I early talked about how halo have used transmedia to expand on there coherent world to create a coherent timeline of coherent events that build the world up. I also mentioned at the beginning Henry Jenkins principles of transmedia, i now want to just place the ways halo has used transmedia and were they would fit into Jenkins Principles.
1. Spreadability vs. Drillability
Halo recently used a link to a website that used the popular social network site to promote itself. The website www.rememberreach.com was a site that fans could connect there facebook too, to show they they are a fan and show there dedication to the game. The website was more of a advertisement for the Video game Halo:Reach but it created a memorial to the characters in the game making them almost real. It also gave away information on each character. This was they way of using spreadability to expand there universe.
2. Continuity vs. Multiplicity
Continuity was kept as the book series told stories stories before the game, in-between the games and other events during the halo time line. Also the games not relating to the original story were told at parts that were in the timeline and not out of place. Halo: Odst was set half way through halo 2 meaning you could understand were it is and what is happening before you get into the game.
Multiplicity is expanding on other characters and telling there story. This has been done by the Halo series by a couple of different ways. The books tell stories of characters before and during the series must most popular the Halo animated series follows other characters life's during a short episode allowing players to understand some there storys. There was also a series of live action shorts made to see if the story would work in a film and these fit in the story as they played characters that had no purpose but they fitted into the continuity of the story by showing a new location but being at the beginning of the Halo 3 game.
3. Immersion vs. Extractability
Halo for filled both of these using there very popular ARG Ilovebee's which allowed fans to follow information and build themselves into the story as they hunted for phone calls from voice actors and receiving messages and communicating to other players to de code the story. This both placed players into the game world and immersed them enough for them to physically hunt in the real world to find the information to complete the story.
4. World Building
Halo has slowly build up a large world with multiple characters that have there own progressive story's and fans. Again the animated series build up the world alongside the game as well was the ARG and the books, it build the world outside the game and into our reality. Other world building tools are the toys you can get like the toy guns that make you feel that the weapons could exist.
5.Seriality
ARG used seriality perfectly as the story was send around website, emails and phone calls so that to receive all the story players had to collect all these chucks of dispersed information to complete the story. This was also done with the Halo 3 ending were there was a cliff hanger to what might happen next but without another game fans could only spectate was the real true ending could be. It was slightly continued by the use of the animated series of the halo world.
6. Subjectivity
Again the books and the Animated series expand on characters outside of the main story building there storys and what makes them who they are. Also a live action short advertisement also expanded on a character carter of Halo: Reach before the game was released.
7. Performance
Halo was able to get fans to build there own worlds and perform there own stories in the game. The creators also picked up on this, mainly Red vs Blue a popular fan made machinma series that tells the story of two teams against each other with there own unique characters and storys. These performances pull in fans from the halo series to watch and feel something different but in the world of halo.
7.
Sunday, 28 November 2010
Saturday, 20 November 2010
Tim Kring - Video
I was having a browse for more information on transmedia and i thought that having a look at video posts of the subject might be helpful because more people are documenting there thoughts through the use of transmedia. I came across a video interview with the creator of the popular series 'Heroes' Tim Kring.
http://www.youtube.com/watch?v=jWyo00IoXo8
He first mentions the relationship of transmedia and how that can create a social currency* between the viewers of the program. He mentions how his fan base likes to explore and find information and knowing and discovering more about the project directly leads to that fan or person being more popular or gaining more social currency with other fans. I understand how this method works because i have been both ends of the social currency scale. I find it very powerful for the young e.g. education and the dedicated fans.
*Shared information that encourages further social interaction. www.oskoui-oskoui.com/glossary/S
Looking deeper into social currency i had a look at the following website:http://www.socialcustomer.com/2006/06/social_currency.html which shows how Douglas Ruffkoff defines social currency. I like how this is almost seen as a game in our world for people to interact with each other. How each individual can become so good at social currencys it can create great rewards other that more social interaction and friendship.
This is currently making my think that the use of transmedia giving people the opportunity to play a game outside the a game world or a movie world in order to create a better world both inside and outside the object. This shows how powerful transmedia can be advertising, creating a coherent world and giving rewards to people who are dedicated and interact with the coherent world.
Tim Kring went on to talk more about his work and projects using transmedia. He talked about each episode of his program ‘Heroes’ has many stories that some do just get pushed to a side during a episode but online graphic novels tell more about these stories per episode so fans can really dig deeper if they want to know more about a character or what happened. Then with this graphic novels to place them together to sell as a whole for those who didn’t follow along but have been interested enough to buy the book.
