Monday 5 May 2014

Case Studies - VIDEO GAME: Postmodern Features

The Sims is a strategic life-simulation computer game developed by Maxis and published by Electronic Arts. It was created by game designer Will Wright, also known for developing SimCity. It is a simulation of the daily activities of one or more virtual persons ("Sims") in a suburban household near SimCity.

‘The Sims’ is a role-playing game which means you can create a character of yourself, or go create someone entirely different from yourself, e.g. James being a plump old lady.  This is postmodern as you can play a different version of yourself.  This is also hyper-reality as Baudrillard argued that a simulacrum is not a copy of the real, but becomes truth in its own right.  

‘The Sims’ has instantaneity in it as you can cheat.  For example ‘The Sims’ has money called Simoleons and you can cheat for gain §50,000 or §1000.  Rather than working hard to get rich with your Sim you cam instantly be wealth in a matter of minutes.

‘The Sims’ is intertextual in its aim to become real simulated life.  By incorporating things like TV
programmes and Shakespeare (Romeo and Juliet) it tries to create its own world. There has also been a number of spin offs including a Katy Perry expansion pack and numerous clothing and shopping expansion packs which allow the user to bring real life objects into the game.

Your Sims can play ‘The Sims’ on there computer.  This is self-reflexive.  Furthermore the Sims address the camera and stare at you if they need something e.g. They need food cause they are hungry.  This is self-reflexive because they know they are being controlled.  Also it is self-reflexive of yourself as its meant to be a projection of yourself into the game.


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