i think that maybe thinking of season of shows in two separate entities based on air dates and hiatus’ is one of the most annoying things to happen to tv shows in fandom spaces.

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i think that maybe thinking of season of shows in two separate entities based on air dates and hiatus’ is one of the most annoying things to happen to tv shows in fandom spaces.
My oc Tristan’s mother
i’d like to know your thoughts on this and what i could do to improve
OOTD.
Mount Up
Jane McGonigal is a game designer which means she thinks about video games and games themselves differently that most people ever would. According to her, games are a unique medium of entertainment because they have to utilize the efforts and attention of its audience. Something inherently within people makes them desire the completion of tasks but making tasks seem entertaining and purposeful is something that games do better than almost anything else.
McGonigal’s four main factors that make people who play games feel invested in them are; urgent optimism, social fabric, blissful productivity, and epic meaning. To break these down a little further, urgent optimism is the belief that a task can be completed no matter how difficult it may seem. Often times, games require you to save the world and defeat many powerful opponents. Strongly believing you can defeat these foes and accomplish goals helps a player put in the time and effort to do so. Developing a social fabric in a game can happen in many ways. There are relationships that can be formed with other players inside the game, or with people in the real world. Players can also form connections to the game and characters themselves. Learning the personality of a companion character and possibly spending the entirety of game-play with the character at your side allows a more personal relationship to be developed. Even a personalized relationship to the game or how it makes you feel while playing is a tangible factor. Blissful productivity is the fact that people feel happy in games, as long as there is something to do, even if inconsequential. For example, if someone walked up to me offering to give me $5 to collect 20 red flowers from the forest area near town I would likely decline, but in a game this type of activity is common. It’s the hope that bigger, more exciting missions will reveal themselves after the mundane tasks are completed that keeps players going in early-game periods. The final factor is epic meaning. In the Ted Talk presentation this was summed up by the term “epic win”. Because I hate using that term in any context, especially serious ones, I’ll refer to it as “big moments” from now on. She described these big moments as the events with the most excitement and meaning to a player. Finally conquering a boss that has been stopping you, earning a difficult achievement, or playing through the climax of a story can all be big moments. After you stop playing a game, these are the moments that stick with you and give you a sense of nostalgia for the game.
Taking these ideas and applying them to real examples in a game isn’t exactly hard because most games follow a similar structure. Missions, objectives, unique characters and combat or strategy are what make games interactive and entertaining, but one particular game works well with all four criteria. Mount & Blade: Warband is an open world, medieval-themed sandbox game. Within this world conflicts rage between factions ranging from Nordic warriors, mounted knights, mongol hordes, and several others. The interesting thing about this game is the fact that it allows the player to experience it however they want. Do you want to take up arms and fight for a faction in the ever present wars? Sure! Want to get a band of mercenary soldiers together to capture and sell raiders and bandits into slavery for gold? You can do that. Prefer to avoid the conflict and instead run merchant caravans between different kingdoms using the game’s economy to find the best trades? Also an option. This is part of the urgent optimism of the game. Because there are so many tasks you can take on, there is always something to do. Herd cattle from one stronghold to another, collect taxes from villages, escort the wives or sisters of lords on travel, and countless others. These missions, whether given by the game or made by the player, give them hope that they will build up to greater adventures in the future. The social fabric of the game is one of the areas with the most depth. Every major interaction you have with other important NPCs changes your relation with them and sometimes the faction they represent. You can use poetry learned from bards in taverns to woo women, and use the marriage to gain political standing in a faction. Go into battle with other leaders consistently and they will trust you enough to accompany you on your own conquests. So much of what happens in Mount & Blade is determined by the relationships these factions share. Wars can be started and ended based on the relationships of kings and vassals switch factions based on feelings towards leaders constantly. Being blissfully productive in Warband is the driving force behind the game. At times in my own experience the endless battles I would lead soldiers in felt like a ladder that was impossible to climb. Being beaten to the point of capture so many times motivates you to use other methods to grow stronger and fight back. By building your renown you can lead more soldiers, but with a bigger army, comes greater expenses. You have to be productive to be competitive, and gold is the lifeblood of your small army.Fortunately, there are many unique ways to acquire it. I gave the example of using merchant routes, but there are many others. My personal favorite is entering tournaments for arena battles with other characters and betting on yourself to win. Dumping gold into your army can grow it from recruits, to hardened knights and warriors. The progression you see in your unit is a continuous reward for your work and makes training and raising your group more personal. The most applicable part of the four properties for Warband is the concept of epic meaning. There are so many moments in this game that give you the grand sense of being just another soldier in a massive fight. My favorite moment I experienced was riding as the marshal of the Nordic army towards the last stronghold of the Swadian knights. With over 1500 soldiers total split among vassals and the king of the Nords, we approached the gates to the Swadian city. After a long fought battle we stood on the walls of the last stronghold of our long time rivals. Unlike other games, big moments don’t mark the end, just the opportunity to chase the next one.
