Wednesday, March 21, 2012

Andy Warhol mock Gallery opening

These are pamphlet designs for a mock Andy Warhol Gallery opening.


This was designed for a bifold pamphlet so the first picture is the front and back and the bottom picture would be the inside of the pamphlet.
























Tuesday, March 20, 2012


Critical Response Essay One

Legacy Game Analysis
A paper on a legacy game named, Bazaar.




By
 Ryan Harvey


Monday, February 16th, 2009

Legacy Game Analysis

Bazaar - a marketplace or shopping quarter, especially one in the Middle East.

For years Bazaars have been shopping centers and places to share information, a sort of social ground for Southern Asia and the Middle East (Yang 1-24). Bazaar is the name of the multilateral competition game that is analyzed in this paper. It is a game of skill, luck and colorful pieces. The game play can get very complex very quickly. The object of the game is to have the most, highest scoring cards, with the least number of tokens left over after the player have purchased this card. The original version of this game was made in 1968 by 3M and there appears to have been only one remake of this game. In 1987, Discovery toys began marketing Bazaar making only minor esthetical changes. Bazaar mirrored a lot of things that were happening at the time it was made as well as things happening today in basic economics. This game speaks to the people who play it, not just in a transcendental way of shopping smart but in a way that teaches people young and old, life lessons (1987 ed. 1).  
Bazaars in the Middle East run on a similar basis as the game Bazaar does with its “money” system and process of exchanging goods. The game comes with multiple tokens and signs including five groups of different colored gems (tokens), several exchange boards (symbolizing the randomness of economic values) and around 40 wares (cards that symbolize material possession). Each exchange board has different exchange rates on them. In a bazaar the value of certain objects and services fluctuate due to the availability of the items in the area. For instance, a spice vendor had a fungus come and kill the majority of his crops then, the price of spices is going raise. Once the player acquires the necessary gems to purchase a ware he/she may buy it and score points. Much like in the game of Bazaar in real bazaars people who need certain products save up for it, trade products that they grow or offer services they provide and the vendor might require. Players score when they buy a ware with the least amount of gems left over, for every gem left over that’s a point off of how much the ware is worth. Players must use strategy and all the luck of the dice roll to win this game. When someone lives in a third world country they need luck just to make ends meet and provide for their family. Smart shopping is taken to the max in these countries as well as recycling items they already own. In the game players need to be a smart shoppers, whether to save up for the ware worth more points or buy lots of smaller wares. Players also need to be a smart traders in both situations always trying to trade something worth less to them for something worth more. In real bazaars this is common knowledge and people must be proficient, or they might not get something they require or get something that is not a necessity (Yang 221-260). An instance of how this game makes it difficult to make decisions is players might save up for the highest face value ware showing while other players might have purchased cards of lesser value that were easier to get. This is also an example of negative and positive feedback; the better ware a player takes time to earn the more time your opponents have to get multiple lesser value wares, this helps the people who would be behind because of their opponent’s powerful wares to catch up (1987 ed. 1-4).
The game Bazaar uses a system that is self centered and this makes it well rounded to a variety of age groups. The greed in the game for material gain (wares) makes it marketable to children but the skills that are required to win take time and in essence age thus, making it liked by adults as well. The games structure is an Agon style, because the player chooses their path and it is in a structured environment with rules limiting the efficiency so it also qualifies under Ludus style. Making this type of game takes what was happening at the time and reflects it in the game quite well. The fact that the game lets the player chose their path is quite like the events taking place around the world. The U.S. chose to feud with Iraq about oil and chose to enter the war in Vietnam, both of which led to Americans hating other race groups. Fighting over resources is common in third world countries, people who start coos and such try to take resources that might be sold at bazaars. There might be stealing and sabotage to competing crop growers in order to make the most profit in a bazaar. The term Ludus can apply in all of these real life scenarios such as when the U.S. needed oil, the military could have just taken it but, it was unethical and morally wrong (COM-222 Notes). The U.S. continues fighting with Iraq and other countries to get their oil which is unethical. At the same time the military completes tasks according to structured military directions/rules which are also not the most efficient way to go about business. Quantifiable outcomes would state that there are different outcomes to the choices made and there is almost always a winner or loser even if the game doesn’t state it. The game Bazaar states that the winner is chosen based on points, which in turn come from both the amount of wares and the strategy which bought them. In war and battles for resources it could be said that there are no winners because in real life, where real people die, there is no gain. This is a key determining fact between a game and real life. In the game Bazaar no backyard wars over food and fights between competitors take place. Another way of describing this system is as an open system because the players agree to the rules and have a say in what they contribute to making the game move towards its end, in actuality the only thing left to chance is the roll of the die. Most of the time in war, people do not have a say/choice in what they do, who they fight or for what reasons. Some people would say “war has no rules”, even though it does have plenty (at least in the U.S.) and that most of the fighting is a gamble, whether or not life will be lost. Although this game mirrors real life in many ways, but it is still artificial and creates its own conflict. The conflict includes, but is not limited to, die rolling, choices in which wares to go after and trading in one gems for other gems which a player may not ultimately need in the end. This integrated system of conflict could reward a player immediately, somewhere down the road or hurt your opponent. When people in bazaars do not have enough “money” to buy what they need, they may save up to buy that thing; this is a gamble because it could be bought by someone else in the meantime (Fullerton 77).
In 1968 the U.S. was involved in the Iraqi government, the U.S. tried to encourage their government to become democratic. Oil defines the Middle East and the U.S. needed oil to fuel the war in Vietnam. The Middle East was unwilling to cooperate thus, began the Middle East’s quarrel with the U.S. The Middle East did not like the U.S. and when the American people found out they started hating back. When the game was made it mimicked Middle Eastern consumer life. Bazaar gave players insight into trading and bartering that people in the Middle East participated in every day. This game was made a year after ARPA Net was put into action so at this time the world was really concentrated on security and war (COM-222 Notes). This game was a nice step backward that took attention away from current affairs. I believe this was a way for the game industry to provide a looking glass opportunity, by showing Americans an aspect of Middle Eastern culture and to inform us of how people live in other countries. This Game tried to make people feel sorry for other countries that cannot just drive to the store and buy food. They have to walk to street vendors and barter with what little “money” or items they owned. So this game, in short, tried to draw people away from the fact that the U.S. is fighting Middle Easterners for resources and show us how every country is different. Most countries are not as well off as the U.S. Bazaar incorporates social symbolism of bartering in the game for wares as equivalent to bartering in real life for cloths and food.
Bibliography
Yang, Anand A. Bazaar India. University of California Press, 1999.
Sackson, Sid. Bazaar Special Edition. California: Discovery Toys, 1987.
Fullerton, Tracy. Games Design Workshop. Burlington, Ma: Elsevier inc, 2008.
Dr. Voorhees, Gerald. COM-222 Notes. High Point NC, 2009.


