Language Sims
Language / Gameplay analysis
Watch The Sims: FreePlay trailer and answer the following questions:
1) What elements of game play are shown?
Having control over the characters, being able to create them
You can go anywhere
You'll have a house, can have pets and friends
Creating a family
You can go anywhere
You'll have a house, can have pets and friends
Creating a family
2) What audience is the trailer targeting?
More of a female audience and also an active audience, this means it may most likely be young people as they may have more time on their hands to play the game.
3) What audience pleasures are suggested by the trailer?
Hyper-reality
Diversion
Escapism
Escapism
Virtual world
Youth culture
Youth culture
Now watch this walk-through of the beginning of The Sims FreePlay and answer the following questions:
1) How is the game constructed?
You must take care of the characters hunger, social, fun, hygiene, bladder, energy. Tutorials are included at the beginning of the game in order to help the audience understand how to play the game.
2) What audience is this game targeting?
This gameplay targets more of a female audience. One reason for this is that there are more choices in terms of clothing and design if you pick a female character.
3) What audience pleasures does the game provide?
Build a city
Unlocking new rewards
Make it your reality
Make it your reality
4) How does the game encourage in-app purchases?
- The game does this by having advertisements. in order to get rid of advertisements you may have to pay. Furthermore you can use in app purchases to get more money to buy new things.
Audience
Read this App Store description and the customer reviews for The Sims FreePlay and answer the following questions:
1) What critics reviews are included in the game information section?
They love the game for many reasons including how you are able to live a realistic life and grow babies.
2) What do the reviews suggest regarding the audience pleasures of The Sims FreePlay?
Audience pleasures include things such as designing houses and creating your own characters.
3) How do the reviews reflect the strong element of participatory culture in The Sims?
Participatory culture
Read this academic journal article - The Sims: A Participatory Culture 14 Years On. Answer the following questions:
1) What did The Sims designer Will Wright describe the game as?
2) Why was development company Maxis initially not interested in The Sims?
3) What is ‘modding’?
Term for modification which the part of the appeal of the game?
4) How does ‘modding’ link to Henry Jenkins’ idea of ‘textual poaching’?
5) Look specifically at p136. Note down key quotes from Jenkins, Pearce and Wright on this page.
"held together through the mutual production and reciprocal exchange of knowledge"
"held together through the mutual production and reciprocal exchange of knowledge"
6) What examples of intertextuality are discussed in relation to The Sims? (Look for “replicating works from popular culture”)
7) What is ‘transmedia storytelling’ and how does The Sims allow players to create it?
A process wherein the primary text encoded in an official commercial product could be dispersed over multiple media, both digital and analogue in form (Jenkins 2007).
8) How have Sims online communities developed over the last 20 years?
9) Why have conflicts sometimes developed within The Sims online communities?
There have been conflicts between creators and non-creators; between creators who wish to charge money for their mods and those who wish to share them for free; even between players and Maxis/EA itself.
10) What does the writer suggest The Sims will be remembered for?
Read this Henry Jenkins interview with James Paul Gee, writer of Woman as Gamers: The Sims and 21st Century Learning (2010).
1) How is ‘modding’ used in The Sims?
2) Why does James Paul Gee see The Sims as an important game?
3) What does the designer of The Sims, Will Wright, want players to do with the game?
4) Do you agree with the view that The Sims is not a game – but something else entirely?
I agree with this idea to some extent as gamers have begun to see themselves and replicate themselves virtually in this game as Sim characters, cultivating a genuine true representation of themselves.
5) How do you see the future of gaming? Do you agree with James Paul Gee that all games in the future will have the flexibility and interactivity of The Sims?
They have the ability to choose what is right for them and this sense of freedom is felt by them enabling consumers to pick and choose what they like.
Comments
Post a Comment