EXERCISE 1
Personal Game History
EXERCISE 2
Cultural Influences in Games
What culture?
Culture of Capitalism, the set of social behaviours, social norms, values, and behavioural patterns associated with the capitalist economic system in a capitalist society Individuals are essentially defined by their relationship to business and the market in a capitalist culture that favours the accumulation of capital and the sale of commodities.
How does it connect to players?
Individuals are primarily defined by their relationship to business and the market in a capitalist culture that promotes the accumulation of capital and the sale of commodities. There are two extreme views, one of which holds that the behaviour that capitalism fosters in individuals is natural to humans.
Has it successful commercially?
Yes. The reason that its appealing to big part of players is the fact that it directly mirrors a lot of the best business principles. Buying, selling, negotiating, perseverance, focus…these are all skills and traits business leaders share with the best Monopoly players.
It’s also not a game many people have patience for. Just like a successful business career.
What culture?
Culture of Mafia (Mafia, a hierarchically structured society of criminals predominantly of Italian or Sicilian ancestry. The term is used to describe both a traditional criminal organisation in Sicily and a criminal organisation in the United States.)
How does it connect to players?
The game shows a fight between two groups: an informed minority (the mafiosi or werewolves) and an uninformed majority (the villagers). Each player is secretly allocated a role associated with one of these teams at the start of the game. For both teams, players will require to communicate, work together and have intimate knowledge of characteristic traits of players in the game.
The game is divided into two alternating phases: the night role, in which individuals with night killing abilities may stealthily kill other players, and the day role, in which surviving players discuss the identities of participants and vote to eliminate a suspect.
Werewolf is a fun game on it's own, but played as team building game offers the chance for players to get to know each other's traits in a fun and relaxed atmosphere.
Has it successful commercially?
Yes. Werewolf is a social deduction game that gets more fun the more you play with the same group. The more times you play, the more you can learn about each person's playstyle, and try to pick up on how they behave. Onboarding new employees is not easy, and playing Werewolf can be a great way for players to facilitate the transition.
Monstadt
Liyue
Inazuma
What culture?
Genshin Impact has currently released 3 region to play including Monstadt, Liyue, and Inazuma. They each represents a country in real life, for example Monstadt as Germany, Liyue as China, Inazuma as Japan. The culture it wanted to represent is the understanding towards each of the nations by using stories in Main Quests, Character Quests, and Event Quests.
-Monstadt, Nation of Freedom. In Monstadt, everyone loves to drink wine, they also have tons of events related to wine, in fact Germany are extremely famous for their wine culture. Both of them also has very similar naming style, housing style, Knights System, Fashion Design, Nobles culture, etc.
-Liyue, Nation of Contracts. Genshin Impact released a lot of details regarding Liyue culture since the game is created in China. The culture presented including the agriculture as Liyue has 3000 years of history, architecture as Liyue recreates the style of ancient Chinese architecture such as FengShui, calligraphy, etc. They also mimic the Naming style, Fashion Design, Festivals, Holidays, etc.
- Inazuma, Nation of Eternity. There are way too many similarities can be found in between Inazuma and Japan, such as the existence of Yokai(妖怪), Ninja(忍者), Samurai(さむらい), Shogun(将軍), Shrine(神社), Sakura(桜), Miko(みこ), Ninetail Fox(九尾狐), Tengu(天狗), etc. There are also cultures of Class, Language, Arts, Building style, Fashion Style, Festivals, etc to be found in the details of story.
How does it connect to players?
The extremely well-done 3D models of Characters, Stories, combat system, exploration availability, Cut-Scenes, Environment, mobs, npc’s, are the key of grabbing the interest of players. The longer the players play the game, eventually they will learn more about the cultures presented in the game. Especially the amazing Cut-Scene which hits player’s heart harder than diamond, will make player feel the feeling of satisfaction for completing the stories of certain event or quest.
Has it successful commercially?
Yes. The reason is the player base of Genshin Impact is amazing. There are approximately 62 million players playing Genshin Impact on the monthly basis, 10 million players playing on daily basis. Players will discuss the everything happened in the game with their friends, hence absorbing the knowledge of the cultures deep inside their brain. Players from different countries shares their love towards the game and characters with friends they earned throughout the process of enjoying the game.
Figure 2.0 Genshin Impact Review by XP Studios (Max)
Real Life (Above) vs In Game (Below)
What culture?
Culture of Yakuza(やくざ), or so called boryokudan(暴力团) or gokudo(极道). In Japan, the term Yakuza can be used to refer to individual gangsters or criminals as well as to their organized groups. Yakuza adopts samurai-like rituals and often have their body tattooed. They engage in extortion, blackmail, smuggling, prostitution, drug trafficking, gambling, loan sharking, day-labour contracting, and other rackets and control many restaurants, bars, trucking companies, talent agencies, taxi fleets, factories, and other businesses in major Japanese cities. They are also involved in criminal activities worldwide.
How does it connect to players?
As the story of the game progresses, players understand how bad Yakuza is, and they can reflect that these bad things that yakuza did shouldn’t be done at the first place. As time passes, eventually karma will hit them back. However due to the strong connection Yakuza have within their friends, the bromance is often admired as they are willing to sacrifice themselves for their friends. Players can also release their stress by doing bad things in game such as fighting and bullying child in toy car competition by using the power of topup. After they did all these bad things in game, they will go back to their normal life and live as a person who obeys law, as there are way too many bad examples in the Yakuza game. At the same time everything in Yakuza occurs at Kabukicho(歌舞伎町) in Tokyo Japan, so it is even more relatable for people who lives in Japan and people who planned to go to Japan as a trip.
Has it successful commercially?
Yes. The reason is that tons of people who never live in Japan knew the existence of Yakuza culture in Japan. They teach players to not getting involved with Yakuza, and also not to be too afraid of the Yakuza. The game selling is way too good, it has a total of 19 series of game in the Yakuza franchise. It also made a huge influence to the young generation as they learnt the consequences of becoming a Yakuza.
EXERCISE 3
Remediating the non-digital game
Figure 3.0 Catan Review by XP Studios (leaded by Matthias)
EXERCISE 4
Digital games evolution and revolution
Figure 4.0 Super Mario Review by XP Studios (leaded by Matthias)
EXERCISE 5
Mixed and Extended Realities in Games
Figure 5.0 Pokemon Go Review by XP Studios (Max)