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Strange Doin's

"""It's an omen."" Judy stares at the mangy ball of tangled wool and then at me. ""Well,"" I concede, ""I suppose it does look like something the cat dragged in."" Judy raises an uncharitable eyebrow and asks, ""What is it anyway. "" ""Believe it or not, it's the pom-pom from the beanie that Joe got me. I thought I'd lost it skiing at Lake Tahoe."" ""Joe. Your host father. From your year in California. But that was ten years ago."" It is. A decade ago, at only fifteen I left my small hometown in rural Australia to spend an exchange year in Sacramento, California. The Bartons, Joe, Sarah and their daughter Milly, were my host family. Joe was an amazing father. He taught Milly and me how to develop black and white photos in a light-proofed cupboard off his kitchen. wow gold He took us to baseball games and showed us how to make plaster-of-Paris handprints in Santa Cruz 's white sands. The things I remember most though, were Joe's deep wisdom and his description of anything mildly unusual as a strange doin'. Surely the sudden arrival of my lost pom-pom is the strangest of all doin's. The timing is eerie. I've been on the cusp of accepting yet another relocation; my eighth in as many years. wow lvl service When the postman handed me the weather-beaten box with US stamps from a decade earlier and no return address, I rethought my plans. The box was crowded with address labels chronicling a nomadic life that was supposed to be adventurous. Instead, it meant never really connecting with anywhere - or anyone. wow gold Now I want to connect. To find that special someone who makes my heart sing; someone to plan a future with; maybe share a house, buy a dog, settle down.
""You know,"" I tell Judy, ""Joe used to say, Squirrel that move from tree to tree forget where nuts are stored."" " " I'm currently re-reading a bit of Jesper Juul's book, Half-Real. I should say at the outset that I haved always enjoyed Juul's general approach to videogame studies. His work is highly accessible, innovative, thoughtful, and centered on concrete (and popular) examples. wow leveln (He also includes lots of screenshots, which is good.) Juul takes what might be called a ""grassroots"" approach to game studies, not bringing heavy disciplinary baggage to colonize the area, but instead trying to build a formal theory of games from the ground up. He takes his lead primarily from game and culture theorists like Huizinga, Caillois, Crawford and Sutton-Smith rather than from literary theory or media studies. But I don't want to review Half-Real here -- I just want to share a passage that made me wonder a bit about the differences between MMORPGs and other games. The question is: how do players set the balance in MMORPGs between world immersion and game/rule objectives. Part of Juul's thesis in Half-Life is that games are not just about rule systems (what one might call a ""radical ludological"" approach), but are also about the establishment of fictional worlds. (Cf. wow level service the past ludology debate.) Yet on page 139, Juul makes an interesting assertion about the relationship between worlds and rules in games: It is a common characteristic that with sustained playing of the same game, the player may become less interested in the representational/fictional level of the game and more focused on the rules of the game. After citing to this paper, which described how Quake III players would turn down graphics detail in order to get higher frame rates, Juul says: Experienced players shift their focus from the fictional world of the game to the game as a set of rules... Get more details here:.

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Posted on 04/09/2008 3:23 AM Visits: 8
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