Wednesday, 6 April 2011
Video Gaming.
For games to be successful today they have to look exciting, have excellent graphics and be different from past releases. Call of Duty is a first-person and third-person shooter video game - and I am using this as an example.
What is included within a video games frame at all times is highly important as is mise-en-scène - the content within each frame is what 'grips' and draws the viewer in. It is important that they are kept entertained at all times in order for a game to be completely successful - therefore the imagery has to be captivating enough to make the gamer feel part of the action and setting as opposed to the reality of just pressing buttons on a console-pad. Originality is also important in video gaming - using this game as an example: the original and extraordinary imagery is what grabs the viewers attention initially making them want to purchase the product.
This game has a good plot and excellent graphics which attracts the viewer to the game. The fantastic level of action also allows the viewer to become emotionally wrapped up in the plot - people claim that they experience nervousness, fear and anger throughout the game. The combination of shots within the scenes also make it exciting. For example, close-ups and extreme close-ups engage the audience with the characters within it on a personal level. And the long and extreme-long shots allow the viewer to connect with the setting.
The menus and interface have also been kept simple in this game, but are very effective and easy to use. It is presented in such a way so that it fits in with the theme of the game at the same time as being suitable for people of different intellectual abilities (see below.)
Linear perspective has also been cleverly integrated into this video game. For example, many views are created through other objects (i.e. a building window or vehicle). The viewer cannot perceive any difference between the view of the object and the view of the actual intended scene (as in real life). This makes the game very realistic and therefore gripping.
The imaginary worlds portrayed within the game allow for the thrill of discovery. The viewer becomes addicted to exploring the games imagery. The narratives which unfold within these 'worlds' largely contribute to keeping the viewer interested - the imagery has to make the viewer care about the places, people and objects being portrayed, so that in addition to the adrenaline and the rewards of addictive game-play, they have an emotional investment in the 'world.'
The animation within this game also looks real - the 3D characters portrayed within it almost look like real-life people, making it much more realistic and aesthetically pleasing on the eye. Colour and mise-en-scène has been greatly considered in the production of this media product particularly in terms of binary oppositions - the colour black is often used with the portrayal of 'bad' characters along with dangerous objects. As the colour black is often associated with the bad, this symbolism allows the viewer to easily establish the roles of the characters in game-play. The main character within these games are also often admirable in the way in which they look and present themselves, and objects of desire are often used such as 'nice cars' as they are pleasing on the eye.
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment