Saturday 22 October 2011

Week 3 Semiotics

So apparently Semiotics is the study of meaning, maybe how we perceive things and how they lead on to other assumptions, EG: Alice: Madness Returns (Developer: Spicy Horse, 2011 [video game]), We see Alice ~ Little girl, brown hair, blue a dress with a white apron, wears long white socks, carries a knife (Clenotation). We can then say her dress implies she comes from a decent middle class family, she carries a knife so she probably likes to kill things or cook (Connotation). Finally, from the look on her face she's probably a troubled soul, maybe lost her parents at a young age hence why she's so angry, girl that's completely out of her mind, seeks revenge (myth).
We also discussed Iconic (close to realistic) and Arbitrary (more abstract and less realistic). An example of this is the Triforce emblem from Zelda (Devolpers: Nintendo, 1986 [video game]). When we see this we instantly think of Zelda therefore it is more iconic, whereas the word Zelda could be misinterpreted or could mean something else in a different language.
The last thing we discussed was Paradigm and Syntagm, which is basically the signs on offer and how we use them. Using the haunted house level in “Vampire The Maqsurade ~ Bloodlines” (Developer: Troika Games,2004 [video game]) as an example, there are A LOT of semiotics in this level which is why its considered one of the most scariest levels in a game of all time.
They made the colour scheme very dark and desturated which makes it hard to see and the whole place has a lot of corners and turns which subconsciously makes you afraid of what’s around the comer. Sound wise, there is very little background music and the effects music is a lot louder, making things like random glasses smashing or floors creaking a lot scarier. Sometimes ambiance is used but the dead silence makes the atmosphere a lot more tense.
You hear a ghostly voice 5times throughout the level which makes you jump , but, the accent instantly makes you shiver and they also play the sound from one direction to the other making you feel like the ghost is walking passed you.
They also used lighting as a sign, its set dim through most of the level but when you go into a room of importance or if something is about to be thrown at you, the lights randomly flicker on, this to me is semiotic because it startles you and instantly puts you into danger mode.
Finally the most semiotic thing about this level is the fact that there is references to The Shining (1980, Director: Stanley Kubrick, USA: Perrigrine Productions), one of the scariest movies of all time, throughout the level. E.G; the level is based in an abandoned hotel, you find an axes in one of the bed rooms, and finally in the children’s room you find a hand drawn picture of a family, mother, son, and father, but the father is portrayed as angry by the flames around him.

Saturday 15 October 2011

Week 2 of the lecture thingys

So. Dear Blog. I guess.

First time EVER writing a blog. So proud of myself.
So we talked about Semiotics and about communication. He talked about how the transmitter gives a message to the receiver and how sometimes that message can get lost in noise. Even though this is widely seen as a bad thing we were thinking about how games/films use it as a good thing.
We split the information the receiver gets into 2 groups,

Redundancy which is information that is predictable to the user or expected. It makes the receiver feel comfortable eg: Disney films tend to be redundant because they are aimed at a certain age group, like "High school musical". You will never find anything surprising or interesting for that matter about dancing singing people in a high school though it perfect for the target audience.
An example of a redundant game Sims. Even though it surprisingly addictive, it was very redundant because it simulates life, which can be very repetitive.
The other type of information is Entropy. This information is unpredictable, surprising and sometimes confusing. This type of information works well in games because it enables you to be able to play them multiples times and not find it repetitive. A game like Resident Evil is very entropic because its a horror game it has to have surprising unexpected stories, moments of fear and monsters that pop out. Also things exploding        
on there screen are counted as noise because it distracts you and makes the atmosphere chaotic and therefore entropic. Because of all them things resident evil 5 was fun to play over and over again because every level (even if it looked the same) was different. I would also think MMO's are counted as entropic because you meet different people everyday so you will never exactly repeat a part of the game.
I wish you could see how many words you've written on this thing zzzzzz too lazy to count.