Sandbox
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0:10 - 0:19a everyone um how's it going
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0:15 - 0:22so okay basically could talk about
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0:19 - 0:25narrative and try and provide us a
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0:22 - 0:27summary or a kind of insight into
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0:25 - 0:31narrative in games obviously narrative
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0:27 - 0:34is a pretty huge topic so I'm not going
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0:31 - 0:37to be able to go over the whole history
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0:34 - 0:40of narrative and narrative theory and
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0:37 - 0:43everything so I'm going to look at a
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0:40 - 0:47specific article that I find really
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0:43 - 0:50inspiring which is called game designers
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0:47 - 0:52narrative architecture by Henry Jenkins
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0:50 - 0:54and I'm going to apply that to
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0:52 - 0:57blood-borne some we use blood-borne as
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0:54 - 0:59an example of what he's talking about
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0:57 - 1:01because blood-borne is just a really
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0:59 - 1:04great game and I think it tells its
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1:01 - 1:07story in a really interesting way
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1:04 - 1:14everyone hear me okay by the way yeah
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1:07 - 1:16cool okay so um it's a great opening
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1:14 - 1:21slide and that the image is courtesy of
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1:16 - 1:22solo who's a has it his tumblr page
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1:21 - 1:25there
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1:22 - 1:31okay sunshine that dr. tom blow calm and
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1:25 - 1:33I used that which is good so a little
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1:31 - 1:35bit about me and my research I'm
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1:33 - 1:37currently writing a PhD in titled
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1:35 - 1:38ludonarrative convergence a study of
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1:37 - 1:40narrative development in recent video
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1:38 - 1:43games across reception production and
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1:40 - 1:47player contexts so we're playing out
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1:43 - 1:50here that academics and game designers
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1:47 - 1:53share a love for the colon so that's
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1:50 - 1:56something that we all have in common
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1:53 - 1:59I'm interested in production studies and
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1:56 - 2:01building bridges between academic
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1:59 - 2:04humanities Department and the industry
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2:01 - 2:05so part of my PhD is about interviewing
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2:04 - 2:08game designers about their kind of
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2:05 - 2:10practices of kind of you know
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2:08 - 2:12implementing narrative in their games
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2:10 - 2:14I'm interested in raising the profile of
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2:12 - 2:17video games as a valuable object of
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2:14 - 2:20study within humanities which is why me
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2:17 - 2:21and Tom organized this day of talks and
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2:20 - 2:23I'm interested in exploring how
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2:21 - 2:25narrative and
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2:23 - 2:28ludecke gameplay elements of games can
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2:25 - 2:33work together to create meaningful and
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2:28 - 2:37original narrative experiences so in
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2:33 - 2:41kind of video games there's generally
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2:37 - 2:44seen a conflict between a story and
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2:41 - 2:49gameplay and so this is summed up quite
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2:44 - 2:50nicely by this quotes by Greg Costigan I
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2:49 - 2:54hope I've pronounced his name correctly
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2:50 - 2:55I probably haven't so there's a direct
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2:54 - 2:57and immediate conflict between the
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2:55 - 2:59demands of a story and the demands of a
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2:57 - 3:01game diverging from a story's path is
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2:59 - 3:03likely to make for a less satisfying
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3:01 - 3:04story restricting a player's freedom of
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3:03 - 3:07action is likely to make for a less
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3:04 - 3:11satisfying game so these things are
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3:07 - 3:14often seen as in tension and in terms in
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3:11 - 3:18the academic field of game studies which
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3:14 - 3:20isn't exactly like game design that you
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3:18 - 3:24might be familiar with game studies kind
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3:20 - 3:26of a discourse that kind of is has been
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3:24 - 3:29trying to establish itself for a long
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3:26 - 3:31time within the humanities departments
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3:29 - 3:34and they've largely or have
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3:31 - 3:36traditionally split into two camps this
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3:34 - 3:38is one of the big debates in game
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3:36 - 3:42studies is lewd ology versus narratology
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3:38 - 3:44so a typical neurologists position is
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3:42 - 3:45that computer games and not narratives
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3:44 - 3:47rather than narrative tends to be
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3:45 - 3:49isolated from or even work against the
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3:47 - 3:51computer gamers of the game that's
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3:49 - 3:54Jesper Juul who's like a leading narrow
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3:51 - 3:56lead ologist and a typical narrow
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3:54 - 3:59colleges position is about Janet Marie
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3:56 - 4:01and she talks about which comes first
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3:59 - 4:03the story or the game for me it's always
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4:01 - 4:04the story that comes first because
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4:03 - 4:07storytelling is a core human activity
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4:04 - 4:09one that we take into every medium of
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4:07 - 4:11expression from the aural formulaic to
