Cradle of Persia
In the game Cradle of Persia abstraction is achieved based on the narrative of the game, which has basic forms depicting the nature of the game, which is buying and selling. The game is designed in the form of a puzzle, were the goal is to acquire as much funds in the quickest time as possible in order for the player to either build homes, stores or buy them. The player can only move to the next level after all the bricks have been destroyed which are placed under the icons. This can only be done by matching 3 or more identical icons, were the higher the number of icons matched the more funds are made to buy buildings or even islands. This game is an example I chose to use in support to Wolf’s statement on abstract arts move into a more and more conceptual realm. The video game requires abstract imagery to be read in a new way, therefore the substance of video games is simultaneously both imagery and events, their elements can be abstract in both appearance and behavior. (Wolf, p. 49)
In the Cradle of Persia, the mouse icon represents the player’s presence in the game (the player-character); the green arrows during play indicate the computer’s presence in the game (computer-controlled characters) aiding the player’s next move; and the background environment which serves as the setting is not manipulated or altered by any of the characters during the game. These different elements help with learning to identify play during the course of the game. This game being a representational graphic game relies mostly on audiovisual media which helps the player identify what needs to be done when playing the game on the interface.
The patterns and designs created in the game represent the acquiring of funds in the form of gems and gold the player stores so as to advance into the next level. These also signify the wealth which will later be used to buy land or buildings in Persia. According to Wolf’s essay the new possibilities of abstraction in video games which are an advancement from the days of PONG is the way in which representation is done and adapted. Therefore abstraction can appear as an element within representational game graphics, or even as part of the subject matter which are found in the patterns and designs appearing on the surface texture and setting of the game.
Reference:
Wolf, Mark J. P., Abstraction in the Video Game, The Video Game Theory Reader, 2003, Routledge
http://www.womengamers.com/games/play/
Wednesday, April 30, 2008
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