Up@dawn 2.0

Thursday, October 24, 2019

Class 11, Zelda: I Link, Therefore I Am

Summary:

The beginning segment of the book is dedicated to why we play games and why we connect to games at an emotional level. There are many reasons for why we enjoy playing video games. Some of the bigger reasons stem from gaining pleasure from accomplishment alongside becoming invested in ways a game plays or is presented. Games, especially ones like The Legend of Zelda, are extremely associated with aspects including story, music, and visuals. Because of this, the means by which we interpret such experiences is notably comparable to how we perceive other forms of art. The concept of immersion can be found in any type of art that sports a respectable level of depth. What’s interesting about immersion is how and why we perceive our fictional experiences to the extent of reality. There is no bulletproof way in explaining why we get so immersed in art, but there are multiple interpretations that attempt to do so. It is entirely possible to care about fiction because of how we relate through outside experiences. The things we do in games does in fact reflect that of which we experience in real life. It may not necessarily be in a very literal sense, but aspects relating to visuals and sounds certainly do. Our minds interpret these aspects in different ways that enable us to distinguish the difference between what we think and what we know. With those ideas in place, it can be seen that we are capable of enjoying and investing in art without believing what we are experiencing is actually happening.



Whithin the Ninth Chapter of the Book, Lee Sherlock discusses the concept of the usage of time in Zelda games. More specifically, he shows us how certain aspects within the game Majora’s Mask are affected by the new concept of a repeating three-day cycle. Sherlock will often relate his concept to that of Fredrich Nietzche’s idea of eternal recurrence, in which a person goes through an infinite repetition of time with a finite amount of event. The game will very often use these methods to not only create a sense of suspension for the player, but also as a method of placing hierarchy on specific game events and items. The sense of suspension in the game is somewhat different from Nietzche’s concept, in that Link has the ability to manipulate the flow of time, as opposed to being in full control of it. Nietzche makes eternal recurrence something that no one has power over and is merely just nature’s will. In terms of the concept of time used for different items and events, there is a hierarchy system with both. Each permanent item that the player obtains is a way to mark your progress within the game, making the restrictions to Link’s abilities fewer. However, in Majora’s Mask, the concept of time adds a new sense of investment into the player’s ability to obtain that item as well as if the item will eventually disappear at the end of the day, wasting your time.  Additionally, since the game functions on concepts that are not familiar to us, the game also portrays this sense of uncanniness, giving us, both as Link and the Player, a sense of uneasiness and fear.

The sixth "level" of the book discusses the questions, "are video games art?" and "how does Zelda fit into the ideas of Plato's Republic. The book argues that games are indeed art. It also makes its case comparing the social classes of Hyrule to the proposed social classes of Plato's Republic. The classes in the Republic are: the Guardians, the Auxiliaries, and the producers. The Guardians were the ones in charge, the Auxiliaries defended the people, and the Producers produced.

In this chapter Tony Fellela explores the world Link presides and tries to tie in the point in life. As Link is a normal guy that makes himself into the hero through his actions to save the world. He finds the meaning of life through the small actions that lead up to the larger saving the world that really matter in the end. Life is what we make of it, thus the foundation of existentialism.

Questions:
What item does Link use for marking down time sensitive events in the game?
What were the social groups of Plato's Republic?
What were the three proposed theories for why we care about fictional characters?
What does Vicktor Frankl believe is needed for a successful human life?

Discussion Concept:
Additionally, if you were trapped in eternal recurrence, would you enjoy it or despise it? Why or why not?
Would you like to live in Plato's Republic?
Do you consider video games art?
What causes you to become invested/immersed in fictional art? This includes all forms of entertainment such as games, books, movies, etc.
What is the reason you get up in the morning?

4 comments:

  1. Nice report, good discussion out on the lawn. I realize video games are more challenging and mentally engaging than many of my generation are aware. I do still worry that the decline of reading for pleasure/enlightenment among many of your generation bodes ill for our culture and for human civilization generally. It's why I sport a bumper sticker from Parnassus Books: "Save the book!"

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    1. Check out the post just above this one, from the cover story of Sunday's NYT Magazine on videogame addiction.

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  2. Loved the connection between the Zelda games and Nietzsche's Theory of eternal Recurrence. Never realized it before, but it makes perfect sense that video games give us the opportunity to vicariously live to same lives over and over again.

    Section 13

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  3. Section 11
    Thoroughly enjoyed your presentation!

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