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4:09 - 4:13the digital multimedia so lewd ologists
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4:11 - 4:16are very much about moving on and
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4:13 - 4:19looking at games specifically for their
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4:16 - 4:21unique interactions and don't want to
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4:19 - 4:25know about narrative in their most
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4:21 - 4:26extreme state and narratology
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4:25 - 4:30are a bit more interested in narrative
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4:26 - 4:32and disc reiated a bit of tension so
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4:30 - 4:35things got a little heated so in an
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4:32 - 4:36article game studies org which is one of
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4:35 - 4:40the leading journals on gay
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4:36 - 4:43studies mark o/s : and said in his
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4:40 - 4:44article the gaming situation he wants to
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4:43 - 4:47annihilate for good the discussion of
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4:44 - 4:48games as stories narratives or cinema in
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4:47 - 4:50this scenario stories are just
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4:48 - 4:52uninteresting ornaments or gift
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4:50 - 4:54wrappings to games and laying any
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4:52 - 4:56emphasis on studying these kinds of
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4:54 - 4:59marketing tools is just a waste of time
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4:56 - 5:01and energy so for him narrative is just
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4:59 - 5:03a marketing tool which is a sick burn
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5:01 - 5:07for the narratology
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5:03 - 5:12out there and demonstrates I think that
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5:07 - 5:12academics can also enter into flame wars
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5:12 - 5:21so enter Henry Jenkins is like a hero of
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5:17 - 5:24mine and so he wrote this essay game
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5:21 - 5:26designers narrative architecture and one
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5:24 - 5:28of the reasons I love this so much is
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5:26 - 5:30it's a kind of a fairly early attempt to
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5:28 - 5:32kind of build a bridge between these two
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5:30 - 5:34positions so he says in this short piece
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5:32 - 5:36I hope to offer a middle ground position
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5:34 - 5:38between the lewd ologist and meratol
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5:36 - 5:40adjusts one that respects the
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5:38 - 5:42particularity of this emerging medium
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5:40 - 5:44examining game's lesser stories than a
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5:42 - 5:47spaces right with narrative possibility
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5:44 - 5:50so I'm going to explore this essay in
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5:47 - 5:52relation to blood-borne so he encourages
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5:50 - 5:55us to think about games in less
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5:52 - 5:57reductive ways okay a game story telling
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5:55 - 5:59in this reductive ways and this is some
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5:57 - 6:02of the problems he has with the lewd
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5:59 - 6:04ologists view of narrative so I think
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6:02 - 6:06they have too limited a conception of
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6:04 - 6:08narrative based on classical linear
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6:06 - 6:10storytelling rather than more
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6:08 - 6:12experimental forms he thinks they have
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6:10 - 6:14too limited a conception of narration
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6:12 - 6:16focusing on the work of the author
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6:14 - 6:18rather than the process of narrative
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6:16 - 6:22comprehension so the experience of
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6:18 - 6:23actually reading the thing and he asked
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6:22 - 6:25whether games and their entirety of
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6:23 - 6:27stories rather than and they sorry they
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6:25 - 6:29asked whether games in their entirety
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6:27 - 6:31are stories rather than whether
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6:29 - 6:35narrative enters a game a more localized
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6:31 - 6:37level which he argues and finally they
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6:35 - 6:39assume that stories are self-contained
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6:37 - 6:40rather than serving some specific
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6:39 - 6:43functions within a new transmedia
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6:40 - 6:45storytelling environment just something
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6:43 - 6:49I'll touch on again in a minute
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6:45 - 6:50so there isn't as much a big divide
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6:49 - 6:53between video games
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6:50 - 6:55literary tradition as you might think
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6:53 - 6:57Jenkins suggests there's a link between
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6:55 - 6:59spatial stories of videogames and older
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6:57 - 7:01forms of stories having like the hero's
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6:59 - 7:04Odyssey quest myths and travel writing
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7:01 - 7:06the notion of the monomyth was put
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7:04 - 7:08forward by Joseph Campbell in his book
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7:06 - 7:10the hero with a thousand faces which is
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7:08 - 7:12really famous had a huge influence on
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7:10 - 7:15things like Star Wars and has a huge
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7:12 - 7:18influence on game does game designers
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7:15 - 7:20and game critics Mary Lou Ryan's book
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7:18 - 7:22narrative as virtual reality makes the
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7:20 - 7:24case for games as building on notions of
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7:22 - 7:26immersion and interactivity that always
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7:24 - 7:28been a concern of literature so those
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7:26 - 7:30are the two big things that are always
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7:28 - 7:32talked about in relation to games and
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7:30 - 7:34she says no they've been there all along
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7:32 - 7:37they're just more intensified or
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7:34 - 7:39slightly different in games and James