“Conquest of the Conquerors”


Game Design Document

Ryan Harvey


COM-252

Dr. Gerald Voorhees

March 5, 2009


Game Proposal




I want to create a game called “Conquest of the Conquerors”. Imagine an experience that draws you so deep into the game that you lose sense of who you really are. With this game you may become an Archer or a Templar and take role playing to a new level. This game will change the way Legendary Roll Playing Game’s are viewed by the world, creating an even larger cultural fan base. It is a game that mixes ideas from “War Hammer”, “Magic” and of course “Candy Land” ; then takes elements that only this game possesses to mash these ideas together into something bigger than itself. Your goal is to a race to the top of a monstrous mountain where a fortress stands amongst the Gods that must be taken back from evil forces and used to bring order to the chaotic land. There will be two paths up the mountain and various obstacles that will stand in your way as you venture alone or with a squad to meet your fate. There can be 2-6 players but a max of only two teams with 3 on each, so chose your partners in battle wisely. Players will take gambles using various types of cards to assist them in conquering their destiny. This game is not just luck as it also takes great strategy to successfully overcome evil; players will be stretched on competitive and intellectual levels. This game is not for the weak, this game is not for the submissive, but for the true Hero’s in this world. Do you have what it takes to face  this challenge and set off on a conquest to conquer the last glimpse of hope?

Player experience goals
My player experience goals are what I want the game to feel like for the players. This game should be like playing “War Hammer” with the aspect of upgradable characters that have special attributes. These attributes and upgrades will help the player overcome obstacles within the game. For instance, many obstacles will be character specific, like if a tree monster attacks you, the best character to use would be one that has some sort of fire ability. The game is a card based game so it pulls aspects of “Magic the Gathering” such as, temporary upgrades and use of cards. Temporary upgrades allow you to use them a limited number of times, thus making sure you plan your moves accordingly. Each character will have a figurine representation on the board letting the player live the game through their character. My game is also going to feel sort of like a tower defense game only instead of controlling the towers, you are controlling the attackers. As you move through the board the game will try to defeat you at every turn by throwing new obstacles at you and your team.  This is where my game really takes on its own unique feeling of play, you can play on teams. With a maximum of two teams and three players to a team will need to combine skills and cards drawn in this unique concept to conquer the castle. There are two ways up the mountain, therefore choosing the path that will lead your journey will affect how quickly you move up the mountain. You will use your special skills and luck of the draw to conquer the obstacles that change every game. The obstacles are drawn at random for each path so you never quite know what you are going to get. Choose your characters wisely.


