StudentShare
Contact Us
Sign In / Sign Up for FREE
Search
Go to advanced search...
Free

Analysis of FIFA Video Games Dynamics - Essay Example

Summary
This essay "Analysis of FIFA Video Games Dynamics" outlines that football is one of the most enjoyable spectator sports in the world today. The popularity of the game is continuously gaining momentum all over the world. The main objective of this paper is to provide different analytical approaches concerning the dynamics of FIFA video games. …
Download full paper File format: .doc, available for editing
GRAB THE BEST PAPER98.5% of users find it useful

Extract of sample "Analysis of FIFA Video Games Dynamics"

Game Analysis Name: Course: Institution: Date: Analysis of FIFA Video Games Dynamics Introduction Football is one of the most enjoyable spectator sports in the world today. The popularity of the game is continuously gaining momentum all over the world. This is based on considering numerous initiatives that have been taken by different governing bodies in the world. These include leagues such as the English Premier League, to continental championship such as the UEFA Champions league and the World Cup as its climax, football .The increase in momentum has necessitated the creation of FIFA video games to provide football fans with virtual experiences of real world football (Kocurek 2012, p. 23). The main objective of this paper is to provide different analytical approaches concerning the dynamics of FIFA video games. Marc LeBlanc’s formal approach to understanding games Dynamics and aesthetics are some of the concepts and ideas that LeBlanc uses to understand the complexities involved in the understanding of a video game. There are certain behavioural traits that define the virtual game of football. These comprise the dynamics of the game. In FIFA video games for instance there are different kinds of punishments that are meted on players or a team when they commit certain mistakes (Cereijo et al 2011, p. 37). The yellow card for instance is a warning given to a player for any form of misconduct in during the game. A red card is awarded for gross misconduct on the side of a player especially. This can be after such a player has received two consecutive yellow cards or when the player engages in a behaviour that is prohibited in a football match (Cereijo et al 2011, p. 38). The dynamics of a football match are greatly influenced by the mechanics of the game. This is because, the instructions given by the coach about which format to play and the position of every player. These mechanics help in determining the speed of the game and the behaviour of every player. A proper understanding of the rules of the game among players is essential in determining the overall behaviour of the players (LeBlanch, 2005, p. 440). Game aesthetics according to LeBlanc (2005, p. 441) are major factors in determining a player’s experience in a game. Aesthetics encompass all forms of fun that result from engaging in a game. Game aesthetics are consequences of game dynamics. The behaviour inherent in a game will determine the feelings of different players. It is therefore important to understand how a specific game dynamic can alter emotional responses among players (Cereijo et al 2011, p. 45). The realization of aesthetic objectives begins from the understanding of the mechanics which will create the necessary dynamics. When virtual football players understand the requirement of the game, it is likely that they will behave according to the expected standards (Tekinbaş 2008, p. 45). The role of game dynamics in the production of dramatic tension forms an integral part in the design of video games. When individuals engage in playing video games, it is likely that uncertainty and inevitability will emerge in game play though independently. The success of imbuing video games with uncertainty is through the creation of an ongoing perspective that the game is close (LeBlanch, 2005, p. 444). It also involves the creation of a sense that the game is not yet decided. This is made possible using force and illusion. When force is applied, it involves the creation of a dramatic tension through the manipulation of the state of the contest (LeBlanch, 2005, p. 445). A game designer can choose to make the game close or at another level, the game designer of FIFA videogames can decide on the level of advantage that can be allocated to one player over the others (Consalve & Mitgutsch 2013, p.45). When illusion is applied in the creation of uncertainty, the game designer can decide to manipulate a player’s perception to ensure that the game is a little closer than it seems (LeBlanch, 2005, p. 445). 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. 