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7:37 - 7:41Newman uses em4 stirs notion of flat and
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7:39 - 7:42round characters to explore how
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7:41 - 7:44characters and video games are typically
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7:42 - 7:46defined by their functions and abilities
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7:44 - 7:50so it's kind of like a wealth of
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7:46 - 7:52thinking about games using kind of more
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7:50 - 7:55literary theories and literary theories
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7:52 - 7:58can be very systematic and we all know
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7:55 - 8:03how game designers love systems so
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7:58 - 8:05there's a bit of commonality there so
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8:03 - 8:07Jenkins wants us to think about games of
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8:05 - 8:09spatial stories so he says game
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8:07 - 8:11designers don't simply tell stories they
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8:09 - 8:13design worlds and sculpt spaces so
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8:11 - 8:15considering what ways the structuring of
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8:13 - 8:18game space facilitates different kinds
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8:15 - 8:21of narrative experiences so the work the
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8:18 - 8:23designer does anticipates different
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8:21 - 8:27narrative experiences for the player
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8:23 - 8:30he's enough he also says though that
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8:27 - 8:34games are a bit different to traditional
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8:30 - 8:38stories and there's a tendency to
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8:34 - 8:40dismiss games as as not an expressive
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8:38 - 8:43medium because they're perceived to have
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8:40 - 8:46overly simplistic storytelling but as
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8:43 - 8:48Jenkins suggests spatial stories are not
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8:46 - 8:50badly constructed stories rather they're
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8:48 - 8:52stories that respond to alternative
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8:50 - 8:55aesthetic principles privileging spatial
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8:52 - 8:56exploration / plot development spatial
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8:55 - 8:58stories are held together by broadly
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8:56 - 9:00defined goals and conflicts and pushed
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8:58 - 9:02forward by the characters movement
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9:00 - 9:05across the map
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9:02 - 9:07so let's move on to blood-borne what is
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9:05 - 9:09it just briefly you probably all know
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9:07 - 9:12what it is Japanese action role-playing
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9:09 - 9:14game released in 2015 on PlayStation 4
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9:12 - 9:16developed by from software and published
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9:14 - 9:18by Bandai Namco is the spiritual
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9:16 - 9:20successor to the soul series which
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9:18 - 9:24includes Demon Souls and Dark Souls 1 2
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9:20 - 9:25and almost 3 is coming out soon and
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9:24 - 9:27we're looking forward to that
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9:25 - 9:30the lead designer is hitter taka
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9:27 - 9:33Miyazaki and he's very much considered
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9:30 - 9:36the creative force behind the game and
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9:33 - 9:38has I guess the privileged position of
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9:36 - 9:41being like an author within the
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9:38 - 9:45commercial games industry on YouTube
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9:41 - 9:49there's dozens dozens and dozens of
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9:45 - 9:50videos exploring the law of blood-borne
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9:49 - 9:53which is something that I'm going to
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9:50 - 9:54touch on a bit in this talk and I think
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9:53 - 9:56in quite interesting ways so his a few
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9:54 - 9:58of the youtubers who are engaged and
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9:56 - 10:02that kind of stuff to introduce the game
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9:58 - 10:03and this kind of thinking about I'm
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10:02 - 10:08going to use a video by Fatih Vidya
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10:03 - 10:10which is a disss or extract looking at
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10:08 - 10:13some of the lore of the game think on
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10:10 - 10:15human history imagine if in any era a
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10:13 - 10:17church was founded that had access to a
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10:15 - 10:20substance that could cure any illness
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10:17 - 10:22imagine if this church gave it freely to
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10:20 - 10:25a city how powerful that city would
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10:22 - 10:27become and how powerful the church would
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10:25 - 10:29become within it this is exactly what
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10:27 - 10:31happened in the Arnim people came far
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10:29 - 10:33and wide to be treated with the
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10:31 - 10:35miraculous blood of the gods and the
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10:33 - 10:37people of yharnam put their faith in the
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10:35 - 10:39healing church in fact what happened in
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10:37 - 10:42yharnam is eerily similar to what
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10:39 - 10:44happened in the tombs deep below where
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10:42 - 10:46the blood was originally found and as
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10:44 - 10:48you know many chalice dungeons
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10:46 - 10:51especially those of lauren are now
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10:48 - 10:53overrun by horrific beasts the lower
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10:51 - 10:55laron chalice states there are trace
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10:53 - 10:57remains of medical procedures in parts
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10:55 - 10:59of ailing Leron whether these were
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10:57 - 11:02attempts to control the scourge of the
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10:59 - 11:03beast or the cause of the outbreak is
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11:02 - 11:05unknown
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11:03 - 11:07the ailing LaRon chalice states the
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11:05 - 11:10tragedy that struck this ailing land of
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11:07 - 11:12LaRon is said to have its root in the
