Activity:
The Witcher: Assassins of Kings - my favorite part was picking up contracts and side quests, and running around in the woods hunting - thrill of the hunt
The Witcher: Wild Hunt; AC:O; Middle Earth: Shadow of War/Mordor - not hunter-killer wildlife games (feels too real)
LJ:
discussion - I think the point of this is to teach us how to describe and assess games
manufactured consent - when somebody controls all the information you perceive, and you develop a certain perspective from that info, they are manufacturing your consent
e.g. film trailers that do not accurately represent the movie
we debated the definition of fun [see google dictionary definition] and the consensus is that fun and gratification are not the same thing.
design intent
expectations of games being fun
IMPORTANT: you cannot make something that everybody likes, it is not possible
'sawtooth model' - the budget/sales from a game must never drop below that of the previous
we have to make sure that our games match our target audience's perceptions of what that game is or will be
introduced brief 2
video essay at least 5 mins long for whole group (2.5 min each)
the easiest way to make a good essay is to ask a nuanced question
try to prove yourself wrong - e.g. what assumptions did I make?