2) to comprehend the relationship between games and narratives before engaging in an understanding of the essence of aesthetics in game design. These will help ensuring that the design of the game includes among other factors the relationship between different aspects of the game and the contemporary or ancient culture which defines the context of the game (Jenkins 2004, p. 2). FIFA video games are known for their attempt to share some similarities between the real world of football and the virtual world. FIFA 13 for instance incorporates aspects of pain among other emotive feelings in the design of the games. The diversity witnessed in the differences that exist between different generations of FIFA video games is enough evidence that there is no one way of designing video games. Through the design of these games, the main objective is often to find a point of convergence between among different genres, audiences and aesthetics. This is often dedicated to ensuring that gamers are exposed to a wide range of experiences in the form of entertainment. It is however important to note that over the past years, game designers have been using enormous creative experimentation and innovation in the development of the titles of their games (Jenkins 2004, p. 3). This is especially by finding a relationship between the titles and the names and some of the most interesting aspects in the real world. For example, FIFA is one of the most recognized bodies in the world today due to the role it plays in the organization of different football tournaments around the world such as the World Cup. The use of this name as the title of football video games has enhanced the ability of these games to thrive in the games market since they provide individuals with an experience of executing the roles of FIFA in a virtual world. This factor represents a list of different factors of what makes for a compelling game play. Basic vocabulary of native theory is essential in the architectural design of any game. This will ensure that the architects of video games add the knowledge of narratives to their computer science and graphics design expertise. Such knowledge according to Jenkins (2004, p. 3) is important in ensuring perfect integration between the graphics and the relevant story telling. The success of a video game largely lies on the ability of the game designers to ensure that the stories told in the games are told well (Jenkins 2004, p. 3). For example the integration between narratives and graphics in FIFA video games is related to the role of football commentators in football matches. The success of the FIFA video games was largely dependent on the ability of the gamers to relate the virtual commentators’ assertions with those of real world commentators. Creativity is therefore an essential aspect in the creation of any video game to ensure that it embraces largely the tenets of real world experiences that it endeavors to imitate. In the process of incorporating narratives into the design of games, it is important for game designers to recognize that the experience of playing games cannot be reduced to a story telling experience. This is because many other factors that have little or no relationship with the narratives have major roles in the development of great video games (Jenkins 2004, p. 3). Games that tell stories are less likely to tell its story in similar ways to other forms of media. The main objective of stories told through these games is that they are supposed to provide some form of entertainment and mid relation to the individuals that engage in playing them (Jenkins 2004, p. 3). In addition, it is the responsibility of game designers to ensure that their interfaces incorporate narratives in different languages. This is because the design should target a wide range of clients who appreciate different forms of games. Narratives not only play an instructive in the games but they also provide the much-needed emotive aspects in games such as FIFA video games. Conclusion LeBlanc argues that the dynamics and aesthetics are important in the design of games. They help in the development of a conflict, climax and the eventual resolution. Throughout this process, the uncertainty of the winner rises as the drama tension rises. However, at the climax, a feeling of inevitability engulfs players due to an expected outcome. Henri Jenkins views the role of narrative in games as essential in the overall architecture of the game. This is because it provides a sense of direction and emotional perspective in the overall outlook of the game. This is because a FIFA video games designer must learn how to manipulate the emotions of players to enhance the development of conflict in a game. References Cereijo, R. A., Stamatakis, E., & Black, K, 2011, Design for sport. Farnham, Surrey: Gower. Consalve, M & Mitgutsch, K, 2013, Sports Videogames. Routledge Ian,B ,2008,  The Rhetoric of Video Games. 'The Ecology of Games: Connecting Youth, Games, and Learning'. Edited by Katie Salen. Cambridge, MA: The MIT Press. Jenkins, H, 2004, Game Design as Narrative Architecture. http://lmc.gatech.edu/~bogost/courses/spring07/lcc3710/readings/jenkins_game-design.pdf Kocurek, C, 2012, The Agony and the Exidy: A History of Video Game Violence and the Legacy of Death Race. http://gamestudies.org/1201/articles/carly_kocurek  LeBlanc, M, 2005, Tools for Creating Dramatic Game Dynamics. Salen, K and Zimmerman, K, 2006, The Game Design Reader : A Rules of Play Anthology. Cambridge. Tekinbaş, K. S, 2008, The ecology of games: Connecting youth, games, and learning. Cambridge, Mass: MIT Press. Tomlinson, A., & Young, C. (2006). National identity and global sports events: Culture, politics, and spectacle in the Olympics and the Football World Cup. Albany, NY: State University of New York Press. Read More

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.

