Week 2

Pepsi man thoughts– wow the graphics suck but it reminds me of temple run where you have to jump over things and collect. Equating fun with Pepsi, -running after Pepsi- the repeating sounds get old quickly

Sneak King thoughts– the character looks like lord farquaad lol. The way he’s running around is super weird he looks like he’s in pain. His dance moves are funny. Not that recognizable as Burger King, theres not as much emphasis on the burger than there is on the character sneaking around. Any why is it set in a neighborhood?

Chex quest thoughts– I love the colors. It doesn’t immediately scream Chex mix though. The characters are really cute. Why is there a spoon involved? You don’t eat Chex mix with a spoon.

M&M kart racing thoughts– a lot of the class seemed to have played/known about this game but I have never seen it. This is TEMU version of Mario Kart. This floating eyebrows really make up for the horrible driving.

7up game– good vibes to start with the music. The characters shoes are so big I love it. You get smaller and blink when you get hurt like on super Mario. What does it have to do with 7 up other than the bottle being on the screen when you boot it. Whats the connection between Caribbean music with 7 up too?

Minion Rush– would the running game be considered a persuasive game?  Persuading you to watch the movies?

Americas Army Thoughts- serious/hardcore music. Enticing players. Fun game- okay now maybe the army would be fun too.

McDonald’s Game thoughts– Seems like its from farm to table- but that’s not how McDonald’s works.

Monopoly thoughts– the added role play with the new set of monopoly roles was fun. It was different for me compared to the other players because I was the 1% and had everything easy. I had no money issues and skated by with owing things.

Last weeks game idea with persuasion– The counter/ clicker game. I think to make this a persuasive game keep the counting up with the number of clicks you get, but you get rewards when you get to certain number milestones. For example, get extra get go fuel perks, or win a large fry at McDonald’s.

Game ideas that explore changing players minds-

  • A game that makes you choose one or the other. The pictures will be of aftermaths of climate change and the player will blindly pick which they would rather have in the world. (Ex, severe after maths of storms, heat waves etc.) This will raise awareness and have facts at the end of the game on climate change.
  • A game that you go to college, and don’t go. You pick change cards that tell you what you will be doing in your life time. I think this will change people’s views on how it’s okay not to want to go to college or conform to society’s norms of going to college.

What advergames have you played? did they influence a purchase? I have never played an advergame, or seen one until this class. I think if I was introduced to something like this it would have influenced a purchase in my younger years.

Why do the advergames tooth protector and escape work? Taking care of your teeth= fun. It’s the psychology of equating fun with cleaning your teeth.

What does volvo’s drive for life accomplish? It gets the name out there and it is being recognized for having a simulation game attached to it

What company used in-advergame advertising Bed Bath & Beyond

What was one if the first home-console advergames and what beverage was it for? General Foods made Kool-Aid Man for the Atari 2600

What makes the toilet training game sophisticated and do you agree? He says its about “tempering the very lifestyle of alcoholic overindulgence”. Its sophisticated that the game can portray drunkenness

What do advergames and anti-advergames have in common, and what principles do they share? Influencing, Persuading, having a clear opinion of something.

Week 1

Getting Over It review: This game was incredibly frustrating to me. I might have missed it, but is there a backstory to why he is in a pot? Why isn’t he using the sledgehammer to smash the pot he is in? Does he even want to be out of the pot? IDK. I was annoyed that the narrator was rambling, but when he stopped, I missed having something to listen to other than the hitting of a rock. My body was very tense watching the game being played.

Pain station thoughts: I can see what draws people to play this game, but it’s weird at the same time. Is kind of a form of punishment when you do something wrong, but also it’s fun. It’s like touching your tongue to a 9V battery; you know it’s going to send a shock, but you’re anticipating it. (Am I the only one who did this?)

Townscaper review: I can see why this is entertaining, creating stories of who might reside at the houses you are building, but at a certain point I think I’d get bored. I guess that’s what the game is all about: close it and restart another day when you remember the game exists. The sound effects are amazing.

Fair Food Maker review: OMG! I thought this was the best game ever when I was a kid. Tori mentioned playing this game, and I got flashes of memories of this game that I could sort of remember, but I wasn’t positive. You basically select a machine you would see at a fair and make the food. Ex.: lemonade, funnel cake, snow cone, corn dog, etc. This game has no end state; you make the foods and eat them, and you can start over with another food or be done.

Slither.io review: This is another example of a game without an explicit end state. I still love this game and play it to occupy my short attention span. You collect food, grow bigger, and eventually die. Then you start again. There is no progress saved other than a past high score. Every time you die, you start new, as small as everyone else when they start.

What are the issues Ian Bogost raises about social games with Cow Clicker?

  • Enframing- friends are resources
  • Compulsion- psychological manipulation, exploiting human psychology in order to make money
  • Optionalism- the game’s meaning comes from the choices a player makes; gameplay is optional
  • Destroyed Time- “Social games so covet our time that they abuse us while we are away from them, through obligation, worry, and dread over missed opportunities.” It’s the disrespect of time that we could be being more productive, other than wasting it on a game.

How do social games like FarmVille enframe friends?

  • Friends are used as perks. “Get 100 coins by inviting 1 friend”

How do social games destroy time outside the game?

  • “Social games so covet our time that they abuse us while we are away from them, through obligation, worry, and dread over missed opportunities.” It’s the disrespect of time that we could be being more productive, other than wasting it on a game.

Game Thoughts 1/9

Flowers

I like the idea of the game and I understand why people play it. Flowers has beautiful graphics and animations. The sounds and soundtrack are soothing and pleasant. Personally, I just don’t play games like that. I find I analyze them more as a piece of art and not as a video game.

Journey

I was far more interested in this game than flowers. I loved that there seemed to be more mechanics to learn and master with the controller. For some reason I felt like I was achieving more in Journey than I was in Flowers. I also associated the Journey game with other similar games I have played which I think made me ask more questions about how they manipulated the environment differently.

Calvin Ball

I did not like this. No thank you.

Cow Clicker

Cow Clicker took me back to 2009 freshman year of high school. I thought it was a stupid waste of time then, and I think it is now. When I think about the amount of time people waste on things like Cow Clicker, I don’t doubt the inevitable extinction of the human race. That’s all.