The first graphic novel I will be reviewing is The Ghosts and Ruth Ann. Created by communications major Dillon Hawkings and a team of artists and fellow students, this short graphic novel tells the tale of "Young Ruth Ann." Convinced that West Virginia is filled with nothing but coal miners and rednecks, she meets a young man who begins to share tales and stories that open her eyes a little.
The drawings and visual style are great. Though seemingly simple sometimes, with the absense of color, there's not lack of detail and there's plenty of interesting aspects to look at. The mountains and clouds, especially, give a superb feeling that you are indeed in West Virginia and that's essentially what the graphic novel is about. I like how the graphic novel uses stories and flashbacks to help communicate the meaning of the overall graphic novel, and really gives this piece a unique sense.
Overall, I was a huge fan of this graphic novel and would read similar works by these artists. Great job, guys!
The second graphic novel is Doors by Jason Smith.
Though the visual style and art is a bit rough, the story is awesome. It truly feels as if it were a movie being acted out when you flip through the pages, with fully developed characters, a plot that unravels over time, and a sense of suspense and drama that just continues to build. Though the story is somewhat abstract and gets a bit muddled at times, it lets you sort of find your own meaning. The black backgrounds to the panels and the entire visual style makes it feel more like a dream or a memory, and a few panels are especially vivid and put you on the spot.
While not my favorite graphic novel, the story itself was great. Hopefully this is a starting point for using another medium to tell this story, such as film.
Shepherd Student Comics - Review
Posted by
Matt Richards
at
10:55 AM
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COMM 343,
graphic novel
Competition in Gaming
Posted by
Matt Richards
at
1:48 PM
A large part of a successful game is the ability to compete in it. Whether you're trying to complete more achievements (think of Xbox Live achievements), beating your friend at a competitive game, or moving up some sort of ladder or tournament system, competition and gaming have gone hand-in-hand for many years.
A key to make a game truly successful is make it fun to compete in. This is key to keep people interested in the game, because it creates something they can keep going back to. They want their progress and successes in a game to be tracked, and they want to be able to show their abilities to their friends.
One of the most simple games would be a game of chess (or even checkers). The rules are simple, and understood by all. It's up to an individual's skill and cunning to out-smart and beat their opponents. It's the most basic level of competition. These games are remarkably simple, they've stood the test of time, and they're hugely popular. Because they've embraced, at its core, the principles of competition. They allow players to battle head-to-head without battling the game mechanics.
The point of allow players to compete against each other means that the game's rules and mechanics can't get in the way of a truly competitive experience. Competition in games has lead to things like multiplayer online gaming, achievements, leaderboards, tournaments, "professional gaming", and more. I believe that for a game to become hugely successful, it must embrace some form of competition. Competition allows for more replay value, and it also allows people to challenge their friends--thus creating word of mouth.
I hope to study more about competition, why it exists, and what drives people to compete, and then use this knowledge in the study of game design.
A key to make a game truly successful is make it fun to compete in. This is key to keep people interested in the game, because it creates something they can keep going back to. They want their progress and successes in a game to be tracked, and they want to be able to show their abilities to their friends.
One of the most simple games would be a game of chess (or even checkers). The rules are simple, and understood by all. It's up to an individual's skill and cunning to out-smart and beat their opponents. It's the most basic level of competition. These games are remarkably simple, they've stood the test of time, and they're hugely popular. Because they've embraced, at its core, the principles of competition. They allow players to battle head-to-head without battling the game mechanics.
The point of allow players to compete against each other means that the game's rules and mechanics can't get in the way of a truly competitive experience. Competition in games has lead to things like multiplayer online gaming, achievements, leaderboards, tournaments, "professional gaming", and more. I believe that for a game to become hugely successful, it must embrace some form of competition. Competition allows for more replay value, and it also allows people to challenge their friends--thus creating word of mouth.
I hope to study more about competition, why it exists, and what drives people to compete, and then use this knowledge in the study of game design.
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Labels:
COMM 344,
game design
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