As it seems the trend is posting our ideas for project 2, I figured I might as well follow suit.
I'm thinking of comparing Albert Camus'
The Plague (one of the best books I've ever read) and the first Bioshock, as both deal with the obvious theme of a sequestered populace, and perhaps not as obvious, issues regarding the absurd and the human condition. Although I am definitely using
The Plague as my novel, I'm not quite as sold on Bioshock as my game if anyone can suggest a more suitable option?
SAM, GET OUT OF TOWN. I was thinking about using The Plague as my book, too! Though since you posted about it first, I guess that means you called dibs, haha. I'm in class right now, so I can't really be thorough with my comment, but what about a game with either the permanent death feature and/or extremely high (and absurd) difficulty level? Where struggling through the game seems nearly futile and pointless, but that same struggle actually creates the meaning and the entertainment value of the game.
ReplyDeleteI'm not very familiar with the Dark/Demons' Souls games, but I wonder if they could fit the bill? I'm going based on a "features" video I saw once, so bear with me here...but in it, there's that optional feature where, after you defeat a boss, you can choose to help out players behind you by leaving messages to aid them once they too reach it...and I think you are rewarded if they deem it helpful? So, there's that, which I think you could possibly compare to how in the Plague, one way to deal with the absurd is struggling for others (expressed the most in the character of Tarrou).
i think in terms of the plague, you might also want to look into level design. what is inclusive, what is exclusive. how do levels give the illusion of being open, but they
ReplyDeletesecretly cloister you against the rest of the game? are loading screens gateways or smokescreens?