I also picked up on how he mentioned a issue with transmedia and allowing to much participation with the audience because with reading fan arks and stories it could influence the story itself and this would cause a problem with him taking other peoples ideas and using them for his own and he has had to work around that by not looking at fan fiction.
http://www.youtube.com/watch?v=jWyo00IoXo8
He first mentions the relationship of transmedia and how that can create a social currency* between the viewers of the program. He mentions how his fan base likes to explore and find information and knowing and discovering more about the project directly leads to that fan or person being more popular or gaining more social currency with other fans. I understand how this method works because i have been both ends of the social currency scale. I find it very powerful for the young e.g. education and the dedicated fans.
*Shared information that encourages further social interaction. www.oskoui-oskoui.com/glossary/S
Looking deeper into social currency i had a look at the following website:http://www.socialcustomer.com/2006/06/social_currency.html which shows how Douglas Ruffkoff defines social currency. I like how this is almost seen as a game in our world for people to interact with each other. How each individual can become so good at social currencys it can create great rewards other that more social interaction and friendship.
This is currently making my think that the use of transmedia giving people the opportunity to play a game outside the a game world or a movie world in order to create a better world both inside and outside the object. This shows how powerful transmedia can be advertising, creating a coherent world and giving rewards to people who are dedicated and interact with the coherent world.
Tim Kring went on to talk more about his work and projects using transmedia. He talked about each episode of his program ‘Heroes’ has many stories that some do just get pushed to a side during a episode but online graphic novels tell more about these stories per episode so fans can really dig deeper if they want to know more about a character or what happened. Then with this graphic novels to place them together to sell as a whole for those who didn’t follow along but have been interested enough to buy the book.
I also picked up on how he mentioned a issue with transmedia and allowing to much participation with the audience because with reading fan arks and stories it could influence the story itself and this would cause a problem with him taking other peoples ideas and using them for his own and he has had to work around that by not looking at fan fiction.
Wednesday, 17 November 2010
MMO worlds and lack of narrative
Resently Bioware as said that there is “No Point” to MMO’s and that "MMO [games] showed up, and it wasn't that. It was the ruleset to an RPG: There was combat, and there were areas, but that was all. Someone had left out the module. There was no story, there was no point. You just kind of wandered around. And that hasn't really changed all that much over the years.” This made me question what he ment by no story. Most MMOs lack a narrative in the playable world but have light overal stores that help explain characters, enviroment and reasons to play but doesnt the story come from playing the game?
I was reading the blog of Craig Morrison a game producer and director. He has a popular blog that he shares his thoughts and feelings of the gaming world. It was a post that caught my eye labelled: Let me tell you a story. This post he talks about how stories are created by users in games mainly MMO's. The players prefer these story's to build in story worlds.
At one point he writes that MMO’s “May lack some of the traditional elements of a single player story” Then carries on to talk about the ‘Hero Story’ by this he is referring to the protagonist vs the antagonist narrative theory were the player plays the hero in the story. This type of story has more narrative and story over the player because he is put into a role in which they are the main part of both the game and story. But is there a way of creating this effect for thousands at one time?
Morrison then talks about his experiences of online play on an MMO and its more of what the other players talked about and how they played is what he can remember of the game and that to him was the story. An important part of his experience he mentions is how a player asked other players as group how they achieved to get to that point in the game in which he didn't get a reply that had anything to do with the game story itself, the players played together and that was all what was taken in not the actual story or narrative but how the players work in a world. Every character is all based around a player meaning each character is individual for an MMO meaning the amount of unique characters that you can come across and experience is infinite and with this creates a world that is forever changing, dispite if the environmental world stays the same. The world is as only as good as the players the create the experience.
During reading his post i felt myself asking questions of new games on the market today that don't fall under the lable of a MMO do they now have the same story telling technique as a MMO? Games like Halo: Reach and Call of Duty: Black Ops both have such a large audience that there are thousands of players on at one time, and due to the game world getting larger customisation has appeared in these games meaning each character is different. Now unlike a MMO were there is normally a huge world to play in this games are limited by barriers of game space but in this smaller spaces there is a thousands of different battles and outcomes as well as the different players to come across. Isn't a lot of story in modern games being seen on the online multiplayer rather than the campaign. These games players spend more time on the online play than the campaign. Personally i find myself being immersed during the campaign for only a moment before i find myself playing for hours online and then telling my friends of the games i played and what happened just like a story.