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11:10 - 11:15scourge of the beasts some have made the
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11:12 - 11:18dreaded extrapolation that yharnam may
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11:15 - 11:20be next Yanam was next through overuse
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11:18 - 11:22of the healing blood the city would
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11:20 - 11:24eventually succumb to the scourge of the
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11:22 - 11:27beast until then though Lawrence and the
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11:24 - 11:29healing church managed to grow in power
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11:27 - 11:34with the miraculous healing properties
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11:29 - 11:39of their special yet infected blood okay
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11:34 - 11:41so I think I think what that video
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11:39 - 11:43demonstrates is um blood-borne doesn't
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11:41 - 11:45go to any trouble to make its meaning
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11:43 - 11:47clear though that meaning is always
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11:45 - 11:49tantalizing which has resulted in
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11:47 - 11:52hundreds of deeply analytical RT
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11:49 - 11:53articles and videos on YouTube so this
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11:52 - 11:55video is a good example of the kind of
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11:53 - 11:57close textual analysis and use of
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11:55 - 11:59sources that we might expect in academia
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11:57 - 12:01which leads me to speculate that the
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11:59 - 12:03majority of the scholarly activity
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12:01 - 12:06around such games occurs in the fan
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12:03 - 12:10space Henry Jenkins has also been a key
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12:06 - 12:11figure writing about fan studies and if
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12:10 - 12:14you want to find out more about that and
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12:11 - 12:16what he believes the value of fan
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12:14 - 12:19discourses are to academia you can read
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12:16 - 12:23his book textual poachers or mat hills
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12:19 - 12:26book fan cultures very interesting so
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12:23 - 12:28Jenkins talks about four modes of
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12:26 - 12:29spatial storytelling and they will begin
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12:28 - 12:33with ease I've called them the for ease
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12:29 - 12:36of spatial storytelling so they evoke
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12:33 - 12:38enact in bed and have emergent
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12:36 - 12:41narratives and we're going to go through
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12:38 - 12:43each of those in relation to blood-borne
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12:41 - 12:45so it's sold with the evocative
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12:43 - 12:48narrative so Jenkins says such works do
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12:45 - 12:50not so much tell self-contained stories
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12:48 - 12:52as draw upon or pre-existing narrative
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12:50 - 12:55narrative competencies games can be
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12:52 - 12:57based on licenses they can rely on
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12:55 - 13:00genre conventions they can recreate
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12:57 - 13:02events they can evoke other works
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13:00 - 13:06through a process called intersexuality
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13:02 - 13:09it's basically just having one text have
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13:06 - 13:13a relationship to the other support for
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13:09 - 13:15it he talks about this occurring in
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13:13 - 13:17process that he's written extensively
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13:15 - 13:19about called transmen
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13:17 - 13:21storytelling so increasingly we inhabit
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13:19 - 13:23a world of transmedia storytelling one
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13:21 - 13:25that depends less on each individual
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13:23 - 13:27work being self-sufficient than on each
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13:25 - 13:29work contributing to a larger narrative
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13:27 - 13:31economy so for example the Star Wars
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13:29 - 13:33game may not simply retell the story of
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13:31 - 13:35Star Wars but it doesn't have to do in
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13:33 - 13:41order to enrich or expand or experience
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13:35 - 13:43the Star Wars saga so this is this is a
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13:41 - 13:48British daughter of the cosmos
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13:43 - 13:49so I actually recommend this slide to be
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13:48 - 13:53more of a surprise I should have read a
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13:49 - 13:55little bit more but basically so in
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13:53 - 13:56blood-borne you're a hunter on the night
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13:55 - 13:59of the hunt and you find yourself
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13:56 - 14:01cleansing the ruined streets of yharnam
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13:59 - 14:02of werewolves and other creatures so
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14:01 - 14:04this setting and its antagonists are
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14:02 - 14:06common tropes of gothic horror
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14:04 - 14:08eventually though you start facing
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14:06 - 14:10enemies that bear similarities with the
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14:08 - 14:14creatures in love cross Lovecraft's
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14:10 - 14:15Cthulhu Mythos hold on like a breeches
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14:14 - 14:17daughter of the cosmos everyone acts
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14:15 - 14:21surprised because I should have done
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14:17 - 14:24that just now sorry
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14:21 - 14:26so it's got tentacles and it's got an
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14:24 - 14:30unpronounceable name and that's not just
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14:26 - 14:32because it's in the Japanese slide so it
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14:30 - 14:35must be a reference to Lovecraft I'm
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14:32 - 14:37guessing so although it avoid though the
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14:35 - 14:40gamer avoids referencing Lovecraft
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14:37 - 14:42directly many have noticed at the close
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14:40 - 14:44comparison between her twisted creatures
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14:42 - 14:45and locations in the game and
