About
Adam Ruch is is a researcher and program director at Qantm College in Sydney Australia. He coordinates the Bachelor of Interactive Entertainment degree, teaching game design. This is a collection of thoughts that such study encourages.
Recent Posts
- On “White Knights”
- ArmA 2 Wasteland: Development vs. Design
- Videogames and the Gillette Model
- Game Maker Day 6: Not Forgotten
- Game Maker Day 5: Great Expectations
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Categories
- Creative Ramblings
- Cyberspace and the Interwebz
- Game Maker RPG Project
- GameSpy
- Grand Theft Auto 4 Project
- Kotaku AU
- Uncategorized
- Videogame Commentary
Videogames and Canon
No, this is not what I mean at all.
I've been having some conversations with my PhD supervisor about the finer points of one of my chapters as I near completion, and some interesting angles for further writing have come up. In some ways my thesis is setting myself up for a whole lot of more specific research questions later, which I guess is a good thing. This topic is one of them.
I'm becoming more and more interested in Mass Effect as time goes on. I haven't even managed to play the third one yet, but its now on its way to me from everyone's favorite importer, OzGameShop. I've already wandered into the territory I'm going to discuss here, though, before the whole fiasco with the ending to Mass Effect 3 transpired (and continues to). My thesis, generally, doesn't deal with people at large, but more with individual players as much as possible. Yet, increasingly, it is becoming apparent that to work out some of my interesting problems, I'll have to bring in "people at large" in a pretty big way. In trying to erect a useful framework for analyzing games, both in their ludological interactivity and dramatic narrativism, I've gotten into interpretations of canon.