Read More

CHECK THESE SAMPLES OF Analysis of FIFA Video Games Dynamics

'Representation of the female body in Hip Hop music videos' An analysis of content

Rather it comes in packages, with visual appeal, brand value of the star, thematic or cult trends and factors like attractive editing, special effects and obviously a scintillating performance by the featured star that makes watching the video worthwhile.... Our research area in this exploratory and investigative report is the usage and representation of the female body in hip hop music videos....
28 Pages (7000 words) Dissertation

The Technology behind MMOG or MMORPG

This report ''The Technology MMOG or MMORPG'' discusses that MMOGS/MMORPS have arguably revolutions the gaming industry b not only increasing interactivity but also making the games complex and fun for the players.... When gaming began, games were single-units played by one person at a time.... In fact, there are now huge online role-player games with the capacity to supports millions of player from all over the world.... The advert of the Smart phones and mobile broadband has also made it possible for people to access the games using their mobile phones....
28 Pages (7000 words) Lab Report

Public Relation Writing

Name Professor Course June 5, 2013 Public Relations Writing Q.... Fake news stories abound in the daily newspapers for the simple reason that daily newspapers have neither the least incentive to want to scan all their news items nor the time and willingness to do so.... ... ... ... In today's highly complex and fast changing global business environment, intense pressure from rivals sets the pace of newspapers and any delay in relaying information constrains profits....
5 Pages (1250 words) Assignment

London Olympics 2012 - China Diving Team

The Olympic games is determined to be one of the most prestigious events, which are organized in different parts of the world within a gap of four years.... It is ascertained that the practice of conducting Olympic games can be viewed from the past and it was mostly held in at the sanctuary of Zeus in Olympia, Greece (Olympics.... u, “The Olympic games”).... It is worth mentioning that London was the first country to have hosted the modern Olympic games event three times having previously done in 1908 and 1948....
11 Pages (2750 words) Essay

Leadership and Management of Strategic Change

This article will explore the subject of beIN SPORTS under the following divisions: Description of beIN SPORTS; Leadership and Management of Strategic Change; Rebranding of A-Jazeera Sport into beIN SPORTS; beIN's momentum in Eastern Canada etc.... ... ... ... According to the research findings, it can, therefore, be said that sports has a unique capacity to bring people together and beIN Sports works towards propelling fans into a new age as far as programming is concerned through the provision of worldwide sports coverage that is unmatched to the people who have subscribed to it....
18 Pages (4500 words) Assignment

Modern Technology and the Efficiency of Football Players

Mostly, people get confused with the names and they take soccer and football as two different games.... Such as china's primordial past time game was Gymnastics, Swimming and Fishing for Pharaohs, javelin throwing, high jump, and wrestling were also included in the ancient Egypt games, Iranian martial art and polo and jousting in Persia.... As the time passed, sports became prominent and then Greek created the Olympic games....
19 Pages (4750 words) Research Paper

The Technology behind MMOG or MMORPG

video games have gradually become an integral part of the entertainment industry all over the world.... The advent of Smartphones and mobile broadband has also made it possible for people to access the games using their mobile phones.... This has also led to an increase in the number of companies that are developing games.... Developers have come up with games that are friendly to children, women, and even girls.... Some of these additions include puzzles, quizzes, arcades, and even educational games....
27 Pages (6750 words) Report

Marketing and Promotional Tools

It is for the above reasons that this research paper seeks to give an in-depth analysis of the media and promotional tools that have been used to market Coca-Cola(took full control of Innocent Smoothies) brand and Adidas -sportswear provider (Saviolo & Marazza, 2013).... The tools have enabled them to speak to their targets by understanding the target audience needs analysis....
6 Pages (1500 words) Case Study
sponsored ads
We use cookies to create the best experience for you. Keep on browsing if you are OK with that, or find out how to manage cookies.
Contact Us