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14:44 - 14:49Lovecraftian stories such as the dream
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14:45 - 14:52quest of unknown Kadath so whilst
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14:49 - 14:54blood-borne begins by evoking the gothic
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14:52 - 14:56horror it makes a transition into the
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14:54 - 15:01specific world of HP Lovecraft's notion
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14:56 - 15:03of cosmic horror and the only clue to
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15:01 - 15:07this early on is this incomprehensible
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15:03 - 15:09start on your stat sheet that's like Oh
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15:07 - 15:13strength against skin what does that
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15:09 - 15:17mean no idea so that the game does drop
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15:13 - 15:19little hints early on so cosmic horror
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15:17 - 15:20is based on Lovecraft's existential
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15:19 - 15:22worldview in which humanity is powerless
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15:20 - 15:24in the face of an indifferent universe
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15:22 - 15:27devoid of God and incomprehensibly
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15:24 - 15:29infinite so there's a little quote there
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15:27 - 15:30from him the basis of all true cosmic
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15:29 - 15:32horror is violation of
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15:30 - 15:34of nature and the profoundest violations
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15:32 - 15:38are always at least concrete and
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15:34 - 15:40describable like that there's another
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15:38 - 15:42good quote from Lovecraft which really
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15:40 - 15:43sums up this position I won't read Oh
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15:42 - 15:46have a little read if you feel like it
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15:43 - 15:49he's not a happy chap
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15:46 - 15:53so it's interesting here though that he
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15:49 - 15:55talks about one of his big themes is
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15:53 - 15:58people wanting knowledge and like
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15:55 - 16:00scientists trying to gain knowledge and
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15:58 - 16:02going mad for kind of discovering things
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16:00 - 16:04that they can't understand with their
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16:02 - 16:06puny human brains and essentially that's
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16:04 - 16:07the plot of blood-borne because the
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16:06 - 16:10founding of the healing Church of
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16:07 - 16:11yharnam is a result of academics playing
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16:10 - 16:14around with forces beyond their
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16:11 - 16:15comprehension they go to the chalice
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16:14 - 16:18demons they find the blood of the great
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16:15 - 16:24ones they start using it everything goes
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16:18 - 16:26to hell basically so um to talk about
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16:24 - 16:29briefly about a little mechanic in the
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16:26 - 16:32game which is the insight mechanic where
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16:29 - 16:34basically your knowledge of the world is
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16:32 - 16:36trapped in the form of insight which is
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16:34 - 16:38rewarded each time you first encounter
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16:36 - 16:40or beat a boss and and so there's this
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16:38 - 16:42sense that the more horrific things you
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16:40 - 16:44see in the game the more insight you
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16:42 - 16:46have in the world and in true love
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16:44 - 16:48crafty and fashion this allows you to
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16:46 - 16:49start seeing things that you couldn't
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16:48 - 16:53see before
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16:49 - 16:57so this chat up here amygdala or Amy as
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16:53 - 16:59I like to call her is these guys have
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16:57 - 17:01been hanging around on the buildings in
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16:59 - 17:03blood-borne all the time and you know
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17:01 - 17:04that they've been there even though you
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17:03 - 17:06can't see them because if you're unlucky
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17:04 - 17:08enough to go by one of them it will pick
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17:06 - 17:11you up and kill you and you won't know
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17:08 - 17:13why so I think it's interesting that as
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17:11 - 17:16a system in the game that tracks your
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17:13 - 17:17knowledge and changes the game based on
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17:16 - 17:19that knowledge actually makes the game
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17:17 - 17:23harder in some areas as well it changes
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17:19 - 17:25enemy attacks and things and amigdala is
-
17:23 - 17:28also a part of the brain which is
-
17:25 - 17:30associated with knowledge and emotional
-
17:28 - 17:34reactions to things so I think there's a
-
17:30 - 17:40a direct like thematic link there I know
-
17:34 - 17:42what that was we carry on so moving on
-
17:40 - 17:43so the evocative narrative of
-
17:42 - 17:48blood-borne is
-
17:43 - 17:48it's Lovecraftian kind of homage I guess
-
17:48 - 17:55so moving on to the idea of an enacted
-
17:51 - 17:57narrative Jenkins noticed that games
-
17:55 - 18:00enable players to perform or witness
-
17:57 - 18:02narrative events so narrative enters the
-
18:00 - 18:04game on two levels in terms of broadly
-
18:02 - 18:06defined goals or conflicts and on the
-
18:04 - 18:08level of localized incidents in terms of
-
18:06 - 18:11broadly defined goals
-
18:08 - 18:14the player often has a quest that drives
-
18:11 - 18:15them forward although in blood-borne you
-
18:14 - 18:17eventually discover that you've been
-
18:15 - 18:21manipulated by a great one all along
-
18:17 - 18:23sorry spoilers that's another thing
-
18:21 - 18:27academics like to do is give away the
-
18:23 - 18:30ending of things so the organization of
-
18:27 - 18:32the plot becomes a matter of designing
-
18:30 - 18:34the geography of imaginary worlds so
-
18:32 - 18:36that obstacles thought and affordances
-
18:34 - 18:39facilitate the protagonist forward
-
18:36 - 18:41movement towards resolution in
-
18:39 - 18:43blood-borne the architecture conspires
-
18:41 - 18:45to channel players towards encounters
-
18:43 - 18:47that have been specifically designed to
-
18:45 - 18:49challenge them a good example is the
-
18:47 - 18:50sequence in old yharnam where the player
-
18:49 - 18:52traverses in a series of ruined
-
18:50 - 18:54buildings whilst under fire from a
-
18:52 - 18:55hunter by the name of juror if you
-
18:54 - 18:58approach him from a different direction
-
18:55 - 18:59he's not hostile and actually speaks to
-
18:58 - 19:02you about why he is protecting the
-
