Element 1 process update – tutorial with Adam
Adam corrected an irregular term in my essay, and also mentioned the term non-linear sound to me, and said that one of the main differences between games and films is the constant loop of music. After finishing the tutorial, I went searching for more information on non-linear and decided to change my thesis. I have to say that this is indeed one of the best features of the game, a format without a clear beginning, middle, and end.
“The music of non-linear media like video games, however, works more like a major urban metro: At any time, we may want to be able to hop off at one station and hop onto another train going in a new direction. We may not get on at the end of this new train, but perhaps on one of the middle cars. The train may choose to speed up at night or slow down through built-up urban areas. Every audio cue (train car) must be designed to stand alone since there is no way to predict its hundreds of possible directions: There is no “correct” sequence of events for the train to follow. A unique relationship arises, then, between these cars and tracks, working with and connecting.” (Karen Collins, 2007)
Players are actively experiencing the game world. After entering the gaming world, how long they will stay, and when they will go to the next place, all of these are unknown. The moviegoers are passively experiencing the world of the movie. They follow the camera to visit. When the movie ends, the journey ends.