[Short Story] I’m Not Scared

Creative writing assignment from 2008. The prompt required us to have a character get over their fears. I had a bunch of trouble keeping within the word limit.

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[Short Story] The Fight

This is a bit of a Kingdom Hearts fanfic I did back in 2008. It never went anywhere, this is basically the most complete part of it.

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[Short Story] Cards

Turns out I’ve written a fair bit in 2010. Here’s yet another story. I don’t even know what I was doing with this one. It’s just full of the edge. Oh gore warning.

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Procedural Rhetoric and Validity of its Criticisms

What is Procedural Rhetoric and are the criticisms made against it by Miguel Sicart valid?

According to Sicart, as written in his piece “Against Procedurality”:

Proceduralism often disregards the importance of play and players as activities that have creative, performative properties. In this sense, the meaning of a game, of any game, lies in its rules…In the proceduralist tradition, play is not central to understanding the meanings created by (playing) games, since it is the rules that create those meanings. (Against Procedurality, 2011, para. 23)

and that:

In essence, procedural rhetoric argues that it is in the formal properties of the rules where the meaning of a game can be found. And what players do is actively complete the meaning suggested and guided by the rules. For proceduralists, which are after all a class of formalists, the game is the rules, both in terms of its ontological definition (the what in what is a game), and in its function as an object that creates meaning in the contexts in which specific users use it. (Against Procedurality, 2011, para. 22)

This essay will first properly define Procedural Rhetoric and how it is related to Proceduralism in order to bring a groundwork understanding to what it is the Sicart is criticising. Sicart’s views will be laid out in a manner in which they will be taken apart, looked at and considered on whether these criticisms are actually valid complaints. First will be Sicart’s interpretation of procedural rhetoric and whether his criticism against his interpretation is valid to apply to what Bogost really meant. Sicart claims that procedural rhetoric ignores the player yet Bogost outlines a concept called procedural enthymeme which acknowledges the relationship between player and procedure. Sicart claims that Bogost focuses too much on the formal characteristics of the game, and not enough on other other important components such as aesthetics, narrative, and so on. Sicart’s interpretation of procedural rhetoric against his own idea of abusive game design which when looked into are pretty much the same thing and how Sicart believes that procedurality leads to the embedding of agendas and views into the games which are then forced onto the unsuspecting players.

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Wide Asleep – Research Essay

So this is a research essay for a game-for-change game, I had to design during my Game Design Course. I decided upon a sleeping app that added gamelike elements to promote better sleeping habits and alert users of potential health risks associated with poor sleep. This was done with a good friend who designed all the images. I don’t know if I still have all the files but it looked really good in my opinion.

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Formal Properties of a Video Game – Silent Hill 2

One of the first essays I had to do for my Game Design course. I think I got a fairly good mark with decent comments. I’m pretty sure one of the criticisms for this was that it read more like a review at the beginning rather than an exploration of the game’s mechanics. Anyways enjoy 🙂

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Almost Dead

Now this piece I’m definitely sure was based off a really vivid dream. It’s pretty much Left 4 Dead fanfiction, because in my dream it had those zombies. Now the characters are original but that’s about it. Anyways, warning there’s zombies. If you don’t like zombies, please don’t read 😛

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