Apparatus
The apparatus of “Conquest of the Conquerors” includes all the objects that will be necessary to carry out my game. The characters that each team/player can choose from include a Swordsman, an Archer, a Templar, and a Wizard.  There will be six characters in use during a full game (though substitutions with new characters may arise) and each will have different stats. Their stats will determine how much damage each character can withstand as well as how much damage the character can deal out. These stat cards will also provide the user with information regarding the abilities the character will have in avoiding certain harmful attacks, including how much magic these individuals will be able to control. The amount of armor a character has will also be recorded on these cards. Certain characters might also be able to upgrade certain aspects of their stats based on drawn cards and battles won.
This brings me to my next point, game play cards. These game play cards consist of Action cards, Stat cards, Team cards and Mystery cards. Action cards are drawn when a team or player runs into trouble involving the board itself, movement on the board and if teams or players cross paths. These Action cards will be drawn when a player/players land on a space that contains a conflict. The cards can consist of anything from stay and deal with the game generated problem or to run away and move back spaces. These cards may allow players to, in certain cases, choose who will deal with the problem at hand, to switch certain characters on a team, trade stats with other players in the game or maybe even jump around the board and avoid the problem all together.
Stat cards will consist majorly of upgrading and degrading certain stats. These cards will be drawn when certain numbers are rolled on the die. The cards may instruct the drawer of the card to keep the upgrade or take stats away from a character. The cards may tell you to steal stats from the other team or to divide out the gained stats amongst your team however you see fit. These cards will play a primary role in making teams stronger or strengthening individual players so they can lead the team in attacks and clear out obstacles. In case a hero on the team falls, due to some mighty force, a team player might draw a card that can revive a player only once. Once this card is drawn the card stays with the team until used.
Team cards will deal with actions aside from drawing Action cards. These will also be drawn based on certain rolling of the die. They will act mostly on an individual team/player bases, rarely involving the opposing team/player. The Team cards will strengthen bonds between members allowing them to overcome more intense obstacles; the strength of these cards will make them very hard to attain and even harder to use. They will only be able to stay with a player a limited amount of turns, after that they will be returned to the bottom of that deck. Therefore they must be used within that turn limit or not at all. In addition to this turn limit, each card will allow a special move but only certain moves can overcome certain obstacles. The power of these cards make them one of the most powerful decks, but also the hardest to use affectively. However, if used correctly, they can drastically change the game.
Mystery cards can prove very valuable if put into the right hands. These cards will also only be drawn on a certain die role and for example the drawn card is a spell card it may only be used by a Wizard if it is drawn by a Wizard. The Wizard must also have a certain level of power (gained through stat cards and winning battles) in order to use certain cards. The Mystery cards may help heal a player to a certain level of health or give them certain abilities. Mystery cards can also allow players to switch cards; let’s say a magic card that is drawn by another player can be switched to the magician
A D-8 and a D-4 is required to play this game. The D-4 is rolled every turn to determine how many spaces that character will move. The D-8 is rolled every turn as well to determine if a card should be drawn or not. If this die lands on a 1, 4 or 8 the player will draw a Stat card. If the die lands on a 2, 5 or 7 the player can draw a Mystery card. Last if the die lands on a 6 the player can draw a Team card. Along with the dice, the game will include a game board. This game board will consist of two paths from which the players can choose to explore. This will work with a role of the die to determine which team/player gets to choose the path they want to explore. Instructions are also included. One of the most important things in this game is points because that’s how you win. When you defeat an opponent you will get a certain number of points specified on the opponent’s card and every turn you use to fight this opponent the points available from defeating it will be reduced by some percentage specified on the card.
Procedures
Buy back player with points that will be stated on individual cards. that player loses there gained stats
The game “Conquest of the Conquerors” is a pretty complex game so I must go over procedures in setting up and carrying out the game. First players must remove game board and pieces from box and then remove pieces from bags. Lay the board down and each player should choose the character they want to play as. Then the players should take out each deck of cards and draw randomly a card from the deck that corresponds to the place for it on the board until all spots for cards along the two paths are full and all cards are used up. If there is more than one spot for one type of card on the board rotate spots to place the randomly drawn cards until all the cards in each corresponding deck are gone, do not look at the face of the cards. Each player should also get out a sheet of paper to record their life stats. Each team should roll the dice and whichever side gets the higher number gets to choose one of the two paths to follow. Once the decision is made the teams go to their respective starting places and the team/player that did not get to choose the path gets to roll first in the game. If it is team play any player on the team may go first. The player that goes first must roll the D-4 to determine how far he/she will move once that is done the player will roll the D-8 to determine what kind of card he/she will draw. If the payer lands on an action space the player will also draw an action card. If this player had landed on an action space they can decide what to do with their cards. Say for instance the player rolled a 1 on the D-8; this signifies that the player must draw a Stat card. The player would then make the necessary adjustments on the piece of paper that records there life stats and then return the card into the bottom of the deck. The player would then view their action card drawn and do what it says on it; say for instance the player drew a card that said stay and fight, the player would then have to stay and fight whatever beast was in their way. This means that the opponent deals out whatever damage it deals first to the players armor but if the armor does not take up all the damage then the players health will soak up the rest of the hit points, thus taking away all of his armor and some of his health. Next the player will deliver his damage to the opponent and the opponent’s armor and health will be depleted in the same fashion as before. This will signify one turn, now if the opponent is not dead then another will be needed to defeat them or as many turns as needed. Some opponents will have lesser hit values the second time around and some will not same with the players character, sometime their hit points the second time around on the same opponent will not be as strong or maybe they will be stronger. Now another factor that plays in to fighting will be the card drawn, we already discussed the Stat card issue. Now if the player rolled a 2 they would pick up a mystery card and would use it before the fight, this card may move the player around the board or some other interesting things. If the player gets a Team card by rolling a 6, they might be able to recruit another player to help them thus sharing the damage but strengthening hit points in just one turn. In addition to at least one of these cards being drawn every turn some of them might last more than one turn; for instance if I draw a temporary damage boost card I might be able to save it for another turn or maybe for another player.
Moving on, once you overcome an obstacle (action square), that drawn card is put into the bottom of the deck and so another may be drawn if someone else lands on it. Now that action spot will have its own time of return, so within a certain number of turns that space is just a space and no obstacles will be encountered there.  Back to our player say he wins his fight on the first turn and now he is down some health or whatever, whose turn is it? It is that same teams turn again unless they drew a card regarding them to lose a turn, they choose to skip their turn or the players are playing one on one. So you get two turns a team and one turn if it is PvP. Now those two turns can be use by the same player but this is one of the many places where team work rears its head.
Say a game has played out now almost to the end and the teams are reaching the final boss, this is where things will change a little from normal game play. Let’s say that one team is slightly ahead of the other team so they reach the final boss first, this mean that they will start attacking it first and also start receiving damage from it first. Once a team is in the final battle area marked on the board there is no use for moves, so that D-4 die turns into a hit miss die. If it is rolled odd it is a miss and if it is rolled even than it is a hit, but before you roll the player whose turn it is must draw an Action card from the final boss’s pile. This determines the action that may or may not require a roll and if it does than you role to see if it is hit or miss. At this point in the game only one team is fighting the dragon, if one of the characters die than a teammate can use a card drawn earlier that may bring back a dead teammate (this card is not limited to this stage, it can be used at any time) or they might draw one of these elusive cards in their draw and then may use it. The player that is brought back starts over at stock stats and loses all cards that he/she was holding onto before the death; also they may not get a turn until they are brought back to life. Scoring against this final boss comes with how many hit points you administer to it. Points, in this stage, are directly related to how many individual hit points are administered to the final boss one for one. Once the other team/player reaches the final battle ground they too will start to attack the boss and gain points based on the same principle. Whoever or whichever player/team has the most points once the boss is defeated will be the winner. Now that the final boss is defeated there are some other factors coming into play, how many characters died during the game, which team/player reached the final boss first and how many characters on your team made it through the boss alive even if they died and got brought back; these are the two main components that will deduct points.
Game play Narrative
In this section I will describe how a typical game will unfold from my point of view. This game will have two players on both team’s labeled team 1 and team 2; I will be on team 1. My teammate will be player A and I will be player B, the other team will have player C and player D. I have chosen the Archer; my teammate has chosen the Swordsman. Player C has chosen the Templar and player D has chosen the Wizard. After game set up, my team rolled highest so we get to choose what path we want, have chosen the left path. So now the team 2 rolls first and starts the game. Player C has chosen to roll first; they roll a 3 on the D-4, now she will roll the D-8 to determine what card they will draw. They land on a 6 which means they will draw a Team card which says the team can help attack all obstacles within 4 spaces of the drawer for 3 turns of that team but all players that help will share damage and stats gained from winning the battle. The space player C landed on does not have an obstacle but the card says it will last 3 turns of that player. It is not the teams turn again and player D has chosen to roll. They roll a 2 on the D-4 and a 4 on the D-8 this means that player D will move 2 spaces and draw a Stat card. The Stat card reads +2 attack, so the player gets to add 2 to their attack stats before they draw the Action card for the space they have landed on. The Action card reads you come into contact with a Guardian of the Forest and then lists the Guardian’s stats. The player on team 2 are within 4 space so they help attack the Guardian and kill the Guardian, but the Guardian deals 6 damage so the teammates share the damage each absorbing 3 damage to their armor. For defeating the Guardian both player’s special abilities goes up +1. Now it is my teams turn to roll the dice. I go first and roll a 3 and a 2 this means I move 3 spaces up and then draw a Mystery card. The card reads that I must run from a Fire Storm so I get to jump ahead to the next space that contains to action, but in doing to so I get burned a little from some burning trees so -2 armor. Now it is my partners turn. Player B rolls a 2 and a 1, so player B has to draw a Stat card which raises his Armor by +2. Player B’s space they landed on is not an action spot so it is now Team 2’s turn. This is how one round might play out in “Conquest of the Conquerors”. 

Rhetoric in "Halo3"





Rhetoric in “Halo 3”