18:59 - 19:05beasts in the area so this idea that
-
19:02 - 19:06Jake Jenkins talks about that games have
-
19:05 - 19:08an accordion like structures there's
-
19:06 - 19:10certain plot points that are fixed
-
19:08 - 19:16whereas other moments can be contracted
-
19:10 - 19:20and expanded and moved around so in
-
19:16 - 19:22terms of enacting narratives that
-
19:20 - 19:26there's a lot about the kind of
-
19:22 - 19:29geographical layer of space so in
-
19:26 - 19:30blood-borne the layout of space allows
-
19:29 - 19:32for the inclusion of shortcuts that
-
19:30 - 19:34allow players to return quickly to
-
19:32 - 19:36previous areas there's an excellent
-
19:34 - 19:39video on Eurogamer actually about the
-
19:36 - 19:42doors in blood-borne and how frightening
-
19:39 - 19:45it is when you can open a door because
-
19:42 - 19:47the game wants you to progress and kill
-
19:45 - 19:49you um and doors that you can't open
-
19:47 - 19:52like are likely to be shortcuts that you
-
19:49 - 19:55need to find the other entrance war and
-
19:52 - 19:56this map I think shows how everything
-
19:55 - 19:59links up in a really into
-
19:56 - 20:04stay away and this map is a bit more of
-
19:59 - 20:04a artistic impression of those linkages
-
20:04 - 20:10references at the bottom if you want to
-
20:06 - 20:12see who made them and this is more of a
-
20:10 - 20:15kind of flow chart of your progression
-
20:12 - 20:17through the game I think it's
-
20:15 - 20:19interesting to point out at this point
-
20:17 - 20:21that there isn't actually a map that
-
20:19 - 20:25exists in the game so all of these
-
20:21 - 20:30wonderful things have been created by
-
20:25 - 20:32the fan base which i think is great and
-
20:30 - 20:34Henry Jenkins has written elsewhere that
-
20:32 - 20:36defining quality of place relationship
-
20:34 - 20:38to a game is the mastery of space and I
-
20:36 - 20:42think this is a good example of that
-
20:38 - 20:44and here's another map which is a little
-
20:42 - 20:46bit more more simple but at the same
-
20:44 - 20:48time complicated because it's kind of
-
20:46 - 20:51charting your narrative progression
-
20:48 - 20:52through the game in a spatial way so I
-
20:51 - 20:54think it's interesting that you can
-
20:52 - 20:56think about the narrative as a series of
-
20:54 - 21:02triggers in a spatial sense and you
-
20:56 - 21:03could almost map this onto this so that
-
21:02 - 21:06a narrative and space work together
-
21:03 - 21:09that's a good example of that but blood
-
21:06 - 21:12Jenkins always also talks about micro
-
21:09 - 21:16narratives so these are narrative that
-
21:12 - 21:20enters the game on the on like a kind of
-
21:16 - 21:24local level on a kind of more specific
-
21:20 - 21:26level and is more self-contained so he
-
21:24 - 21:28uses the example of attractions in
-
21:26 - 21:31pioneering Soviet filmmaker Sergei
-
21:28 - 21:34Eisenstein's films and particularly his
-
21:31 - 21:36film Battleship Potemkin so Eisenstein
-
21:34 - 21:38used the word attractions broadly to
-
21:36 - 21:40describe any element within a world work
-
21:38 - 21:43that produces a profound emotional
-
21:40 - 21:44impact and theorized that the themes of
-
21:43 - 21:49the work could be communicated across
-
21:44 - 21:51and through these discrete elements so
-
21:49 - 21:55here's a few shots from battleship
-
21:51 - 21:57potemkin here's the steps the OD this is
-
21:55 - 21:59the Odessa steps sequence so this is
-
21:57 - 22:01like the Tsar's army shooting upon the
-
21:59 - 22:03peasantry which supposed to be sparked
-
22:01 - 22:05or for the communist revolution it's a
-
22:03 - 22:06kind of propaganda film but it's
-
22:05 - 22:08interesting because it's the very early
-
22:06 - 22:10days of film this was the guy who
-
22:08 - 22:12created film editing
-
22:10 - 22:14basically and within this one big
-
22:12 - 22:16contested space like Henry Jenkins talks
-
22:14 - 22:18about this as a contested space just
-
22:16 - 22:19like in the video game you have all of
-
22:18 - 22:21these little stories happening
-
22:19 - 22:24the soldiers marching forward and firing
-
22:21 - 22:26a pram rolling down the stairs after the
-
22:24 - 22:28mother is killed someone who's calling
-
22:26 - 22:30for peace getting shot there's a few
-
22:28 - 22:32other little narratives and he talks
-
22:30 - 22:34about these as micro narratives
-
22:32 - 22:37something that's a useful way to think
-
22:34 - 22:41about them so we have micro narrative as
-
22:37 - 22:44cutscene so Henry Jenkins talks about
-
22:41 - 22:46how these can often be cutscenes and
-
22:44 - 22:48games these micro narratives but they
-
22:46 - 22:49don't have to be and I think is
-
22:48 - 22:51interesting that there's only one
-
22:49 - 22:55significant cutscene in blood-borne and
-
22:51 - 22:58it's when you touch Lawrence's skull and
-
22:55 - 23:02they then see a flashback to William and
-
22:58 - 23:03Lawrence having their falling out which
-
23:02 - 23:06led to the creation of the healing
-
23:03 - 23:08church as a really significant moment
-
23:06 - 23:10and it's narratively motivated as well
-
23:08 - 23:11so it's not I don't think a
-
23:10 - 23:13hard-and-fast cutscene it's basically
-
23:11 - 23:15like you're seeing what the character
-
23:13 - 23:18sees at that point because his knowledge
-
23:15 - 23:23is is coming from the skull and is
-
23:18 - 23:26seeing a historical event play out and
-
23:23 - 23:28and it's got an important bit of
-
23:26 - 23:29information in it as well right it's got
-
23:28 - 23:31a password that you need to progress
-
23:29 - 23:35through the game so it's incredibly
-
23:31 - 23:38Lingus of progression
-
23:35 - 23:41there's also micro narrative as soy
-
23:38 - 23:43quest I think so there's lots of side
-
23:41 - 23:45quests in blood-borne their focus on
-
23:43 - 23:49different interesting little side
-
23:45 - 23:50characters and you have to trigger them
-
23:49 - 23:52in very specific ways being at the right
-
23:50 - 23:53place to open to the right people at the
-
23:52 - 23:56right time
-
23:53 - 24:02Eileen the crow is a good example I
-
23:56 - 24:03think she very so
-
24:02 - 24:06she tracks down hunters who have been
-
24:03 - 24:09corrupted and have become blood-drunk
-
24:06 - 24:11and you must speak to her at specific
-
24:09 - 24:13moments and locations to continue her
-
24:11 - 24:15quest including two occasions where you
-
24:13 - 24:18have to help her kill their quarry in
-
24:15 - 24:19very difficult fights furthermore it's
-
24:18 - 24:21possible for her to become blood drunk
-
24:19 - 24:22herself causing the player to fight her
-
24:21 - 24:24in a
-
24:22 - 24:27particularly tragic ending to her story
-
24:24 - 24:30so this incredibly nuanced little story
-
24:27 - 24:32more than any other in the game asks you
-
24:30 - 24:34to question the morality of the hunt and
-
24:32 - 24:36sprinkles a much needed touch of
-
24:34 - 24:38humanity into the world but it's well
-
24:36 - 24:40hidden and might play out very
-
24:38 - 24:41differently from play as a player I
-
24:40 - 24:43think it's a good example of what
-
24:41 - 24:45Jenkins refers to as a micro narrative
-
24:43 - 24:46because it's self-contained independent
-
24:45 - 24:49from the larger plot and occurs on a
-
24:46 - 24:52very personal level it's also indicative
-
24:49 - 24:54of the incredible variability that can
-
24:52 - 24:56be built into videogame stories and how
-
24:54 - 24:58their outcomes and meanings can change
-
24:56 - 25:00based on player choices actions and
-
24:58 - 25:02other hidden triggers which makes them a
-
25:00 - 25:05fascinating but difficult object of
-
25:02 - 25:08study for academics moving on to
-
25:05 - 25:10embedded narratives so in literary
-
25:08 - 25:12studies the russian formalists made a
-
25:10 - 25:14distinction between two different
-
25:12 - 25:18aspects of narrative story and plot this
-
25:14 - 25:21is a classic distinction so plot is the
-
25:18 - 25:24way the work is presented on the page in
-
25:21 - 25:26literature the way you read it where a
-
25:24 - 25:29story is the actual chronological
-
25:26 - 25:32sequence and reading is an act of
-
25:29 - 25:33chronologically reassembling what you're
-
25:32 - 25:35reading so the classic example was the
-
25:33 - 25:37detective novel where you have two
-
25:35 - 25:40stories somewhat Aeneas Lee the story of
-
25:37 - 25:43the crime which is unknown at the start
-
25:40 - 25:46and the story of the investigator which
-
25:43 - 25:48you as a reader are mirror mirroring his
-
25:46 - 25:51efforts are kind of like reassembling
-
25:48 - 25:54the chronological sequence of the story
-
25:51 - 25:55so according to Jenkins the does game
-
25:54 - 25:57designer creates two different
-
25:55 - 26:00narratives one relatively unstructured
-
25:57 - 26:02and controlled by the player as they
-
