Wednesday, August 5, 2009

Characters...

1. "How are characters in films different to characters in games?"

Characters in films are generally much more developed than in games due to the fact that the story must keep an audience interested and entertained without the interaction factor. In games, part of the satisfaction comes from being a part of and completing the story, therefore the characters can sometimes take a backseat. In film however, the characters drive the story and must therefore reflect a part of their target audience as well as the flaws and issues present in society and subsequently make a statement or present a resolution to these issues in order to bring a sense of relief and assurance to the audience. Also, the characters drive the plot in film, while the player can sometimes affect or shape the plot in games and thus the characters of games must be flexible and able to react and change to the environment/circumstances the player is shaping. In films however, the characters must satisfy the audience by moving the plot along in the way that interests the target audience and assures they can relate to the decisions/reactions or the protagonist throughout the film.

2. "How are characters defined in Web 2.0 (our own avatars eg. here I’m “Objectman”)"

The way we present ourselves on the internet will always be a mediated, constructed and to a degree styalised version of our 'real' selves. Sites such as Facebook and Myspace, and avatars created on networking or interactive sites such as Second Life will usually be constructed of our best parts, most admirable qualities and aspirations/desires, thus presenting to the web and essentially to the world a romanticised view of ourselves. This elevates us above the 'norm' somehow making us better in the world of the web, and therefore satisfying our aim to be more than we already are. Avatars open up all sorts of posibilities in the realm of appearances, capabilities, social status, networking and to an arguable degree 'hapiness' as they enable any and everyone to create the 'perfect' version of themselves to present to the world. Even the most unsatisfied person can become a loved, followed, worshipped, admired digital 'representation' in a world without boundaries such as Second Life.

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