Dr. Gerald Voorhees
Ryan Harvey
May, 05 2010
First I will briefly explain Halo 3. Then I will look into what argument (or rhetorical act) Halo 3 makes by referencing leading arguments for rhetorical acts in video games. Next I am going to look at how the game makes the argument. Last I will be discussing the public controversy or dialectic this game enters into. A sense of mimicry is brought out when viewing Halo 3 in this way. A sense of mimicry that revolves around real life experiences. Looking at Halo 3 through a rhetorical perspective lens reveals a discourse about the Iraq War.
The Covenant race has been torn apart by a civil war. The Elites, led by the Arbiter, on one side and the Brutes, led by the Higher Prophet of Truth, on the other.  The Elites are siding with the humans in the war against the flood, the Brutes and against the activation of a Ring. Destroying the ring will kill the Flood and its leader, the Gravemind without destroying the entire universe. Meanwhile the Brutes along with Truth are trying to fulfill a religious prophecy by firing the rings. The humans, led in field by Master Chief, want to help the Elites destroy the ring and stop the Brutes.
            Halo 3 has two factions (Elites and Humans) that were once at war and now must come together to defeat two common evils. This all started when the Arbiter heard how the Higher Prophet of Truth is betraying the Elites, because of their failure to protect one of the other prophets, which starts the covenant civil war. Master Chief and the Arbiter both end up in the hands of the Gravemind in Halo 2. The Gravemind reveals how the firing of the rings would destroy the universe and sends them to different locations in an attempt to stop the Brutes from activating the rings. Even this helpful notion and moment of connection between the three factions fails to unite the Flood to the cause; the Flood will continue to follow their own agenda. So now both the Master Chief and the Arbiter must fight their way through Flood and the betraying covenant forces to stop the firing of the ring.
            Halo 3 argues that the only way to defeat a common evil is for nations to come together and put aside their differences. Like the Humans and Elites, there are countries that need to bond over the evil that infects them both. Mcgee describes this step as, “the relationship between the apparently finished discourse and its sources. (1990, 278-282)
            Starting at the end of Halo 2, the Elites and the Human must put aside their differences to accomplish something great. They must defeat two evils; one that wants the annihilation of everything except for themselves and one that wants the annihilation of everyone including themselves so they can prosper in the afterlife. Both basically want the same thing although they do hate each other. Both parties want the death of everyone else even though the Brutes, in turn, want to die so they will live in the afterlife and the Flood will feed on non Flood infected beings until there is nothing left. They are both running towards accomplishing the feat of destroying themselves. It is not until the end of Halo 3 that the Flood realizes they too must help the cause by putting aside their differences and stop the Higher Prophet and the Brutes from destroying the universe. But, as way of the Flood, they continue to try infecting and converting every soul soon after the Prophet is dead and the Universe is relatively safe. These things are textual fragments that make up the discourse in this analysis. Warring factions that must come together to fight a common evil. The fact that there is an evil who wants to get in your way and benefit from the annihilations of the saviors. These Fragments in turn make up the context. As McGee states, “discourses are made up of scraps and pieces of evidence.”(1990, 278-282) This evidence is gathered from the game, its story and interactivity. “Computer games are comprised of rhetorical events that work to make meanings in players” according to McAllister. (2003, 31-32) He is talking about these events in the game that make the game what it is and how they are interpreted by the player to mean something. In this case they speak to the War in Iraq. Now I am going to go into how the game makes its argument.
            McGee describes this next part as, “relationships between a apparently finished discourse and culture”. (1990, 278-282) I’ll bring in events from the Iraqi war to better inform readers about the background of the social context that the game falls into questioning. What this game is trying to convince its audience to perceive in their world. After 9/11 in 2001, the U.S. was franticly trying to find and eliminate all of the culprits that were responsible or contributed to the terrorist attacks. Over the next two years, weapons of mass destruction came into sight as a major terrorist threat.  Saddam Hussein, who violated agreements with the U.S., put his country in the spot light of inspection. After Hussein’s oppressive ways against the Iraqi people and the various other attacks on Middle Eastern Countries, suspicion of WMD’s was the last straw. The U.S. called for the Coalition of the Willing which would use force to disarm terrorist factions and force a change in regime for the country of Iraq.  The Coalition of the Willing describes the group of people that would join the United States to stop Saddam Hussein if he did not disarm himself. It was stated, at the NATO meeting in Europe, that 49 countries would help the U.S. in this invasion but only four countries opted to help out the U.S. in its war on terror. The U.K., Australia, Poland and Denmark would help strategize their militaries in an effort to support the U.S. After the Invasion on March 20, 2003, the Iraqi government was easily overthrown and the plan for rebuilding the Iraqi military and post-Saddam Government were met with opposition by insurgencies. The Ba’ath regime, composed of Iraqi nationalists and pan-Arabists started fighting back to secure the religious Islamic Caliphate, which is the uniting of all Muslims. So the Iraqi’s that want the U.S. to help them overthrow Hussein are targets for these Islamic Nationalists and Al-Qaeda just as much as the U.S. is. Al-Qaeda are also militant Islamists who wish to restore their beliefs by obliterating all the others. (Murray 2003, 43-88)(Bello 2008, 120-124)
            With a game that closely imitates the Iraq War, it is easy to make the connection and see the reasons of rhetoric Halo 3 holds in this situation. The fragments that hold a sort of mimicry to real world events make the mortar of discourse, while the games messages about these events provide the bricks. Now it’s time to enter how this discourse is convincing in a real world sense and what the discourse is trying to persuade the players to believe.
            The fact that the countries within the Coalition of the Willing and NATO had their differences in the past is inevitable. Just like the Elites and Humans coming together to stop the destruction of the universe, these countries must come together to stop the destruction of the humanity. These differences must be overlooked if countries are to come together to fight a worldwide evil. The fact that the U.S. and the Iraqi people have had their differences and continue to struggle with which side is really helping who, is ongoing. The Brutes and Grunts, who carry out orders from the Prophet of Truth are just like Hussein’s Regimes that carry out orders for the continuation of his rule. The High Prophet of Truth was defeated just like how Saddam was defeated just as the Brutes and Grunts continue in the ways of their fallen leader, the Ba’ath regime follows in the ideologies of Saddam Hussein. They hate western involvement in their government and that wish to unify the Muslim people under their religious beliefs just as Al-Qaeda want to kill anyone who doesn’t share their beliefs. The Iraqi people need to see that we are helping them and not trying to rip apart their religious belief systems but they also need to recognize the evil within organizations like Al-Qaeda, and help the U.S. to defeat this evil. U.K., Australia, Poland and Denmark have already come together to help liberate the Iraqi people and help them help themselves. In recent years there have been many improvements on this front and the strength that Iraq has to help abolish terrorism has been on the rise. Iraq’s government is strengthening as the new president inspires the people of Iraq. (Murray 2003, 43-88)(Clausson 2006, 12-16)
            “Eight years after the events of September 11, 2001, the contemporary American social scene is still defined, in many ways, by discourses contesting multitudes of differences. And in fact, with the increased prevalence of racial profiling as a tool in the "war on terror," which is often talked about as clash of cultures, religions and civilizations, and the resurgence of controversy on the subjects of immigration and gay rights, American audiences may be even more preoccupied by national, ethnic and cultural tensions than ever before.”(Voorhees 2009, par 51)
            Halo 3 wants us to know that even if two countries have had their differences in the past they can come together when it counts and it doesn’t come easy. There are races that look different, live different and they are different, there is no getting around that. Nations may have fought before, but when a common evil comes and threatens us all we need to put other conflict aside. I believe we are on the right track, more and more countries offered their help over the years and the world in Iraq is getting better but we are not out of the woods yet. We need to keep moving forward in a positive direction. Taking things away from this analysis like Rhetorical Fragments from the game or the context that holds them together, will help to create a visual for people to relate to. The discourse that Halo 3 exudes is a powerful message and the dialectic that readers and players should take away from this discourse is meant to point out and motivate.


Works cited
Bello, Walden. World Tribunal on Iraq: Making the Case against War. Ed. Müge Gürsoy.
Sökmen. Northampton, Mass.: Olive Branch, 2008. Print.

Clausson, M. I. NATO: Status, Relations, and Decision-making. New York: Nova Science, 2006.
Print.

McAllister, Ken S. Game Work: Language, Power, and Computer Game Culture. Tuscaloosa,
Ala.: Univ Of Alabama, 2004. Print.

McGee, Michael C. "Text, Context, and the Fragmentation of Contemporary Culture." Wester
Journal of Commuication 54.3 (1990): 278-82. Print.

Murray, Williamson, and Robert H. Scales. The Iraq War: a Military History. Cambridge, Mass.:
Belknap of Harvard UP, 2003. Print.

Voorhees, Gerald. "The Character of Difference: Procedurality, Rhetoric, and Roleplaying
Games." Game Studies 9.2 (2009). The International Journal of Computer Game
Research. Web. <http://gamestudies.org/0902/articles/voorhees>.