26:00 - 26:04explore the game space and unlock its
-
26:02 - 26:07secrets the other pre structured but
-
26:04 - 26:09embedded within the meson son awaiting
-
26:07 - 26:12discovery the game world becomes a kind
-
26:09 - 26:14of information space and memory palace I
-
26:12 - 26:16really like this idea of games as a
-
26:14 - 26:20memory palace it's like one of my
-
26:16 - 26:22favorite quotes so I think though
-
26:20 - 26:24there's a challenge of reconstructing
-
26:22 - 26:26the story from plot in a game on two
-
26:24 - 26:28levels which is a little bit different
-
26:26 - 26:29to literature so firstly the game
-
26:28 - 26:31resists your efforts to read it or
-
26:29 - 26:33throwing challenges at you that you must
-
26:31 - 26:35overcome in your quest for meaning as
-
26:33 - 26:38jenkins says embedded narrative Canon
-
26:35 - 26:40often does occur within contested spaces
-
26:38 - 26:42secondly the story elements once
-
26:40 - 26:44discovered must be mentally reassembled
-
26:42 - 26:46to create a narrative pattern which is
-
26:44 - 26:48close to the process of reading as the
-
26:46 - 26:50process in literary studies and
-
26:48 - 26:55philosophy called hermeneutics shouldn't
-
26:50 - 26:59go into okay so that's an active
-
26:55 - 27:04narrative so moving on to the final
-
26:59 - 27:08category sorry not the final category
-
27:04 - 27:11know that this finds some still the same
-
27:08 - 27:15thing yeah yeah embedded narrative sorry
-
27:11 - 27:18I've lost myself anyway so embedded
-
27:15 - 27:21narratives in blood-borne so Jenkins
-
27:18 - 27:23talks about embedded narratives don't
-
27:21 - 27:24require branching story structures but
-
27:23 - 27:26rather depend on scrambling the pieces
-
27:24 - 27:28of linear story and allowing us to
-
27:26 - 27:31reconstruct the plot through the acts of
-
27:28 - 27:33detection speculation exploration and
-
27:31 - 27:35decryption so in blood-borne a lot of
-
27:33 - 27:38the plot is written into item
-
27:35 - 27:40descriptions dialogue of hidden NPCs and
-
27:38 - 27:42into the very architecture of the game
-
27:40 - 27:44world itself here's an example the
-
27:42 - 27:48yharnam stone which you gain from
-
27:44 - 27:49defeating the two marion queen after a
-
27:48 - 27:51very long
-
27:49 - 27:53she's an optional boss in a very long
-
27:51 - 27:56run of the chalice dungeons which
-
27:53 - 27:58incredibly difficult to be and for ages
-
27:56 - 28:00people were trying to figure out what
-
27:58 - 28:02this did and it turned out it didn't do
-
28:00 - 28:06anything it was just there to deliver
-
28:02 - 28:08its little payload of narrative and be
-
28:06 - 28:10really enigmatic basically it's if you
-
28:08 - 28:12read the description it's the Queen lies
-
28:10 - 28:15dead but her horrific consciousness is
-
28:12 - 28:18only asleep and stirs in unsettling
-
28:15 - 28:21motions and the item looks a bit like
-
28:18 - 28:26it's got fetus kind of thing in it which
-
28:21 - 28:28is a bit weird so I like to think of
-
28:26 - 28:30this quality of video game storytelling
-
28:28 - 28:32as dispersed narrative where the
-
28:30 - 28:33narrative is just scattered around all
-
28:32 - 28:35over the place and you have to kind of
-
28:33 - 28:40go around and pick it up and put it back
-
28:35 - 28:43together which I really like in games so
-
28:40 - 28:46the final category is emergent narrative
-
28:43 - 28:48so emergent narratives are not pretty
-
28:46 - 28:49structured or pre-programmed taking
-
28:48 - 28:51shape through the game
-
28:49 - 28:53play yet they are not as unstructured
-
28:51 - 28:56chaotic and frustrating as life itself
-
28:53 - 28:59so they're kind of unpredictable within
-
28:56 - 29:01limits so there are those stories that
-
28:59 - 29:02occur through the partially
-
29:01 - 29:04unpredictable interaction of players and
-
29:02 - 29:06systems basically so the more systems a
-
29:04 - 29:09game has the more opportunities there
-
29:06 - 29:11are for emergent storytelling yet these
-
29:09 - 29:12systems are designed to create certain
-
29:11 - 29:14types of gameplay just as architecture
-
29:12 - 29:16anticipates certain uses and
-
29:14 - 29:19interactions so these are known as
-
29:16 - 29:22affordances and Jenkins uses the example
-
29:19 - 29:23of urban design so urban designers exert
-
29:22 - 29:25even less control than game designers
-
29:23 - 29:27over how people use the space as they
-
29:25 - 29:30create or what kind of scenes they
-
29:27 - 29:32staged there yet some kinds of expand
-
29:30 - 29:34themselves more readily to narratively
-
29:32 - 29:41memorable or emotionally meaningful
-
29:34 - 29:43experiences than others so you can talk
-
29:41 - 29:44about emergent narrative and blood-borne
-
29:43 - 29:47I think one of the most interesting
-
29:44 - 29:49elements is the online functionality of
-
29:47 - 29:53the game which is like the Dark Souls
-
29:49 - 29:55games before it quite interesting quite
-
29:53 - 29:59a symmetric quite different to any other
-
29:55 - 30:01game so in blood-borne players can leave
-
29:59 - 30:03messages for one another which are
-
30:01 - 30:06relayed into other players games by
-
30:03 - 30:08interdimensional messengers these cute
-
30:06 - 30:09little guys which I love and you can
-
30:08 - 30:13give them top hats so that makes me
-
30:09 - 30:15happy and players can also activate
-
30:13 - 30:17blood spots that mark where other
-
30:15 - 30:19players fell in battle to play a
-
30:17 - 30:21silhouette of that players last moments
-
30:19 - 30:23potentially offering an insight into
-
30:21 - 30:28what lays ahead it's an example of that
-
30:23 - 30:30there and you can most importantly ring
-
30:28 - 30:32a little bell to summon other players
-
30:30 - 30:36into your game to help you out or to
-
30:32 - 30:38invade other players games and and not
-
30:36 - 30:41leave them basically so there's that
-
30:38 - 30:43element of kind of emergence there were
-
30:41 - 30:44players interacting together and being
-
30:43 - 30:46able to help each other out create their
-
30:44 - 30:49own stories within the limits of the
-
30:46 - 30:51game I think it's interesting that
-
30:49 - 30:53whereas most games would put all of this
-
30:51 - 30:56online function entities where it's like
-
30:53 - 30:58choose to go online it's all there
-
30:56 - 31:00within the narrative context of the game
-
30:58 - 31:02you're ringing a bell
-
31:00 - 31:02because blood-borne operates on a
-
31:02 - 31:05parallel you
-
31:02 - 31:06verse mechanic whether the sound of the
-
31:05 - 31:09Bell creates a tumbler that kind of
-
31:06 - 31:11links to the other players worlds and
-
31:09 - 31:17cools them forth and it's all really
-
31:11 - 31:22interesting here's a another picture so
-
31:17 - 31:25many good pictures from blood-borne so
-
31:22 - 31:27another aspect of the emerging behavior
-
31:25 - 31:29relation to blood-borne is the fact that
-
31:27 - 31:33this system has actually elevated itself
-
31:29 - 31:37from out of the game and now and play is
-
31:33 - 31:40kind of like trade information on wiki's
-
31:37 - 31:42and using YouTube videos to try and
-
31:40 - 31:44interpret the lore of the game to give
-
31:42 - 31:46one another advice and I think that the
-
31:44 - 31:49game creates a really positive
-
31:46 - 31:54collaborative environment and and that's
-
31:49 - 31:56a product of the way it's designed and
-
31:54 - 31:57it's worth noting as well that such
-
31:56 - 31:59emergent narrative elements based on
-
31:57 - 32:02online interaction are completely
-
31:59 - 32:03dependent on active servers and multiple
-
32:02 - 32:06players experiencing the game
-
32:03 - 32:07simultaneously so this type of narrative
-
32:06 - 32:10interaction is perhaps the most unique
-
32:07 - 32:12to video games and the most ephemeral
-
32:10 - 32:14because it's based on things outside of
-
32:12 - 32:16the game itself which i think is
-
32:14 - 32:17something to bear in mind if you're
-
32:16 - 32:19going to pull Gooding this talk later
-
32:17 - 32:25which is about the preservation of such
-
32:19 - 32:28games so why is all this important
-
32:25 - 32:29I hope this talk offered an insight into
-
32:28 - 32:32how narrative and gameplay can work
-
32:29 - 32:33together and demonstrate how interesting
-
32:32 - 32:35it is to think of game designers as a
-
32:33 - 32:37narrative architects rather the
-
32:35 - 32:39traditional storytellers I think
-
32:37 - 32:41thinking of video games storytelling in
-
32:39 - 32:43spatial terms using these four different
-
32:41 - 32:46models presented by Henry Jenkins could
-
32:43 - 32:48lead to more creative narratives so
-
32:46 - 32:50jenkins says such a mixture of in
-
32:48 - 32:52accident and embedded narrative elements
-
32:50 - 32:54can allow for balance between the
-
32:52 - 32:56flexibility of interactivity and the
-
