Films will use elements such as sound, plot and visuals in their opening sequences to draw us, the viewers, in. Something to interest us, and make us want to know more or as a standpoint for what’s to come.
Websites will use interactivity and graphics to keep our attention. A software may use, again, graphics and ease of access to keep us drawn. Depending on the purpose of the software/website, the layout and way it look’s will always catch our attention. If the program or website doesn’t look very professional, then that can be off-putting as a viewer.
The title sequence named “Making of a Cyborg” from the anime film “Ghost in a shell” draws in it’s attention using high-quality animation & detail, alongside the almost eerie music. The visual is of the assumed process of making a cyborg, the making of the main character.
The title sequence for Spiderman 2. The music, first and foremost, is very upbeat and heroic in the way it’s composed. It creates a sense of adventure and excites us. The visual uses the concept of spider-webs to create panels which open and close, spin and rotate to reveal drawings, almost paintings, of the characters and key moments within the previous film. All in a very comic-book style, which is a great nod at it’s origins.
I don’t really play video games, both online or on console, but my understanding of RPG’s is that it’s usually fantasy based, although can be other things such as knights and kingdoms and the like.
You take on a persona, and play as a character who goes on quests and solves issues, normally completed by defeating a boss-type character or completing tasks.
The difference, I’d say, between film and RPG is that the plot in a film will have more of a set structure to it, whereas RPG are more loose in terms of plot, in any case may end on a big arc where some kind of plot may arise.
A film tends to work with a structure of starting with the issue and the whole film will be the course of resolving the issue. For the sake of getting used to controls and how the game works, the game may start of minimal and slow before anything really begins to happen.
Cause and effect is an interactive ability in games where you have some control over how your game plays out through the choices you make. You don’t know what may happen, what could have happened, but it’s down to what you do that experience different outcomes in the story or gameplay.
Again, I don’t have a tenacity to play video games, so I can’t give an example which I am familiar with, only one that I have found and it’s player’s responses.
My research as brought me this forum about the game “Alpha Protocol”, and the author explains;
“More than any RPG in recent memory, Alpha Protocol seems to have cause and effect nailed. This is not an understatement.
Three main dialogue stances, aggressive, suave and professional, present themselves at the bottom of the screen, all tied to face buttons. A countdown bar quickly evaporates – you only have a couple of seconds to pick what approach you’re going to take with each line of dialogue. As in Mass Effect, you don’t know exactly what you’re going to say – the text you’ve selected only gives an idea of what’s going to be said. Mike and Grigori chat – words flow quickly and smoothly – the countdown ensuring there are no awkward pauses during exchanges, as in so many video games.”
Whereas your expected cases of Cause and effect in games may be simple things such as choosing to help someone or not, and the most you’d probably miss out on is a small gift in thanks, but this game “Alpha Protocol” seems to use it’s cause and effect as a major element to how your game proceeds and ends. As the author explains;
“And the story reacts to every decision, too, right up to the endgame. Who you’ve killed, who you’ve let live, who you’ve shagged (yes, Alpha Protocol has sex) – it all has an effect. That’s why reputation is important. That’s why you should care.”
The author also gives us an example of one of the situations that can arise from your gameplay choices.
“It is at the embassy that Alpha Protocol shows just how reactive it really is. Remember when Nathan was an asshole to Grigori? Well his email warning of your presence has resulted in increased security at the embassy. There’s a hard as nails marine standing outside, ready to break necks at the slightest sign of trouble. If you’d been nice to Grigori, a lame guard would have been blocking the way.”
World of Warcraft seems to be a good example of the social interaction and competitiveness in MMORPG’s.
World of Warcraft is an online game where people from all over the world can log on and join thousands of other players, form teams and go on quests together. There’s also a chat box and option to speak through a mike, so you can interact with users. You can form cities and travel the map, sell items and buy others. The competitiveness would come from the want to be the best team, or high ranked player and to win battles against fellow gamers.