audience to which interactive entertainment conventions are de rigueur.</p>
<p>My primary take on <em>Jupiter Ascending</em> differs distinctly (but not wildly) from other perspectives I’ve encountered &#8211; and by others I’m referencing peers and friends as opposed to goldstar reviewers, as I’ve made sure to read less than zero blurbs keen to theoretically carve up the movie into its non-<a href="http://en.wikipedia.org/wiki/Gestalt">gestalt</a> parts. Most mentions I’ve encountered peg <em>Jupiter Ascending </em>as a clumsy but original (to use a cognitively-velcro-worthy-term) “hot mess” of a film.</p>
<p>Others view the movie as a type of wayward space opera, a <a href="http://www.urbandictionary.com/define.php?term=CGI-Fest">CGI-fest</a> of hodgepodge philosophy clunkily melded with awkward-but-gorgeously-<a href="https://www.youtube.com/watch?v=qn_HFEDNZ_Q">Michael-Bay-like</a>-derision-worthy-screencandy. When <a href="http://www.smh.com.au/digital-life/games/screenplay">James Dominguez</a> informed me (prior to watching said movie) that: “…apparently it&#8217;s terrible in a very entertaining way”, I believed him. When my Cinema-Going Companion (CGC) asked me (post-viewing) whether I would be keen to watch <em>Jupiter Ascending</em> again, I replied that yes, I would: he speedily said he would not (he had also indulged in brief microsleeps during one of the lengthy action sequences). CGC’s critique of the movie hinged on the fact he thought it was trying to do too much at once, and that he just couldn’t get excited about such overblown sequences &#8211; hence the microsleeps. I, on the other hand, did indeed find the film straight-up enjoyable.</p>
<p>The considerable reviewer vitriol surrounding the film’s release highlights the film’s skewing of traditional filmic conventions. Stock standard <a href="http://en.wikipedia.org/wiki/Monomyth">monomythic</a> story requirements are employed in a traditional sense in the film, but these are somewhat counterbalanced by a fantastical emphasis on game-emulation aesthetics. In my view, action sequences like those found in contemporary movies like <em>Jupiter Ascending</em> directly emulate game mechanics that are relevant to a large chunk of contemporary viewers. Such invocation of interactive based mimicry (think: apps, games) transposed into a passive medium (film) isn’t new &#8211; think on the preponderance of <a href="http://en.wikipedia.org/wiki/List_of_films_based_on_video_games">game-to-film adaptations</a> &#8211; but is becoming increasingly relevant in contemporary media.</p>
<p>In <em>Jupiter Ascending</em>, the nature of class privilege and the insidious nature of social stratification, otherness-classifying, socioeconomic determinism, the grab for immortality, consumerism/greed, industrialisation and the military-industrial-technological-complex in general are all plot-and-theme threaded. Want some heavy holistic allegory and steampunkish-laden visuals thrown into the mix? Done. How about some reincarnation amnesia and fantastical genetic cross-species warnings as well? You got it.</p>
<p><iframe loading="lazy" width="500" height="281" src="https://www.youtube.com/embed/JuzkPwj0BF8?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>The fantastical elements in <em>Jupiter Ascending</em> present as <a href="http://en.wikipedia.org/wiki/Bricolage">bricolage. </a>Such variables also act to illustrate just how such a movie might reshape established indicators of what makes a film great (or even watchable). Instead of free-falling into harsh reviewing mode<em>, </em>maybe audiences could instead learn that such fantastical elements are ripe for what I term “functional mapping”. Functional mapping describes the disjunctive process when prior cognitive associations are made elastic in order to overwrite previously hardbaked/<a href="http://cognitivepsychology.wikidot.com/cognition:topdown">templated cognitions</a>. When Caine first shows off how his gravity-mod boots work, there’s the potential for a viewer to undergo a type of believability disconnect: a disturbance-twinge in the <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/WillingSuspensionOfDisbelief">Willing-Suspense-of-Disbelief</a> force, if you will (*cough*).</p>
<p><iframe loading="lazy" width="500" height="375" src="https://www.youtube.com/embed/UA0kNGaYrtg?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>The boots and their functional aspects – such as Caine speeding off looking very much like he’s ghost-skating/rollerblading – seems jarring at first, as do his eventually reinstated wings as evidenced in the movie&#8217;s dénouement. This jarring comes from strong prior association-sets present in our canon heavy entertainment. When seeing a character perform actions that many audience members strongly associate with quantifiable behaviours, our belief might just waver: when asked to map new imaginings over such a prior-based associations, some viewers may find this incredibly difficult. When bees are used to replace a more standard take on ecological symbolism (think: the far more palatable convention of using bird or butterfly <a href="https://www.youtube.com/watch?v=eakKfY5aHmY">murmurations</a>), many may think this absurd, as stretching believability boundaries a tad too far.</p>
<p>To those raised on cultural settings based off gamification and <a href="http://knowyourmeme.com/memes/karma-whore">karma whoring</a>, where positive (and vicarious) reinforcement sits easily alongside intense visual diets comprised of cinematics, machinima, <a href="http://en.wikipedia.org/wiki/Supercut">supercuts</a> and cutscenes interspersed with intense fps-action bursts, the <em>Jupiter Ascending</em> action sequences and computer generated graphic bombardment present as very normal. So too, does the requirement of functional mapping, where transmedia-based characterisation and Storyworld construction easily rewrite such mono-channelled associations.</p>
<p>In a typical <a href="http://en.wikipedia.org/wiki/Film_studio">Studio-backed</a> movie, <a href="http://en.wikipedia.org/wiki/The_Writer%27s_Journey:_Mythic_Structure_for_Writers">mainstream story structures</a> allows for certain elements, including ye olde <a href="http://www.skotos.net/articles/PlotStrategies.html">girl-meet-boy, boy-loses-girl, boy-regains-girl yawn</a> to effect our Willing Suspension of Disbelief. When this structure is toyed with, or heavily <a href="http://www.urbandictionary.com/define.php?term=modded">modded</a> in substantial ways, confused audiences can be left hypercritically picking at the result in an attempt to cobble together a meaning curve predicated heavily on the known, rather than making the cognitive leap to another <a href="http://arsvirtuafoundation.org/research/2009/03/01/_social-tesseracting_-part-1/">(emergent) meaning-creation paradigm</a>. And although I empathize with the urge to overanalyse in order to establish quality markers, this seems to be a somewhat futile exercise in today’s media platforms. Shouldn’t we instead alter <a href="http://en.wikipedia.org/wiki/Western_canon">canonistically</a>-predicated criteria in order to establish relevancy/quality as <a href="http://uk.reuters.com/article/2015/04/27/uk-media-condenast-digital-idUKKBN0NI01H20150427">directed</a> by <a href="http://arsvirtuafoundation.org/research/2010/07/14/the-old-spice-guy-presencing-synthapticism-in-action/">changing methods of entertainment creation</a>?</p>
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