Monday, 23 January 2012

Post modern text analyse one

Question: Choose a post modern text (Film Tv or Video game) and analyse it for points and a conclusion of how it is post modern and how successfully it presents this.
(Choose a text and outline specific examples why it is postmodern).



Segagaga:

The game was created in 2001 for the Sega Dreamcast console, the last console Sega made before exciting the console making industry, reverting solely to game development/producer.
The interesting thing about the game is that its core mechanics is an rpg game, with a plot surrounding the failing dreamcast console and an attempt to stop an evil competitor company "DOGMA" (allegedly a reference to segas biggest rival Sony). The player themselves taking on a character who plays games themselves.
The game is filled with references to other past sega characters such as Samba de amigo and sonic the hedge hog. There are mini games in reference to PS1 and PS2 alike.

(upload sheet of analysis-)

(The following are my notes on the above, the sheet was a handout given by my tutor).

Features of Postmodernism

Intertextuality:
Game about the failing console Sega, released on the failing console, while it was failing.
Game within a game about gamers saving the gaming industry.

Self-reflexivity:
Contains past characters by Sega.
Main character is a gamer playing games to save the world from one console distributor.
Title is extension of Sega.

Hyperreality and simulation:
Rpg set in real world setting fighting rivals in game
Virtual reality simulators to save Segas industry.

Pessimistic/Dystopian view of society:
World video game market being taken over by a malevolent evil company.

Hybridity and Bricolage:
It is a mix of game genres, RPG overall with cliche fights, a simulation and management program, managing in game directors programers to make games in the game, the player takes the roll of leading  a company (Sega)

Experimenting with forms and conventions:

The classic narrative of saving a princess is twisted into saving a gaming company from bankruptcy.

Active audience:
The audience is in control of the company, if the game fails to save the company, the player may have been on DOGMA's side (which is the name of the rival company in the game parodying SONY and its ps1/ps2 games, games like Tekken called YUKKEN) The player wins therefore is on Sega's side, or they could linger and keep a balance rather than complete dominance, never ending the game.

Blurring of Boundaries:

The combination of Manga art style and a lucid plot in which the audience has full control of their destiny within the game.

Erosion of history:

Whilst events in the game could align to current speculations, it was released before its mythical setting (2020-2025). It is set in the future based on then (2001) Speculations, therefore history is vastly eroded.

Disjointed narrative structure:

Narrative told through different parts of gameplay,
Cut- scenes from both sides (protagonist, Rivals)


Sources:

http://www.racketboy.com/journal/interviews/interview-the-segagaga-translation-project

http://www.neogaf.com/forum/showthread.php?t=328867

http://en.wikipedia.org/wiki/Segagaga

Update - Tuesday 24th January 2012 12:37

Today I'm going to type up the notes I did yesterday (which I do right now but will have to suspend till I get home as I left my book at the last minute) and edit this post to make it look more complete, add some pictures of the game named above and hyperlinks and some videos. I may add a bit more analysis while i'm here anyway, but due to limited source information on the game above this may be difficult. http://www.google.co.uk/imgres?q=Segagaga&um=1&hl=en&safe=active&sa=N&pwst=1&biw=1850&bih=889&tbm=isch&tbnid=BZUlRdUXEgvmzM:&imgrefurl=http://www.adilegian.com/Segagaga/%3Fp%3D6&docid=eQkmf47dBrbWHM&imgurl=http://www.adilegian.com/SGGG/sggg0009.jpg&w=640&h=480&ei=r6YeT6WeFo6psgb7-_jMDA&zoom=1&iact=rc&dur=231&sig=101301937729056770410&page=1&tbnh=128&tbnw=171&start=0&ndsp=48&ved=1t:429,r:10,s:0&tx=56&ty=22

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