The four pillars of making a game work for people is the base of all video games and I think Warband exemplifies all of them. Player freedom adds another layer of choice and motivation to the game. Because you build who you are, your accomplishments feel more personal and earned.
I just posted the first chapter of my life is strange fic on archive of our own
It’s titled Leaving Arcadia Bay Behind and it’s under my pen name (always wanted to say that) Raijuthekakuja20
Critique It! (1/1)
In Reality is Broken by Jane McGonigal, the author talks about a concept of flow which is state of being or immersion that a video game player undergoes in which they are imbued with “enjoyable stress”. In order for this state to come about, the game must offer a combination of clear goals, appropriate levels of difficulty, and immediate feedback. These all must be apparent for a player to achieve flow. If the goals are not clear enough, the player may feel frustration. If the difficulty is too easy or too hard, they may experience boredom or more anxiety, respectively. If immediate feedback is not given, the player may lose a sense of purpose on why they are completing these tasks. But if a game can efficiently deal out these concepts in a game, the player can be rewarded with a challenging yet attainable goal, hence the term “enjoyable stress”.
One game that offers a great opportunity to achieve flow is the game Borderlands 2. This first-person shooter, role-playing game released in 2011 offers the player to explore the world of Pandora doing quests for various characters in the game. The game being an RPG, the game is full of missions that will keep you and your friends entertained for hours on end.
(Trust me, there are more exciting missions than that one in the gif above)
Upon completing quests and challenges, the player can level-up their character. Each level is represented by a number (i.e., You go from Level 1 to Level 2 and so on).
One place in particular that possess all the traits of flow would be the “Bandit Slaughter Arena”. (What a beautiful name) Here, the players are instructed to complete a round of killing enemies in order to earn experience points to rank up. There are five rounds total and if you decide to do all five in one sitting, it can be upwards of an hour and half to two hours of playing in this small arena. Like all missions in Borderlands 2, this arena tells the players on screen in the top left what objectives they need to complete in order to finish the wave. This is dynamic number one in the flow concept. It will tell you how many bandits you have killed and how many more you need to do and what specific wave you are on in the round. Each wave takes a handful of minutes and the higher round you do, the longer the waves last. Once you complete a round or a wave, the player is immediately prompted on screen with a big green check mark where your mission objectives were, offering that immediate feedback. Because the difficulty of the enemies scales with the level of the players (i.e., if you are Level 17 the enemies will usually be around Levels 16, 17 and 18), one never feels that the enemies are too easy or too hard. While you certainly cannot brainlessly skate through this area, you also will not get steamrolled by the enemies, either, giving the player the “enjoyable stress” we talked about earlier.
In order for players to complete all five rounds of “Bandit Slaughter Arena” you must be working efficiently with teammates but at the same time, enjoy the experience overall. While the arena can last a long while, the “enjoyable stress” one undergoes during this battle will help keep the pace of the game moving steadily. My only wish is that you got a little bit better loot out of this battle arena...