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English: Comparison Essay
Purpose
There has been a continuing debate between game lovers and film lovers since a long time. Video game lovers consider it a useful activity for enhancing the imagination and intelligence of the players. On the other hand, film lovers displayed their passion and love for films by saying that cinema refreshes those parts that even the best and most enjoyable games cannot refresh. The essay will show the effective strategies for making a comparison between video games and cinema.
Points of Comparison
The writer mentions the new adventure game LA Noire that is considered to be more sophisticated and has gone deeper than the cinema. Hollywood is famous for creating films as a great source of pleasure and entertainment for the people. However, the production of LA Noire has challenged the crime thrillers of Hollywood. It has turned films into a game which is appreciated by many people but also criticized by them. Some say that it is not right to convert films into games while others consider Noir as a very stylized genre. He says that watching movies is a passive mode of consumption of art whereas, playing games is interactive, and gamers have to be adaptive to that. There are many games with great storytelling, characters and art, but they possess weak mechanics and a gameplay which is why they have not been particularly successful yet. The writer says that videogames have become the most purchased entertainment market as compared to films. He says that the popularity of videogames has even made its way towards becoming the biggest headline globally. It is appreciated that the game producers work hard to convert a concept into reality. The virtual world has begun to move beyond and taken a better place than other media. The comparison between games and films illustrates that turning a film into a game requires the reduction of the film. Seeing one’s own self in a game and stepping into the role of an avatar are experiences that gaming can offer but films cannot. Gamers are more concerned with the playability of the game, its content and storyline, than the star power behind it. The author mentions that films are a source of making people think in different and new ways about their surroundings and the world they live in. They try to relate the story to them and consider what the authors or producers are trying to convey and then bring changes in their lives. On the other hand, games like LA Noire and Heavy Rain have got the ability to demand both emotional and intellectual intelligence from the audience. However, some players present that LA Noire is too absorbing for the players. To compare videogames with cinema, the writer mentions lines said by Professor Christine Geragthy, editor of the Journal of British Cinema and Television, “Going into a big dark room and sitting in front of a huge screen, amongst an audience but also alone – they're such important parts of cinema's immersive quality…… Cinema is unique in that way – we may need to be won over by the film, but we don't have to be won over by the form itself. We go in with a willingness to surrender.” The master film makers can easily merge the mainstream flash that is possible by the game developers as well but it does not engage the audience intellectually. Gamers see the importance of games differently. They witness it as a challenge that motivates one to aim higher and higher. According to them, it is a test of ability of the players.
Ethics
Cinema holds much importance in the world of media but the virtual world is also progressing rapidly and it is assumed that in the coming years, it would become the central and the most important genre as compared to the cinema. However, cinema lovers would still continue to follow its goals and it will continue to be a source of entertainment for people. Both genres have their own plus points and limitations and both appeal to their users in their own unique ways.
Works Cited
ADDIN ZOTERO_BIBL {"uncited":[],"omitted":[],"custom":[]} CSL_BIBLIOGRAPHY Reinking, James A., and Robert von der Osten. Strategies for Successful Writing: A Rhetoric, Research Guide and Reader. 8 edition, Prentice Hall, 2007.
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