The feedback system plays the role of the source of uncertainty. The rules of the game provide a platform for cybernetics feedback system. In a game that involves physicality such as football, the feedback system not only includes the scores but also the time left until the end of the game. In addition, the feedback system also provides the physical and mental state of the athletes in the virtual world (LeBlanch, 2005, p. 447). Whereas uncertainty and inevitability are not opposites, uncertainty is concerned with the question about who will win the game.
Inevitability concerns itself with questions about when it will be possible to know who will win. When these factors intersect, the game becomes intense especially when the game is almost complete (LeBlanch, 2005, p. 447). Despite the anonymity of the outcome, it is always a feeling among players that it will be determined imminently. Dramatic inevitability emerges from the mechanics of any game and functions as a ticking clock. This ability helps players in measuring their progress throughout the game.
This includes the assessment of how far the end of the game might be considering the remaining time (LeBlanch, 2005, p. 451). Through a revelation of time, the clock always depicts a sense of forward motion. As time progresses, the players are propelled to improve in terms of their momentum as the game nears its conclusion. The ticking of clock is therefore one of the simplest techniques through which game designers of games such as FIFA create a dramatic inevitability (LeBlanch, 2005, p. 451).
Drama that is generated by the aesthetic model is best understood through the concepts of conflict, climax and resolution. At the onset of a conflict, dramatic tension in the field of play begins to build up (LeBlanch, 2005, p. 453). This tension takes the form of a quantity that can be measured as it is accumulated and discharged. All these activities happen as the time set for the game passes. Dramatic tension in a game such as FIFA can be said to be the level of emotional investment that a player has in a given game (LeBlanch, 2005, p. 444). This is necessitated by the climax of finding a solution to the existing conflict.
It is important to note that uncertainty in a game is often experienced between the time when a conflict is imitated and the climax. At this time, the outcome of the game is often unknown. At the climax, the players often realize sense of inevitability where the conflict tends to move towards a resolution and the end is imminent (LeBlanch, 2005, p. 444). Part 2: Henry Jenkins, Game design as narrative architecture Jenkins (2004, p. 1) argues that one of the most divisive aspects among videogames game, designers and scholars is the relationship between games and stories.
Despite these disagreements, Jenkins asserts that not every game tells a story. There are games that are designed in abstract, experiential and expressive forms. This therefore means that story telling is not cannot be said to be a defining feature of numerous video and computer games (Jenkins 2004, p. 2). To be able to understand games such as FIFA video games, which have minimal narrative aspirations it is necessary to adopt concepts beyond narratives and these include interface design and expressive movements.
The minimal inclusion of narratives often desires to tap the emotional residue of initial narrative experiences. This is largely dependent on the familiarity of the gamers with roles and objectives of a particular game as a form of orientation into the actions that characterizes the operations of the game as an entertainment facility. This is as evidenced in FIFA video games where, through the creation of continuous narratives in the form of different football tournaments, the designers often desire to ensure the availability of real life experiences in the virtual world of video games.
With the understanding of the essence of narrative aspirations in video and computer games, it is important according to Jenkins (2004, p.
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