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Postmodern Videogames:
Lack of Verisimilitude
Learning Objectives
2. Intertextuality
- genre hybridity, media interdependence, immersion and rabbit holes
3. Lack of Verisimilitude
- machinima, shifting contexts, temporal mastery
4. Open-endedness
- micro-narratives, sandbox style vs. linearity
5. Interactivity
- player agency and emergent gameplay
REALISM
‘Verisimilitude’
‘Generic verisimilitude’
The media can offer ultra-high levels of seeming ‘realism’: the bright
screen, clear and powerful Dolby sound, darkened room, etc. are
highly compelling and persuasive. Such ‘appearance of reality’ is
called verisimilitude. This is a convention as there is nothing
genuinely ‘realistic’ about media images. There are two important
types of verisimilitude: generic verisimilitude convinces us because
of the genre we are watching (in horror it seems realistic for a
vampire to sink its teeth into a person’s neck); cultural verisimilitude
seems realistic because it mimics real life.
© Steve Campsall - 27/06/2002 (Rev. 17/12/2005; 14:18:24) Media - GCSE Film Analysis Guide (3) - SJC
Lack of context?
Lack of time?
Lack of consequence?
Temporal Mastery
Machinima
“A game designer “creates a context to be
encountered by a participant, from which meaning
emerges” (Salen and Zimmerman 41). In the last
decade or so, game players have used computer
games as platforms for creating their own games,
narratives, texts, and performances. They have
reshaped the context of computer play, not simply
by creating personal artifacts equivalent to a home
movie, doodle, or diary, but by fully exploiting
games as a new medium for performance and
artistic expression.” - Lowood, H (2005)
Your Case Study
• Is there generic or cultural realism in the
postmodern videogame you have chosen?