Psychoanalytical Paper Psycho-Eziolitical: Ezio as a Vessel



Psychoanalytical Paper
Psycho-Eziolitical: Ezio as a Vessel









Ryan Harvey
Dr. Gerald Voorhees
Com 342
3/24/10
In Assassins Creed 2 there are over 35 different weapons that the player can use to kill their enemies. Assassins Creed 2 is a game of opportunities that players can explore to their heart’s content. When looking at Assassins Creed 2, through a psychoanalytical lens, broad desires of control and empowerment can be identified from within a Ezio that provides freedom of movement as well as the many weapons it lets the players acquire.  The game lets players enter a vessel of exploration and fulfillment as they move through this open world as the main character, Ezio. Helen Kennedy psychoanalyzes Lara Croft: Tomb Raider, and the same can be done for Assassins Creed 2. She identifies the desires, identifies what in the game satisfies those desires and then looks at the constitutive effects, and this is what will be done to Assassins Creed 2.(Lara Croft)
Assassins Creed 2 is an adventure game that takes place both in the past and the future. In the time of Leonardo da Vinci, you’re an assassin whose father and brothers have been killed and you are out for revenge. Players play as Ezio who lives in fifteenth-century Italy, but moves around the Venice, Florence and Tuscan countryside. Desmond Miles is who players will play as in the future (2012). He has been hooked up to the Animus 2.0 which lets other Non Player Character’s look at your genetic memory. The player will use it to search Ezio’s genetic memory and this is how players experience life as Ezio. Players can do many things during the game such as find many hidden items. Players can bring codex pages to Leonardo da Vinci so he can make new weapons for you. They can also upgrade Ezio’s family villa, change the color of his outfit, complete tons of side missions or just explore the incredibly detailed world that Assassins Creed 2 provides them with. When Ezio gets hurt, he can be healed by street doctors with medicine. The free running capabilities are a staple to the games uniqueness. The variety of fighting maneuvers and their implementation only adds to the complexity of this game. The player ultimately wins the game by going through the motions to defeat the people who betrayed his family. (Assassin's Creed II)
An urge that a person might feel is the desire to control the space that they live in. The desire to move, almost limitlessly, throughout an environment and perform stunts that come with almost no consequence. A desire to see the world from all kinds of perspectives and not be tied to the traditional means of transportation provides a new outlook. This kind of movement would change how everyday activities are performed. This desire to take control over the space around a person is most likely from restrictions that are placed on them in real life. When people are confined all day, they go home and want to get out and explore. Assassins Creed 2 provides an opportunity to fully explore a virtual representation of 15th century Italy. Someone who is limited by a physical handicap that impairs movement probably shares this desire. If they could move around their environment flawlessly scaling walls and jumping from high towers, their handicap wouldn’t exist and they would be free. Therefore, player’s desire to control their environment to benefit them, is fulfilled.
Another person may want to control their environment in a different way, someone who wants to release anger and frustration and longs for a variety of ways to do so. The craving to take out frustrations about annoying people or situations on evil people or maybe anyone that gets in your way is common since frustrations are everywhere, even though most just hold them in. The way people release their frustrations can be unhealthy and dangerous. The desire to control the people around themselves in this way shows the control issues that exist in real life. Ultimately, I believe these longings are the desire for confidence and empowerment. These issues most likely revolve around people that don’t get shown enough respect, or maybe they are just constantly annoyed, belittled and asked to do other work. But the desire to do something about it cannot always be filled in real life so taking it out into the virtual world is a good way to express these frustrations.
More desires that a person might be trying to fill, are power and control in and of their life. These desires arise when people don’t feel powerful enough or in control of their own lives. Maybe they don’t get the credit they deserve or the position they’re in doesn’t let them express themselves as much as they would like to. The player might be very wary of the outside world, all the hazards and stresses it contains can be very overwhelming. At any rate they are not feeling powerful or in control enough of their own lives and need something to ground them that will help strengthen their shortcomings. The means in which these desires are fulfilled is identity tourism. Lisa Nakamura, describes, in her article Reading Digital Culture, the term as, “the process of appropriating another identity on the web, and more specifically, an identity involving another gender and/or race than one's own”.(238-237) This notion of identity tourism within Assassins Creed 2 lets players experience a lifestyle that, to most people would only exist in their dreams.  The longing to take on another persona and live in another person’s skin is very common and Assassins Creed 2 is not the first game that lets players immerse themselves into an alternate routine. But the hero of Assassins Creed 2 provides a unique look into a protagonist lifestyle. Assassins Creed 2 provides a view from an assassin in fifteenth-century Italy. To tour this identity is to feel the power that Ezio contains at his fingertips.
All of these desires come down to one person, Ezio. He is the vessel that players will use to conquer their desires and fill the gaps that exist in real life. These desires may be unconscious or conscious, but either way people are drawn to this game for one reason or another and that’s because of how much this game has to offer. It offers the control and empowerment that comes with being Ezio. Miroslaw Filiciak describes a hyperidentity, in his article Hyperidentities, as, “a complex structure that we update incessantly by choosing from the multitude of solutions”.(Miroslaw) The players will use Assassin Creed 2 take on another self and connect with themselves in a way they hadn’t before. Miroslaw talks mostly about MMORPG’s, but even though you cannot creat your own character he still does what you say. This lets players become Ezio in a way. Ezio has the power to scale tall buildings, kill anyone that gets in his way or be a hero. He has the power to stick to the main mission or complete every side mission and objective. But it is the player that controls him; Ezio offers the player his power but the player must provide the control. Ezio provides the player with power which the player must control to make themselves feel empowered. They use his abilities to fill the gaps that exist in their real world lives by controlling Ezio’s actions, by existing for a short period of time through someone that they are not. It helps players to realize their own potential, relieve unhealthy tension and fulfill desires from which real life lessons can be learned.
