(Over the following week and half term, make a case study of the dreamcast game Shenmue using the Postmodernism case study sheet for reference.
Create an essay explaining why it is postmodern and create a video presentation explaining these ideas with the actual references using clips captured whilst playing the game (for instance, this is a simulation, shows Ryu picking up an apple).
Maybe compare it to other open world games such as Grand theft auto.)
Shenmue Case Study
Shenmue was a revolutionary video game that was to debuted on the Sega Saturn, but was shifted to the Dreamcast to accommodate the increased complexity of the game.
To summarise the type of game that Shenmue is difficult. Whilst at first glance the audience see a third person action adventure game, deeper and more immersive game play lingers around every door in the game. The attention to detail in this game provides some of the fun in itself, for instance, the ability to walk up to any element of your house and inspect it and rotate it for nothing more than curiosity (such as picking up an apple from a fruit bowl), whilst other objects can be added to your possession.
The interesting thing about this detail and the players experience is that it can get the player so involved they can literally waste a day of in game time wandering around their home! The game plays in real time and so each day in the game is different (providing different possibilities of people).
One section near the beginning of the game, just as you’ve entered the street you come across the first set of quick time events. However, never has a quick time event pulled my heart strings as much as this that I’ve been forced to replay the section all over again. You see, you come across this little kitten in a basket and a little girl. The little girl explains that her mother will not let her keep the kitten, and the kitten’s mother was killed by a car that was driving really fast a few days ago. The event sees the player choosing the kitten’s meal, crushed tuna or tofu. The option I picked first was the tofu, which the kitten cried at. Whilst it isn’t necessary to redo this section to progress, I felt emotionally inclined to do it as I actually felt I let the kitten down.
That is the interesting thing about this game, your main goal is to hunt down and kill the man who killed your father the other day (the same man who ran over the kittens mother). The main element of game play would appear as a detective mystery, yet events like this distract so much that the lines become very blurred.
The amount of commercial and product referencing in this game is insane!
The first room I went in my house after my bedroom was the living room. Taking a focused look at the TV cabinet, I pulled it open and found what appeared very much to be a Sega Saturn. This is of course not only Sega referencing itself in the game, but literally referencing the routes of the game, and further denoting this is the way it is secretly tucked away in a draw (like an old idea).
Another interesting advertisement reference came when I got to the first shop and found a vending machine selling what was obviously cola and sprite. Then I could spend money on any of the drink I wanted, watch my player drink the can (making a noticeable wink whilst drinking) and enjoy it. The purpose of drinking the can had no other purpose other than for my own immersion. The same goes for the added collection game involving vending machine toys ( literally dozens and dozens to collect).
To summarise the type of game that Shenmue is difficult. Whilst at first glance the audience see a third person action adventure game, deeper and more immersive game play lingers around every door in the game. The attention to detail in this game provides some of the fun in itself, for instance, the ability to walk up to any element of your house and inspect it and rotate it for nothing more than curiosity (such as picking up an apple from a fruit bowl), whilst other objects can be added to your possession.
The interesting thing about this detail and the players experience is that it can get the player so involved they can literally waste a day of in game time wandering around their home! The game plays in real time and so each day in the game is different (providing different possibilities of people).
One section near the beginning of the game, just as you’ve entered the street you come across the first set of quick time events. However, never has a quick time event pulled my heart strings as much as this that I’ve been forced to replay the section all over again. You see, you come across this little kitten in a basket and a little girl. The little girl explains that her mother will not let her keep the kitten, and the kitten’s mother was killed by a car that was driving really fast a few days ago. The event sees the player choosing the kitten’s meal, crushed tuna or tofu. The option I picked first was the tofu, which the kitten cried at. Whilst it isn’t necessary to redo this section to progress, I felt emotionally inclined to do it as I actually felt I let the kitten down.
That is the interesting thing about this game, your main goal is to hunt down and kill the man who killed your father the other day (the same man who ran over the kittens mother). The main element of game play would appear as a detective mystery, yet events like this distract so much that the lines become very blurred.
The amount of commercial and product referencing in this game is insane!
The first room I went in my house after my bedroom was the living room. Taking a focused look at the TV cabinet, I pulled it open and found what appeared very much to be a Sega Saturn. This is of course not only Sega referencing itself in the game, but literally referencing the routes of the game, and further denoting this is the way it is secretly tucked away in a draw (like an old idea).
Another interesting advertisement reference came when I got to the first shop and found a vending machine selling what was obviously cola and sprite. Then I could spend money on any of the drink I wanted, watch my player drink the can (making a noticeable wink whilst drinking) and enjoy it. The purpose of drinking the can had no other purpose other than for my own immersion. The same goes for the added collection game involving vending machine toys ( literally dozens and dozens to collect).
This is further illustrated by the video game arcade located in the main town district. The arcade lets you play a variety of past Sega arcade games (such as a on rails shoot em up and a speed bike racer) as well as some very addictive QET type arcade games ( a rhythm game and a punch out type game). What does this offer the player in terms of game completion? Nothing really, but it offers the player so much more, it offers the player video games within a game. The game makes real life fun, and that’s something allot of people say about this game!
The game is an experience more than a game, an experience which the player has ultimate control over crafting. The story is what you make of it and whilst it does lead you down the rabbit hole, you get a lot of branching room to move around in-between.
The game is an experience more than a game, an experience which the player has ultimate control over crafting. The story is what you make of it and whilst it does lead you down the rabbit hole, you get a lot of branching room to move around in-between.
The argument as to how this game demonstrates postmodernism is this, the setting is a real life place in China, the time is referenced (1980’s with appropriate dress style and technology). There’s no real erosion of history as the events are so insular that on the history of the player is important. The experience offers a simulation, detective, fighting game, mini game, jobs and even having a mother who worries about you being late home.
(To do:
Add clips from youtube to show examples of gameplay etc.
Make a list of reasons how it is postmodern as a simple and clear conclusion at the end.
Make it clearer what the game is actually about.
Compare it to theorist theories.
Write up factsheet on why its postmodern and how it relates to theory to be given to each member of the class
Possibly create it into a flowing presentation if time.
(To do:
Add clips from youtube to show examples of gameplay etc.
Make a list of reasons how it is postmodern as a simple and clear conclusion at the end.
Make it clearer what the game is actually about.
Compare it to theorist theories.
Write up factsheet on why its postmodern and how it relates to theory to be given to each member of the class
Possibly create it into a flowing presentation if time.