32:54 - 32:59coherence of pre authored narrative so
-
32:56 - 33:03thus bringing together narratology and
-
32:59 - 33:03lewd ology and there's an academic
-
33:03 - 33:08that's pretty much here there's some
-
33:05 - 33:10work cited there's a little bit about me
-
33:08 - 33:13there's time for questions if anyone
-
33:10 - 33:16wants to ask skinny you'll have to shout
-
33:13 - 33:27them out and I'll have to repeat them
-
33:16 - 33:31any questions well then there are plenty
-
33:27 - 33:31of videos online for you to look at
-
33:52 - 33:55yeah
-
34:04 - 34:24yeah yeah okay just to reiterate for the
-
34:21 - 34:27video in case that wasn't picked up how
-
34:24 - 34:29how specific can you go with micro
-
34:27 - 34:33narratives is a little kind of tableau
-
34:29 - 34:36in a corner of a room a micro narrative
-
34:33 - 34:39and is any action a player takes through
-
34:36 - 34:41space in a sequence a micro narrative it
-
34:39 - 34:43could be like Jenkins gives the example
-
34:41 - 34:44of like playing a football game and
-
34:43 - 34:46giving a getting a touchdown as being a
-
34:44 - 34:48micro narrative because it's something
-
34:46 - 34:50that you can lift out of context and you
-
34:48 - 34:53know have it as a self-contained little
-
34:50 - 34:55thing and I think totally those little
-
34:53 - 34:58bits of environmental storytelling where
-
34:55 - 35:01you get a little tableau almost or still
-
34:58 - 35:04like you said a still-life can totally
-
35:01 - 35:05be like a micro narrative so I don't
-
35:04 - 35:08think there's any hard and fast rule to
-
35:05 - 35:10it I just think it's a really
-
35:08 - 35:14interesting way to frame those kind of
-
35:10 - 35:17things but yeah I mean the problem with
-
35:14 - 35:19these kind of taxonomy is right is they
-
35:17 - 35:20create divisions between things whereas
-
35:19 - 35:21actually I think there's quite a lot of
-
35:20 - 35:24overlap between these four categories
-
35:21 - 35:27obviously I can't go into that because
-
35:24 - 35:2820 minutes is enough to just think of a
-
35:27 - 35:31taste of always talking about rather
-
35:28 - 35:36than actually you know explore how
-
35:31 - 35:38they're interconnected as well any other
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35:36 - 35:38questions
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35:41 - 35:44yeah
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36:13 - 36:20big influence
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36:17 - 36:24okay cool so the question is like about
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36:20 - 36:26kind of Lovecraft being used more and
-
36:24 - 36:31more and what other kind of originators
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36:26 - 36:32of kind of genres and and tropes can be
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36:31 - 36:36used or are being used I think it's
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36:32 - 36:40interesting that blood that kind of love
-
36:36 - 36:41craft is such a popular thing for the
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36:40 - 36:44bass games on and things you can't
-
36:41 - 36:45actually throw a rock I don't know why
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36:44 - 36:47you'd be throwing rock we can't throw a
-
36:45 - 36:49rock these days without hitting the
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36:47 - 36:51board game with a Lovecraftian theme
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36:49 - 36:53right and the main reason for that is it
-
36:51 - 36:54cool but the secondary and
-
36:53 - 36:58closely-related reason to that is it's
-
36:54 - 37:01um isn't it's out of copyright so anyone
-
36:58 - 37:04can just use it and so I think like the
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37:01 - 37:06more it's then used like the more people
-
37:04 - 37:09become familiar with it and the more it
-
37:06 - 37:10gets used but I think the interesting
-
37:09 - 37:13thing with blood-borne is it doesn't
-
37:10 - 37:17explicitly use it it's all very subtle
-
37:13 - 37:19is like Miyazaki's use of kind of
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37:17 - 37:21western fantasy tropes in Dark Souls
-
37:19 - 37:23they're there but they're kind of
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37:21 - 37:26filtered through his kind of unique
-
37:23 - 37:29sensibilities and his kind of cultural
-
37:26 - 37:32influences and he uses I can't remember
-
37:29 - 37:34the terminology now but his specifically
-
37:32 - 37:37said that he uses a lot of Japanese
-
37:34 - 37:40philosophical concepts about
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37:37 - 37:41impermanence which is really interesting
-
37:40 - 37:43it's really interesting to read
-
37:41 - 37:45interviews with him because he clearly
-
37:43 - 37:48you know is very intelligent man and
-
37:45 - 37:51clip who knows what he's doing and I
-
37:48 - 37:55think in terms of other kind of
-
37:51 - 37:57originators of important myth AUSA's I
-
37:55 - 38:00guess Sherlock Holmes like you know I
-
37:57 - 38:02think Arthur Conan Doyle his his work
-
38:00 - 38:04gets used a lot and is being used more
-
38:02 - 38:06and more in videogames I think is
-
38:04 - 38:08another interesting talk to be had about
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38:06 - 38:11because I mentioned a little bit there
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38:08 - 38:13about kind of detective fiction and
-
38:11 - 38:15videogames because obviously detective
-
38:13 - 38:17fiction is a really good example of how
-
38:15 - 38:18story and plot works but it's a little
-
38:17 - 38:20bit harder to do in videogames and when
-
38:18 - 38:25videogames normally do detective stories
-
38:20 - 38:27because they could be so procedural it
-
38:25 - 38:29can easily get out of hand
-
38:27 - 38:31be difficult they normally kind of
-
38:29 - 38:34systemize that so you had something like
-
38:31 - 38:35murdered soul suspect where you weren't
-
38:34 - 38:37really solving a mystery were just
-
38:35 - 38:40collecting little bits of things and
-
38:37 - 38:43putting them together and it's I'm yet
-
38:40 - 38:45to see like a detective game done really
-
38:43 - 38:47well I think that gives that the player
-
38:45 - 38:49the freedom to try and work it out
-
38:47 - 38:51itself but that's the other one I could
-
38:49 - 38:53think of is at the top of my head is
-
38:51 - 39:07Sherlock Holmes and do you have any in
-
38:53 - 39:09mind yeah another one
-
39:07 - 39:11I'll give you which is a little bit more
-
39:09 - 39:14highbrow but I think does creep into
-
39:11 - 39:17things is George annuity of all gays who
-
39:14 - 39:20is an Argentinean a proto sci-fi writer
-
39:17 - 39:23he came up with some amazing incredible
-
39:20 - 39:25mind-blowing ideas that play that you
-
39:23 - 39:27know you read one of his stories and it
-
39:25 - 39:29will change the way that you look at the
-
39:27 - 39:32world forever his brilliant and I find
-
39:29 - 39:34I'm finding that his ideas are creeping
-
39:32 - 39:36into games and popular culture a little
-
39:34 - 39:38bit more now
-
39:36 - 39:42try I can't think of an example for the
-
39:38 - 39:45top of my head but could you think of
-
39:42 - 39:52one cool I know you like tall guys as
-
39:45 - 39:55well oh yeah he's that oh yeah joseph
-
39:52 - 39:55conrad's yeah
-
39:56 - 40:01spec up to the line yes spec up the line
-
39:59 - 40:07is an adaptation of the heart of
-
40:01 - 40:09darkness by Joseph Conrad yeah yeah yeah
-
40:07 - 40:11videogames are becoming a little bit
-
40:09 - 40:14more literary and a little bit more you
-
40:11 - 40:15know encouraged to kind of like newest
-
40:14 - 40:22literary sources and and play around
-
40:15 - 40:27with them good anyone else probably try
-
40:22 - 40:29and wrap up time as its yes okay we
-
40:27 - 40:33should probably wrap up but I hope you
-
40:29 - 40:33enjoyed that and it wasn't it was okay
-
40:45 - 40:47you
- Title:
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Claude Almansi edited English subtitles for Sandbox | ||
Claude Almansi edited English subtitles for Sandbox | ||
Claude Almansi edited English subtitles for Sandbox | ||
Claude Almansi edited English subtitles for Sandbox | ||
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koma edited English subtitles for Sandbox | ||
koma edited English subtitles for Sandbox | ||
Claude Almansi edited English subtitles for Sandbox |
Claude Almansi
Revision 1 = provided subtitles for Lecture 1.2 of Prof. Scott Plous' Social Psychology course
Claude Almansi
Revision 1 = provided subtitles for Lecture 1.2 of Prof. Scott Plous' Social Psychology course
Claude Almansi
Revision 1 = provided subtitles for Lecture 1.2 of Prof. Scott Plous' Social Psychology course