Players of Assassins Creed 2 can use the freedom of movement the game provides to fill their desires of control in real life. Ezio has free running abilities beyond comprehension and this allows him to move around his environment very easily. When someone in real life cannot move as normal people do they need this escape to overcome their frustrations. They can escape into Ezio as a vessel of movement and explore a world that they couldn’t in real life. Using him to complete impossible feats of acrobatics that even normal people without handicaps will have a hard time completing. This desire to control the environment and make it yours to use in any way you see fit is easily fulfilled by controlling Ezio. Imagine moving like Ezio around Venice, Florence and Tuscan country sides that a lot of people will never get a chance explore. Ezio is a vessel of escape from the mundane scenery that most people have to experience every day. When people come home from work or school, the strong willed capable character in Assassins Creed 2 that has the ability to explore cities using nontraditional means proves very appealing.
Players want to experience violence in ways that they couldn’t have in previous games. A look at some of the most popular digital games played today reveals that violence sells. Aside from tons of people enjoying these kinds of games they aren’t as bad as some may want you to believe, they can be used for good. Dr. Helen Smith who has evaluated thousands of violent minors for tons of organizations states. “Not one young person in my experience has ever been made violent by media influence. Young people who are already inclined to be violent do feel that violent media speaks to them. A few do get dangerous ideas from it. But more of them find it to be a way to deal with their rage.”(The Sacred Heart) Video games can be used as a healthy means to release stress and tension caused by people or situations at work or school is to play video games. With Assassins Creed 2, players can use many weapons to unleash their frustrations. When people get picked on or belittled even though they have not earned it, it upsets people. If you aren’t a big strong, person that doesn’t mean that you can’t get what you want and deserve. It is all about taking control and feeling empowered enough to express the confidence needed in any situation. In the game, you instantly know how to disarm your opponent and attack him with his own weapon, that is taking control and showing them who is boss. Playing this game will allow people to explore their faults, like not having confidence in their abilities, by giving them the means to take on any challenge. Players can also release this anger by hurting non-existing evil people and complete tasks that give them the confidence that they require. 
When you control Ezio you become him. Playing Assassins Creed 2 as a form of Identity tourism captures all the desires that Assassins Creed 2 can fulfill. When people cannot physically express themselves they can take on the identity of Ezio and perform acrobatics. This empowers the person that is playing and that is what identity tourism for this game is all about. People who desire the feeling of empowerment play as Ezio because he is a great protagonist. He has to avenge his family by becoming an assassin, now who doesn’t want to do that? It would be hard to find many gamers that wouldn’t. Playing as this character that can do so many things that the average population cannot do is very empowering. Players take advantage of this character’s abilities to fit their desire. Although he is a male Italian character, women players share a lot of common desires with the men playing this game. An escape to a world where you aren’t handicapped and can scale buildings fulfill a desire of control and ability. The person who plays this game and has this desire takes out of their game play a feeling of accomplishment. They can say they did all these things because they inhabited the body of Ezio. Even if you aren’t handicapped the ability to control the environment around you in this way provides an escape from an otherwise unpredictable world. When you scale a building and perform a leap of faith into a bale of hay you are certain that you won’t die, when you play Assassins Creed 2. This sort of control can bring a calmness and fulfillment to players that have trouble living in a world that provides environmental challenges. They take out of the game, what problems they can overcome and bring to/in the game that betters themselves. Playing as someone who has no problem moving can provide the push needed for someone to start heading towards a goal where they can move without their body holding them back as it does currently.
When people aren’t getting the respect they deserve it may not always be other peoples fault. If their work shows they deserve a raise but they don’t go after it because they are scared of responsibility or pressure they need confidence. Completing the tasks in the game helps to build confidence in a person. The bonus of Assassins Creed 2 being a big world where a lot sand box aspects come into play can help them relieve real life pressure by letting players have freedom from a linear game. Playing as Ezio and taking on his identity can empower players while they complete the tasks in the game to take on challenges in real life. Beating challenges in the game only helps players to realize their capability outside of the game. The game has a great AI system built in that can be taken advantage of. If a player just wants to blow steam, they can by killing every AI they see, and this is a safe and successful way to come back to reality recharged and empty of frustration.
Assassins Creed 2 offers Ezio as a vessel of exploration through a world much different than our own. Playing as Ezio allows players to take on their desires in a fantasy world where players can be something different for a change, allowing them to explore what it is like to fulfill those desires. A psychoanalytical approach to Assassins Creed 2 reveals its effectiveness at satisfying desires because the main character has many traits and abilities that feed the desires of empowerment, control and confidence through identity tourism.