Adding onto this players can now record there experiences and tell them like a story, the shear amount of videos recorded of gameplay then voiced over to explain what happened why and when like telling a story is largely popular.
http://top100mmo.kafeklub.com/
http://en.wikipedia.org/wiki/Massively_multiplayer_online_game
http://usuallyfine.blogspot.com/2010/06/let-me-tell-you-story.html
http://www.computerandvideogames.com/article.php?id=248858
I was reading the blog of Craig Morrison a game producer and director. He has a popular blog that he shares his thoughts and feelings of the gaming world. It was a post that caught my eye labelled: Let me tell you a story. This post he talks about how stories are created by users in games mainly MMO's. The players prefer these story's to build in story worlds.
At one point he writes that MMO’s “May lack some of the traditional elements of a single player story” Then carries on to talk about the ‘Hero Story’ by this he is referring to the protagonist vs the antagonist narrative theory were the player plays the hero in the story. This type of story has more narrative and story over the player because he is put into a role in which they are the main part of both the game and story. But is there a way of creating this effect for thousands at one time?
Morrison then talks about his experiences of online play on an MMO and its more of what the other players talked about and how they played is what he can remember of the game and that to him was the story. An important part of his experience he mentions is how a player asked other players as group how they achieved to get to that point in the game in which he didn't get a reply that had anything to do with the game story itself, the players played together and that was all what was taken in not the actual story or narrative but how the players work in a world. Every character is all based around a player meaning each character is individual for an MMO meaning the amount of unique characters that you can come across and experience is infinite and with this creates a world that is forever changing, dispite if the environmental world stays the same. The world is as only as good as the players the create the experience.
During reading his post i felt myself asking questions of new games on the market today that don't fall under the lable of a MMO do they now have the same story telling technique as a MMO? Games like Halo: Reach and Call of Duty: Black Ops both have such a large audience that there are thousands of players on at one time, and due to the game world getting larger customisation has appeared in these games meaning each character is different. Now unlike a MMO were there is normally a huge world to play in this games are limited by barriers of game space but in this smaller spaces there is a thousands of different battles and outcomes as well as the different players to come across. Isn't a lot of story in modern games being seen on the online multiplayer rather than the campaign. These games players spend more time on the online play than the campaign. Personally i find myself being immersed during the campaign for only a moment before i find myself playing for hours online and then telling my friends of the games i played and what happened just like a story.
Adding onto this players can now record there experiences and tell them like a story, the shear amount of videos recorded of gameplay then voiced over to explain what happened why and when like telling a story is largely popular.
http://top100mmo.kafeklub.com/
http://en.wikipedia.org/wiki/Massively_multiplayer_online_game
http://usuallyfine.blogspot.com/2010/06/let-me-tell-you-story.html
http://www.computerandvideogames.com/article.php?id=248858
http://www.creeptheprophet.com/?p=1678 This post shows how someone chooses a quest to follow to get online gaming money only to find that as the world changes the NPC that started the quest has been removed but has left a mark upon the game. A player was immersed into the world and had a small bond due to the activities that made a story with a NPC when this NPC was removed it made the player question the game itself, creating physical emotion outside the game. This shows how a player in a MMO with a lack of story and emotional narrative can form a emotional respond with the gameplay and relationship with a NPC can creating a narrative itself.
I also found a website that allowed you to compare in game rades and tell the story of what you did with others. This website is: http://www.mmostories.com/. For World of Warcraft players can share created experience stories. You can also host you combat logs to share with others and compeat for better out comes. This is a website that allows players to share there story's on a large scale and also connect those who also participated in those battles for them to see the outcome of the game and to help retell what happened.
I also found a website that allowed you to compare in game rades and tell the story of what you did with others. This website is: http://www.mmostories.com/. For World of Warcraft players can share created experience stories. You can also host you combat logs to share with others and compeat for better out comes. This is a website that allows players to share there story's on a large scale and also connect those who also participated in those battles for them to see the outcome of the game and to help retell what happened.
Thursday, 11 November 2010
Alternate reality games (ARG)
Alternate reality games are games that use many sources to create a game that is usually based in the real world. These games usually tell a narrative were human players can live with in the store and make it there own. ARG's break away from consoles and focus on media around the player meaning a player doesn't have to step into a created world fit with boundaries. Most ARG's use email, websites, texts and human communication to play the game meaning that there is a large amount of information being transferred through the use of transmedia at one time. The focus of the world is created out of the built imagination and hype of the players that communicate and work to together to learn the story and finish the game.
