He also gave me a bunch of good examples I could use to help me which include...
- John Stewart Mill & Jeremy Bentham are people I should read about although their actual writing on Utilitarianism is rather heavy. In fact, the wiki is actually quite good as it explains their findings quite well. Utilitarianism is concerned with how to make the most people happy or how in short ‘for the greater good'.
- ‘Morality in gaming’ is a good subject to link into the above as numerous good examples can be found online including ‘Moral Decision Making in Fallout’ on Gamestudies.org
* I then watched the presentation 'Word Circles' which describes a technique the lecturer has used with his other students to narrow down their field of research.
The intention of a 'word circle' is that you place a number of words in a circle in order to explore all the possible connections between them.
* We were asked to write down words that related to our chosen subjects.
These relate to my concept idea of 'good and evil in gaming and how it has developed throughout the years'.
- Nature
- Nurture
- Black
- White
- Grey
- Born
- Destiny
- Connected
- Human
- Instinct
- Survival
- Morals
- Hero?
- Villain?
- Anti
- Right?
- Wrong?
- Evolve
In groups of three (me, Ryan and Adam) we told each other our ideas in order to generate further words and ideas for our pieces.
The following were suggested...
- Character
- Personality
- History
- Context
- Tragedy
- Ambiguity
- Balance
- Fate
- Uncanny Valley
- Expectations
- Conflict
- Appearance
- Illusion
- Trust
- Archetypes
After doing the above we were told to chose the words we felt best related to our topics. Struggling to limit the words I decided to force myself to choose only twelve, so as to make it more direct.
After doing the above we were then asked to write questions next to them so as to get us to think further about our subjects and the questions we could answer and/or ask our audience.
Admittedly, I struggled with this task, but you can still see what I wrote below.
* Even though I plan to go back and re-do the above questions, we were asked to write down the first brief answers we could come up with for each question.
- Thinking of our existing history, how and why is it adopted and reused to create new characters? We use examples of existing history and tragedy so as to closely mimic what elements of those our audience are most effected by and how we continue to make mistakes based on the same answers as our ancestors.
- Why is it we always believe that good characters must look handsome/pretty whilst the villains ugly/scary? I guess this is because it is easier to show someone is clearly good or evil by setting design archetypes. After all, we still see monsters or big brutish characters as the evil archetypes and heroes as knights in shining armour.
- Why is it we put so much pressure on our fictional heroes when at the end of they day they may well be as human as anyone else? I believe we do this because we are so blinded by hope and our own selfish need to survive, that we forget that they are in many ways like us. Although not initially a video game character, Harry Potter is a great example as he is just a boy who is told constantly that he is destined for greatness. However, to do this puts a tremendous amount of pressure on anyone, especially children.
* We were then asked to take the answers we had come up with in order to develop some new focus questions.
- I believe we do this because we are so blinded by hope and our own selfish need to survive, that we forget that they are in many ways like us. Although not initially a video game character, Harry Potter is a great example as he is just a boy who is told constantly that he is destined for greatness. However, to do this puts a tremendous amount of pressure on anyone, especially children. Therefore, why is it we don't tell these heroes that they can back down? Or pass the torch to someone else? Why is it we can not get of their backs and instead ease them into greatness with encouragement and support, not fear and the need to survive?
- I guess this is because it is easier to show someone is clearly good or evil by setting design archetypes. After all, we still see monsters or big brutish characters as the evil archetypes and heroes as knights in shining armour. So why is it good must look splendid and evil not? Why can it not be seen the other way around in gaming as is the case, and the whole point of the characters in the 'Shrek' movies for example?
* The project itself will need to be 3000 words which is the equivalent of a 20 minute presentation. Therefore, I should think further about the types of questions I wish to address in my work.
* Next week will consist of us forming a research proposal.