Works Cited
Assassin's Creed II: the Complete Official Guide. London]: Piggyback Interactive, 2009. Print.
Filiciak, Miroslaw. The Video Game Theory Reader. Ed. Mark J. P. Wolf and Bernard Perron.
New York: Routledge, 2003. Print.
Kennedy, Helen W. "Lara Croft: Feminist Icon or Cyberbimbo? On the Limits of Textual
Analysis." Game Studies - Issue 0902, 2009. Dec. 2002. Web. 04 Apr. 2010. <http://www.gamestudies.org/0202/kennedy/>.
Nakamura, Lisa. Reading Digital Culture. Ed. David Trend. Malden, Mass.: Blackwell, 2001.
Print.
Smith, Helen. The Scarred Heart: Understanding and Identifying Kids Who Kill. Knoxville,
Tenn.: Callisto, 2000. Print.


Game Review Essay: Halo 3












Game Review Essay: Halo 3







Ryan Harvey
Gerald Voorhees
Com 342 
February 9, 2010




The year is 2001 and you are sitting behind your Xbox playing “DOOM 3” and “Grand Theft Auto: San Andreas” anxiously awaiting for your copy of the highly anticipated “Halo: Combat Evolved”. It is 2004 and you are playing through “Halo: Combat Evolved”.  You and your friends need to see Sgt. Johnson hug the Elite and then after the explosion hear Master Chief and Cortana say, “Did anyone else make it? Just echoes and dust, but we did the right thing didn't we?” It is always good to recap the previous game before placing it to rest.  Then it is time for some red bull infused Slayer on Blood Gulch until the next morning when your copy of "Halo 2 “comes in the mail. After endless days of pwn’n some noobs on the new multiplayer function it is time to preorder your copy of Halo 3 Legendary Edition, ahh, Halo 3 in all its grandeur feeling recognizable yet fresh and thrilling. Each level begs you to unleash Master Chief’s wrath on the Flood and tempting you with an engaging plot.  Bungies Halo 3 brings more to the table than just an interesting story line and a helmet; there is also Forge, extremely fun and addicting multiplayer content and the ability to share videos of you killing your friends in interesting ways like never before. It is the final game in the Halo trilogy we all know and love, a total package, this is Halo 3.
We all know that Halo 2 is a fast paced shooter and Halo 3 definitely doesn’t disappoint.  The newest Halo does not try to take players away from that comfort zone but some new aspects of the game make it feel evolved from previous games. Players can now watch their enemies die in slow motion with the new ability to watch old game play as well as share it online. One aspect is the new vehicles in the game. The Chopper is a vehicle that brutes drive often throughout the game and one that players will use to smash through their enemies. The Elephant is actually bigger than an elephant, much slower, and has a lot more turrets on it. Gauss Warthog has a gauss rifle on it, which provides a new twist on an old favorite. The Hornet is a new human flying vehicle; much like a helicopter it can move up, down, backwards and forwards. Mongoose is a new vehicle that moves fast and is very unique compared to other vehicles.  The Prowler is another vehicle that players can look forward to; it is basically a Covenant Warthog. Some new and interesting guns definitely add some spark to the player’s arsenal. Not only did Bungie bring back the indispensable Assault Rifle from Halo: Combat Evolved but added some guns like the Flame Thrower, Missile Pod and Laser.  Those aren’t the only big guns added into the new Halo. The Human and Covenant turrets can be dismounted and wielded as a hand held meat grinder. But with great power comes… a limited HUD and slower player movement. An interesting twist on the Energy Sword is the dueling attribute. When two players fly at each other with Energy Swords drawn the players will clash (lowering shields) and then begin a race to strike the opponent first. Some interesting objects that appear in Halo 3 are things like the Bubble Shield, Power Drain and Regenerator which do exactly what their names say they’ll do. Guns in Halo 3 have positives and negatives and depend on how the player utilizes them within the game. It doesn’t seem to have any one gun rain supreme and become too powerful, for instance, in Halo 2 the lock on Rocket Launcher was ridiculously hard to avoid once in a vehicle. Players of Halo 3 will not encounter that problem; the guns are very well rounded.
Halo 3’s multiplayer function is definitely why most players bought the game. Multiplayer functions in games have been a staple since they really emerged in 2001 and Halo 3 is no exception. “…multi-player games, combine the aesthetic and the social in a way the old mass media, such as theatre, movies, TV shows and novels never could” says Espen Aarseth, and he is right. (Aarseth, “Computer Game Studies Year One”, par.3) Halo 3 will have players coming back for the multiplayer experience for years. Almost all of its maps include long and short range areas and weapons so no players will be without their favorite weapons and fighting styles. One thing that does disappoint is the amount of preadolescent squeaky voices that talk nonstop about belittling other players. This particular quality can make communication difficult.  So “partying up” is recommended to keep out the annoying voices in your head. Objects such as the Regenerator and Bubble Shield come in handy much more often than in Campaign and can really change how battles are played out. Another thing that both limits and changes game play is rushing to get main weapons. The rush to get main weapons, such as Sniper Rifles and Rocket Launchers, is a summary of the first minute of each game. Whichever side gets to these guns first really has the advantage early on in play.  Forge is something that is going to have Halo fans jumping out of their seats because now Halo players can edit all multiplayer maps and add tons of objects both common and exotic. This makes editable game play virtually limitless and adds for tons of new and exciting game modes.
There is more to Halo 3 being bigger and better than previous games in the series than added objects. Many changes came from players previous complaints of Halo 2. Players will notice very little down time in Halo 3; in previous games players had to track some large areas and maybe even back track. Halo 3 does keep its maps the big or small at exactly the right times. If it is a big map, there will be some sort of vehicle to make it fun and exciting. Ai is in Halo 3 like the others but better graphics doesn’t always mean more perfect game play. Let’s start with Ai enemies; they use the land and arsenal to their advantage more than before. The new enemies will be seen hiding behind objects much more, running and dodging more, but most importantly using bubble shields and power drains to their advantage especially in the more harsh difficulties. Sometimes players will find themselves fighting off waves of enemies, this is because they call in for reinforcements which adds an aspect of game play not seen before in the Halo series. This brings me to the difficulty levels. Players that have played through the past games and have become more skilled throughout the saga may want to play on Hard or Legendary settings. The reason for this is because when building Halo 3 Bungie needed to provide a level of difficulty for the average person.  The average person (which will account for a large portion of sales) playing on normal will experience the new Ai configurations but not to the extent for people playing it on harder levels. How does Halo 3 end you ask? Of course it ends in an infamous warthog escape as it does in a classic Halo fashion. The “Escape the fiery meltdown before its too late!” does provide a classic finishing point to Halo 3. There are many points of air born Master Chief that may seem cinematic but add a level of precision, especially when playing with four other players. The constant falling off the map and leaps of faith may take a couple of tries until teammates stop running into each other and following one another into the drop off/lava.
Halo 3 is a good game, but it isn’t perfect. Halo 2 really focused on the parallel between both sides, but in Halo 3 that effect is completely dropped from the game in a way.  This puts the concentration on Master Chief. Yes there are some negatives to the new Ai. Not only is the Arbiter basically a Human fighting right at your side (lack of story on the covenant side), but his Ai is atrocious, a step back even from Halo 2’s friendly’s. All you players will notice him continuously running right up the line of fire and constantly dying. He will however hide behind objects and use his weapons more efficiently than past friendly.  Although this off-putting characteristic is annoying in a lot of ways it does influence the games concentration on Master Chief being the only hope for humanity. Halo 3 follows the classic definition of a game; the player “interacts” with the game but the “rules” imply they can’t shoot their teammate but using him to solve a “conflict”, say using him as a meat shield, will help the “uncertain outcome” point in the favor of them reaching their “separate”, “voluntary”, “inefficient” “goal” then they can tell their “social group” about it. (Juul, “Video Games and the Classic Game Model”, 32-33)
Like I said before, Halo 3 is not perfect but does advance the series in a positive direction. The majority of the new additions to this game are very interesting, exciting and fulfill expectations of what Halo 3 should feel like. The replay value is still high and the multiplayer will be played for years to come. Master Chief is a celebrity and Halo 3 is his movie; it’s grown into such a mass culture that if you don’t play this and let it influence your life, you will be the nerd. Aspects of this game will influence many forms of media and cultures because of its grandeur. Games in years to come will be compared to this game because of its influence. (McAllister, “Studying the Computer Game Complex”) In one sentence Halo 3 is the whole package. 