The first digital game ARG was created by Electronic Arts and was called Majestic which used the use of phone, email, AOL Instant Messenger, fax, and by visiting certain websites. The game was played by finding and using clues to work out puzzles that would lead on to the next. The game had a tag line "It plays you" the game was build around suspense and the need to learn more. You had to play $10 a month to play.
The first ARG was created for the film A.I and is throughly explained on the website :http://www.scribd.com/doc/6470266/The-Beast-ARG-Presentation-10208
Publishers have used ARG's to promote there own games such as large scale games like the Halo series and Call of duty series.
Bungie and Mircosoft got help to create a website called "i love bees" linked: http://www.ilovebees.com/index.html this website lead players through different puzzles and gave away information relating to the game and the halo universe. It was deemed as a success as thousands viewed the website and the website helped promote the release of halo 2 and target an audience they had missed out upon. Resently Activision used the same idea to promote the game Black Ops using Joystiq to set the game going by sending them clues and ways to solve a puzzle in which they released to the public and the public then follow the clue to a website that then slowly gave away hints and clues to what they were trying to promote. It turned out to be a conformation of the Zombie game type returning the call of duty series.
ARG's hit a large range of people while releasing narrative of you game world. With this companies can take the fans views and ideas and get free publicity ovally selling there idea without having to mass market the idea. It expands game worlds out of boundaries. Games that are just ARG's have limitless possibitys and could be endless as long as they can keep the audience happy. These games also show the dedication of the players because the feat of going out of your way in real life shows they are willing to do a lot for a small bit of game info. There world is a mix of given information and fan made ideas.
http://www.giantmice.com/features/arg-defined/
http://www.argology.org
http://en.wikipedia.org/wiki/Alternate_reality_game
http://en.wikipedia.org/wiki/Majestic_(video_game)
http://www.pcworld.com/article/48191/majestic_you_dont_just_play_this_game_you_live_it.html
The first digital game ARG was created by Electronic Arts and was called Majestic which used the use of phone, email, AOL Instant Messenger, fax, and by visiting certain websites. The game was played by finding and using clues to work out puzzles that would lead on to the next. The game had a tag line "It plays you" the game was build around suspense and the need to learn more. You had to play $10 a month to play.
The first ARG was created for the film A.I and is throughly explained on the website :http://www.scribd.com/doc/6470266/The-Beast-ARG-Presentation-10208
Publishers have used ARG's to promote there own games such as large scale games like the Halo series and Call of duty series.
Bungie and Mircosoft got help to create a website called "i love bees" linked: http://www.ilovebees.com/index.html this website lead players through different puzzles and gave away information relating to the game and the halo universe. It was deemed as a success as thousands viewed the website and the website helped promote the release of halo 2 and target an audience they had missed out upon. Resently Activision used the same idea to promote the game Black Ops using Joystiq to set the game going by sending them clues and ways to solve a puzzle in which they released to the public and the public then follow the clue to a website that then slowly gave away hints and clues to what they were trying to promote. It turned out to be a conformation of the Zombie game type returning the call of duty series.
ARG's hit a large range of people while releasing narrative of you game world. With this companies can take the fans views and ideas and get free publicity ovally selling there idea without having to mass market the idea. It expands game worlds out of boundaries. Games that are just ARG's have limitless possibitys and could be endless as long as they can keep the audience happy. These games also show the dedication of the players because the feat of going out of your way in real life shows they are willing to do a lot for a small bit of game info. There world is a mix of given information and fan made ideas.
http://www.giantmice.com/features/arg-defined/
http://www.argology.org
http://en.wikipedia.org/wiki/Alternate_reality_game
http://en.wikipedia.org/wiki/Majestic_(video_game)
http://www.pcworld.com/article/48191/majestic_you_dont_just_play_this_game_you_live_it.html
Wednesday, 10 November 2010
Bungie Studios - Halo Universe - Transmedia
Bungie Studios are famous for there creation of the halo universe. Their first game Halo: Combat Evolved was released on 15th November 2001 released for Xbox and PC. This game told the story of humans in a war against an alliance of alien races that wish to dominate the galaxy. Based in the future humans had been fighting the covenant for a while and you begin the game just after a large battle in which you appear to be losing. You awake in-game and play as a advanced solider called a Spartan. You play as John 117 know better as Master Chief. You end up fighting in a battle on a ancient weapon created by a alien race before humans and The Covenant. This game sold 1 million units at the end of april 2002 a great achievement. This great success lead to another game. Halo 2 carried on from the story from the first game keeping within the timespand and universe. Halo 2 did even better and sparked a huge online interest on Xbox live. The Universe grew with once again with another halo game Halo 3. $170 million in its first week and broke the sales record.
