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Galloway and FPS

In Gaming: Essays on Algorithmic Culture by Galloway, I enjoyed reading chapter 2 entitled Origins of the First-Person Shooter.  As a media study major and avid Call of Duty gamer, this chapter where Galloway describes the use of different types of POV shots throughout the history of film, as well as how the mediums of both film and digitally rendered video games impacted each other in their own uses, was particularly fascinating.  First differentiating between a typical POV shot as opposed to a more in depth subjective shot, Galloway comments on how the gaming environment is more apt to succeed in this type of viewpoint stating, “Where film uses the subjective shot to represent a problem with identification, games use the subjective shot to create identification.”  I also enjoyed this part Gaming, in that Galloway touches on how violence is not necessarily the main element to a video game, stating, “So I argue that it is the affective, active, mobile quality of the first person perspective that is key for gaming, not its violence.”

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Discussion

2 thoughts on “Galloway and FPS

  1. I have always preferred first person shooters to other types of game play. Aside from the fact that, in my opinion, it makes the game more lifelike, as stated above I feel it helps the flow of the game and its incorporation of details. With reference to violence, I feel it can actually help reduce the about of it. This can be done by setting things of in the distance where it is out of focus, or just off the screen to either side. But play in first person, the creator of the game can carefully select what should and shouldn’t be included in the picture. For what is left out, sounds can be used.

    Posted by nrfico | June 26, 2013, 7:35 pm
    • I defiantly agree that first person games more easily impact and enhance the game flow the user experiences while playing a given game. Specifically in terms of Call of Duty, when secondary grenades like flash banks go off near the users avatar, the whole screen flashes white or when the player is shot the screen splatters red blood to give the user of actually being influenced by on screen actions. I agree also that sound also plays maybe an even more integral part an immersion in gaming in general, as this affects 360 degrees around the player, as opposed to our one line of sight in first person games.

      Posted by bgwhipple | June 27, 2013, 10:31 pm

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