Procedural Rhetoric in Assassins Creed II








Procedural Rhetoric in Assassins Creed II







 Ryan Harvey
Dr. Gerald Voorhees
Com 342



Looking at Assassins Creed II through a Procedural Rhetoric lens, offers a perspective 
which broadens insight to the games unit processes allowing them to be brought into a clearer
view. In Assassins Creed II it is easy to scale buildings, pick pocket pedestrians, get away with
murder and even help shape a town’s economy. You play a guy named Ezio, who proves
violence is almost always the answer. He is an assassin and will use his skills for good, even   
though there are quite extreme.
Free running in the Assassins Creed games is unique to the series. The game really wants you use this ability by utilizing it to be as effective as possible. Free running can help you gain height on an enemy for various reasons, it can help you assassinate an enemy, help you get away with that murder, help you find hidden items and entrances and keep you unseen by the general public. It is the most powerful tool you, as an assassin, can wield in Assassins Creed II. If movements like this were this easy and performed to this extreme, the world would be very different. This ability is how players will gain and keep stealth and secrecy, which is vital to completing many goals. Civilians will not get in the way while you are keeping stealth on rooftops, moving between objectives and with this free running ability it is easy to move between buildings quickly. This game makes it seem as though flight were possible by the way you scale buildings in this game. You can climb on almost anything with ease and speed, even tall, thin towers where some have vantage points called “Eagle Vision”. Then, once you have reached the very top of this outrageously tall and dangerous tower, you can jump off using the “Leap of Faith”, which is where you jump off of the building into a bale of hay or water if river is nearby. People in the real world can free run to an extent and bildering is a sport but no one can do these things to the extent the game wants you to think is humanly possible. Everyone knows that there are assassins in real life, but we do not see them running around through crowded cities and then turning and scaling a wall. This would create a large amount of unwanted attention and would break the whole never seen, never heard aspect of being an assassin. Real assassins would not even think about jumping off of anything close to the height of these Leaps of Faith portrayed in the game. Not because this is a very anti-stealth way to get off a building, but because a dead guy lying in the middle of the street would be the only result. Real assassin rely on stealth, as far as movement, as does Ezio but they both do so in very different ways. But they both kill in stealth or non stealth ways depending on the message being sent. They both get contracts from higher ups and their technology is usually innovative and tailored to their specific needs. Although this game does not portray assassins, thieves and murderers in real world context, it makes for a powerful message about doing what is right no matter the means or consequences.
Ezio, in Assassins Creed II, can pick pocket informants, thugs and Heralds; this is a method of obtaining information, gaining Florins and restocking throwing. When you pick pocket someone, first you have to lock on, as long as you do it without the person noticing, nothing negative will come of it. If you do alert them, however, the subject can alert local authorities or, if they are armed, try and attack you. When this happens and the person you just pick pocketed is an informant you have to make a decision, whether to kill this person or run for your life. If you run away fast enough and hide you will not be followed and no one will really be alerted that this just took place. If you kill the informants, civilians will make a spectacle of you and guards of some kind will see the body eventually and come after you unless you can hide fast enough. If the person is armed because they are a thug you run the risk of being caught and attacked when the thug notices. You again must make a decision run or kill this person. Pick pocketing in real life is not as simple as in this game and as a real life “pick pocketer” I doubt you would set out on a path bent on obtaining information or pick pocketing other low lives for weapons and money. Other than being much harder to do in real life you run the risk of real life consequences. If you get caught or noticed by the person and they are a thug you will most likely receive a punch in the face quickly following. Or you might be injured with the very same weapon you were after in the first place, possibly mortally. If you get noticed pick pocketing in the game after a quick fist fight or puncture of the assassination blade you will have defeated the threat and now must run and hide for a short period of time which is made extremely easy by utilizing the free running abilities. Using stealth in this part of the game is essential for a successful pick. There is always free running though to save you if you mess up or would rather do it the old fashioned way; stab and grab. Free running will let you scale the nearest building and get out of harm’s way before guards come or allow you to hide from them if you have been spotted. In real life, when you are noticed and cannot run away and hide from all repercussions, assuming you are not already dead, you can get arrested. If you try to attack the people reprimanding you there will be real big consequences like immediate death or life in prison rather than a small sentence for pick pocketing. Killing them and hiding usually does not make you home free. Then you have your family and friends who will disown you as family or friend because you just pick pocketed someone and either got beat up, killed, arrested, or killed. Even if you do get away you have the constant anxiety of getting caught for your actions and must live with what you have done. These real life situations are not presented in the game accurately. They do have consequences, both positive and negative, depending on how you completed them but they are not represented in a real life manner. Apart from being fictional it is imperative that you complete this act to save people’s lives in the game. Stealing and possibly killing your victim is easy for an assassin that must put feelings aside and take matters into his own hands. You as the player must be the assassin so playing as Ezio makes you become him. Ezio in the game, as far as the events that unfold and non player determined actions, proves that he does not have any real conscience when it comes to enemies or people in his way. So when playing this game it is imperative that you take on the true role of Ezio and do things the way he would if not being controlled by you. Running around killing at random is not the way he would do it but not hesitating to kill anyone that poses a threat is a part of his psyche.
Heralds are basically walking newspapers and announce everything, even warnings about a strange man that travels by roof tops and has a nag for being around important people when they die. If you use free running in a non stealth or public manor you are going to stick out, especially since the only other people in the game that can free run, like you, are thieves. You can stop them from talking by paying them off to keep quiet. Pick pocketing the Florins away from Heralds who you just paid to lower your notoriety it will raise a little but not as much as it was before. This brings up all the consequences for being caught which can still be possible. The third option, involves killing the Herald in a way that alerts no one and does not raise you notoriety and then grabbing your Florins off his dead body. Once again, stealth comes into play and the best way once hidden to get away from a dead body is to go up, disappear onto the roof tops to avoid guard suspicion and civilian righteousness. This is equivalent to paying the mail man not to deliver a part of the newspaper to his clients and then killing the mail man later when he is done with his route. Sounds ridiculous but this is perfectly normal in a game where assassinating and thievery is a perfectly legit way to exact revenge on for your family.
When you have Florins you can spend them in various ways which can complete many side objectives as well as make main objectives much easier. Florins can be obtained through pick pocketing, which we discussed already, completing story missions and completing Assassination Contracts (are orders given to you by Lorenzo de' Medici to Ezio to kill evil and powerful people). Upgrading your villa, Monteriggioni, will up your revenue that you receive every 20 minutes and increases the town’s wealth. Purchasing paintings, armor, weapon sets and other things from local stores helps boost the economy as well and in return you will receive discounts when shopping at these stores. Buying things for your villa, like paintings, allows you to reach 100% completion on the villa. That buying thing from local stores increases the town’s wealth and appearance; buying everything from stores that goes into your villa lets you reach 100% on your villa. When you upgrade your armor and weapons you can improve resistance to attacks and increase damage dealing. You can use your acquired Florins to hire people throughout Italy to distract enemies. This will make stealing, or entering buildings much easier as well. Another good way to distract people which will even help you to assassinate people more stealthily is the poison blade, which Ezio can use to poison a clueless guard. The guard will then attack people and make a spectacle of himself until he dies. This is a perfect time to complete assassinations and then escape, using free running, before people realize it was you. You can obtain this valuable item by bringing codex pages to Leonardo Da Vinci. To locate the codex pages you must synchronize on the Eagle Vision perches which you get too by free running up certain buildings dedicated on the map. Once at the codex location you must create distractions or kill guards to gain entry. There are multiple other gadgets that Leonardo can help you make that will help you play the game.
To use your valuable Poison Blade you must put poison in it, the only way to get that is to visit a street doctor that sells medicine which in high doses can kill. Like we talked about before poison can be used to make a distraction but can also be used to assassinate stealthily since it does kill. Florins can also buy Medicine that acts as a healing item which can be carried with you in your pouch. This is a must because Ezio cannot heal automatically. The number of Medicine Vials you can carry at one time increases when you upgrade your Medicine Pouch at a Tailor. The Tailors in your town of Florence that you have helped get back on their feet, economically wise will provide you with services like these at reduced prices. Tailors will also upgrade your throwing knife pouch and poison pouch so that way you can carry more materials that will make the game easier and help you play more effectively.
            All of these things help the players experience as much of the game as possible. These items concentrate on stealth and indirect conflict with anyone that does not need to be involved. This is the way of an assassin. Everything here branches off of free running, which is what also makes this game a unique one. No other game has utilized this freedom this way and done such a nice job of connecting all the tools used in the game to perform at the highest level. The message of a “Robin Hood” type character that goes to extremes to do what is needed is represented in this game. You steal from the rich, to help needy, you kill the evil to save the good and you do what is needed not what is right.

















Bibliography
The Rhetoric of Video Games, Ian Bogost from The Expressive power of Videogames. MIT
Press, 2007. ( I have not used this source yet but I will and I know this because we briefly discussed it in our meeting, it is not in final bibliography format)

Bogost “Procedural Rhetoric” (Cannot get open yet but will have info from here, I know this 
because of my notes that briefly explain this article)

Unit Operations: An Approach to Videogame Criticism by Ian Bogost (I am going to purchase a downloadable copy and look at the sections ‘From systems to Units’ and ‘Procedural Criticism’)


The immersion model of meaning by Fullbright. ( we talked about pulling the meaning of the
game out and I want to do that, but we just talked about so I have not had a chance to start yet.

Analysis: Story And The Trouble With ‘Emergent’ Narratives by Tom Cross( I am going to use
this article to help define emergent narratives in the game. Then I will look at how they affect the Procedural Rhetoric)