What i want to focus on is the expansion of the Halo Universe Bungie had created with the story and shear size of affected universe in the game. Along side the games a 6 book series had been published and released that would tell the story of before the game and story of the games and more of the halo universe like what happened between the games. This was still only a stepping stone to there use of transmedia with them branching out with 3 more games. The first was Halo Wars created by Ensemble Studios a real time strategy based on a story before Halo: Combat Evolved. Ensemble Studios have now kept the story going with the popular website for the Halo Wars fans http://www.halowars.com/ with in-depth detail and building on the universe and the game is still going.
2 more FPS games were created for the still huge fans Halo: ODST and Halo: Reach the last game of the series but the beginning of the halo story. Halo: ODST was based around a orbital drop squad team which was a military force in the game Halo: 3 this game follows of from what you missed during the story in halo 3 interlinking the games and keeping in perfect line with the universe. Halo: Reach was the final game to be created around the halo universe has Bungie studios had final finished telling what they needed and wanted to start a new. They are currently now in partnership with Activision for a ten year contract to create a new universe of gaming.
During all the games and books explaining the world and universe through transmedia they used many forms of transmedia to promote and build the halo franchise. 6 Graphic novels and 7 animated shorts build and expanded the universe even larger. This doesn't even account for the Fan Fiction created by fans in which bungie has taken in and helped these fans. Looking at the popular Red vs Blue series, Rooster Teeth created a machinma series on the halo games which during the time was new and it took of big time with thousands of halo fans watching there series. This build upon the universe and promotion of the game. Microsoft and Bungie even asked them to create certain eps to promote the games. The series even made it to dvd.
There popularity spred with many projects relating to halo and companies promoting the games. Halo Lego, Mountain Dew halo bottles and more have come from this perfectly created universe and the use of transmedia has been ever so important to telling the story and keeping fans addicted and involved. Its even said they used Viral marketing with information about the halo universe to lead and promote Halo 3. I find this as a perfect example of how a game world needs to be coherent and when it is the use of transmedia can built and build the game and reach its maximum potential. Without having a strong coherent story and backstory i believe the fan base would have slowly died down and not of made as much impact as it has.
http://halo.wikia.com/wiki/Main_Page
http://en.wikipedia.org/wiki/List_of_Halo_media
http://en.wikipedia.org/wiki/Halo_(series)
http://en.wikipedia.org/wiki/Red_vs._Blue
http://www.bungie.net
http://redvsblue.com/home.php
What i want to focus on is the expansion of the Halo Universe Bungie had created with the story and shear size of affected universe in the game. Along side the games a 6 book series had been published and released that would tell the story of before the game and story of the games and more of the halo universe like what happened between the games. This was still only a stepping stone to there use of transmedia with them branching out with 3 more games. The first was Halo Wars created by Ensemble Studios a real time strategy based on a story before Halo: Combat Evolved. Ensemble Studios have now kept the story going with the popular website for the Halo Wars fans http://www.halowars.com/ with in-depth detail and building on the universe and the game is still going.
2 more FPS games were created for the still huge fans Halo: ODST and Halo: Reach the last game of the series but the beginning of the halo story. Halo: ODST was based around a orbital drop squad team which was a military force in the game Halo: 3 this game follows of from what you missed during the story in halo 3 interlinking the games and keeping in perfect line with the universe. Halo: Reach was the final game to be created around the halo universe has Bungie studios had final finished telling what they needed and wanted to start a new. They are currently now in partnership with Activision for a ten year contract to create a new universe of gaming.
During all the games and books explaining the world and universe through transmedia they used many forms of transmedia to promote and build the halo franchise. 6 Graphic novels and 7 animated shorts build and expanded the universe even larger. This doesn't even account for the Fan Fiction created by fans in which bungie has taken in and helped these fans. Looking at the popular Red vs Blue series, Rooster Teeth created a machinma series on the halo games which during the time was new and it took of big time with thousands of halo fans watching there series. This build upon the universe and promotion of the game. Microsoft and Bungie even asked them to create certain eps to promote the games. The series even made it to dvd.
