The first video game
our group played was Mario Party 2 on the Nintendo 64. It is a game that is
very similar to a physical board game, but it initiates a mini-game after every
round and uses a more dynamic game board that can be altered by the players’
actions, utilizing the capabilities of video games. The ultimate goal was to be
the person who gets the most stars, which are obtained by reaching points on
the board and paying for them (if you have enough coins).
While
exploring the Duderstadt Center, looking for the video game archive, our team
bonded very well – however, you wouldn’t have thought so if you watched the way
we interacted in the game. We stole coins and items from each other and were
often pitted against each other in mini-games. Our strategic interactions were
oftentimes selfish and downright mean. Of course, once the game ended, you
wouldn’t have been able to tell we had done any of that – we were back to being
friends.
This
is reminiscent of the key and frame framework presented by Mia Consalvo in
“There is No Magic Circle.” When playing Mario Party 2, our group entered a new
frame, with a distinct keying. We adopted new identities, as represented by our
avatars, and were placed in a competitive atmosphere. It was mutually
understood, however, that whatever happens within this frame is not to be
extrapolated beyond it. That is, if we are selfish in the game, we are not
necessarily selfish outside of it. This belief held when the game ended and
will likely continue – unless we sit down to play Mario Party 2 again.
The game was a prime
example of the concept of the “magic circle”, as the first-person nature of the
game resulted in the transportation of the player into a virtual world in which
the rules and bounds of reality became malleable via competition, perspective,
and state-of-the-art graphics. The degree of realism added to the significant
feeling of interaction with the game and the other players. It is interesting
to note that while we were friends in reality, we were “killing” each other
with virtual weapons in the game.
In
conclusion, these two games represented the concepts of games that we studied
in class, and illustrated the strategies that game designers have employed over
the years to develop virtual worlds that inspire competition and simulation outside
of the real world.
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