Thursday 26 February 2015

Grand Theft Auto Gameplay

• Baudrillard - Hyperreality, exaggerated (fire explosion)
• Simulation - Unlimited lives
• Promiscuous - Nightlife, prostitutes etc.
• Fluid Identities
• Sadistic - hurt/kill without consequence
• Commodity - Stealing money, consumerism, buying guns and cars etc.
• Power + Control ( Panopticon) - no power in real life, urges, society doesn't condone violence yet these videos do
• Voyeurism (sexual posters,violence against   women)
• Grand Narratives - no belief that anything will get better, submerged in the game/the violence
• Audience + Text - control the outcome of the story.

There are 3 ways gaming can be postmodern:

1. Historical
2. Theoretical
3. Stylistic

Gaming is post-modern, filming and TV are modern.

When we're looking at stylistic, hyper-reality and simulation shows it is the most powerful way it can be post-modern.

DeBord tells us that we're buying fake stuff to express the fake real. The problem is that when your confronted with reality it will never live up to it.

Foucault tells us that fluid identities can happen when there is a loss of morality, we can become violent and different in games than what we are in real life.

What was postmodernist is now digimodernist.

DIGIMODERNISM

Digimodernism is a rejection of postmodern ideas. It is created from a development in technology. It is about the strengthening of simulation. Digimodernism has rejected morality and taken a trait of childishness. We've left post-modernism as it starts to decline, existing at the same state then going into Digi-modernism. 

Cultural autism where we can't interact with other people. 

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