There popularity spred with many projects relating to halo and companies promoting the games. Halo Lego, Mountain Dew halo bottles and more have come from this perfectly created universe and the use of transmedia has been ever so important to telling the story and keeping fans addicted and involved. Its even said they used Viral marketing with information about the halo universe to lead and promote Halo 3. I find this as a perfect example of how a game world needs to be coherent and when it is the use of transmedia can built and build the game and reach its maximum potential. Without having a strong coherent story and backstory i believe the fan base would have slowly died down and not of made as much impact as it has.
http://halo.wikia.com/wiki/Main_Page
http://en.wikipedia.org/wiki/List_of_Halo_media
http://en.wikipedia.org/wiki/Halo_(series)
http://en.wikipedia.org/wiki/Red_vs._Blue
http://www.bungie.net
http://redvsblue.com/home.php
Thursday, 4 November 2010
Research
I’m currently reading Michael Nitsches book on Video Game Spaces. I think that this book will help me understand the creation of a game world and the game space. This will also help me how in a game a world should be created to be coherent. By seeing how the rules determine the game and how i can create rules to fit in the world and make the world.
Michael Nitsche: Video Game Spaces: image, play, and structuring in 3D world, , The MIT Press, 2008
Michael Nitsche: Video Game Spaces: image, play, and structuring in 3D world, , The MIT Press, 2008
Genre in worlds
Creating a new world for the media industry genre must be kept to keep the audience in the visual world you have created. Having a Science fiction genre but then seeing the world in a gothic genre will make the whole project out of place and removed the audience from the world your trying to immerse them into. Many directors stick to what they know and like in genres because then they can carry out a strong sence of it throughout a film. Tim Burton has used the gothic genre many of times in his films and thats what he's known best for. I feel that in his films that you get a giant world out of many different films because of this gothic universe he has created. Dispite having films that are different from live action to stop motion they all feel intertwined by the strong worldly gothic style.
We were asked to find any media that changed genre style or didn't give a strong coherent world feel. This task i found was difficult. When looking for worlds you seem to focus on the films that give you a strong coherent world and the films that feel that they don't create a coherent world normally are because the film or story is based so strongly around character that the world isn't apart of the overall feel of the film.
One film i watched 'Alone in the dark' created by owe boll released in 2005. This film was based on the game 'Alone in the dark' created by atari. The game and film was based around fanasty and horror. The story is about how a seal was unlocked and monsters that appear in the darkness, were the going to be the apopacaspy of earth. When dealing on that level you expect to feel a film that makes the whole world in threat, but the only threat felt in the film was to those of the characters in the film. There wasn't much to feel about the overall world. When creating a situation of danger to the world an audience should be able to scene this danger and see the effect it has on the created world because if you don't you can only guess that everything is fine or everything isn't.
While looking for genre created coherent worlds i stumbled across Brutal Legend a game about heavy rock music in which the whole world is based around this. The environment has been created out of music related objects and typical genre related ideas. I found this to be impressive and you felt in a different world but a fully working world in that you know outside of the game space you play in that is world is carrying on the same. Metal spiders, Giant motors, animals that were metal, characters that were all based around the different types of heavy rock and metal music. I also felt myself thinking it was weird to have these objects where they were but it didn't bother me because they fit perfectly into the genre and created this genre based world.
We were asked to find any media that changed genre style or didn't give a strong coherent world feel. This task i found was difficult. When looking for worlds you seem to focus on the films that give you a strong coherent world and the films that feel that they don't create a coherent world normally are because the film or story is based so strongly around character that the world isn't apart of the overall feel of the film.
One film i watched 'Alone in the dark' created by owe boll released in 2005. This film was based on the game 'Alone in the dark' created by atari. The game and film was based around fanasty and horror. The story is about how a seal was unlocked and monsters that appear in the darkness, were the going to be the apopacaspy of earth. When dealing on that level you expect to feel a film that makes the whole world in threat, but the only threat felt in the film was to those of the characters in the film. There wasn't much to feel about the overall world. When creating a situation of danger to the world an audience should be able to scene this danger and see the effect it has on the created world because if you don't you can only guess that everything is fine or everything isn't.
While looking for genre created coherent worlds i stumbled across Brutal Legend a game about heavy rock music in which the whole world is based around this. The environment has been created out of music related objects and typical genre related ideas. I found this to be impressive and you felt in a different world but a fully working world in that you know outside of the game space you play in that is world is carrying on the same. Metal spiders, Giant motors, animals that were metal, characters that were all based around the different types of heavy rock and metal music. I also felt myself thinking it was weird to have these objects where they were but it didn't bother me because they fit perfectly into the genre and created this genre based world.
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