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Showing posts with label The Tempest. Show all posts
Showing posts with label The Tempest. Show all posts

Friday, November 1, 2013

Presenting at RMMLA: My Experience

This post was originally written for a digital culture class. See it here.

On October 10, I had the opportunity to present my paper, "'Such Stuff as Dreams are Made On': Shakespeare and the Cultural Legitimacy of Video Games" at the Rocky Mountain Modern Language Association conference. The conference this year was in Vancouver, Washington (no, not Canada and no, not DC). It is unusual for an undergraduate to present at this conference and I was very grateful for the opportunity.

I was very pleasantly surprised by how well my paper was received. Even before the conference started, the panel chair, a professor from Utah State, told me to not be nervous because they were a nice group of people. It also helped that everywhere we went there seemed to be another BYU graduate wanting to talk to us--in the airport, in the hotel, in the room I presented in--everywhere. I was really worried that they'd hear I was an undergraduate and someone would say something about how I wasn't supposed to be there or ask how I ever got in to the conference. I was also worried that I'd get to the conference room and the other presenters would speak and it would all go way over my head and my paper would seem completely juvenile in comparison. Actually, neither of those things happened. I found the other papers super interesting and exciting, and when the time came for Q&A after the presentations, I actually got the bulk of the questions (this might have been in part because I was the last presenter, but it still felt good) and I held my own and had answers for everyone. (Surprisingly, I didn't get the chance to use any of the ten or so answers I had come up with for the questions, "But how can games be art when they're so violent?" because no one asked any version of that question.)

After I finished my presentation, the panel chair asked if I was going to publish my paper and asked the room if they thought I should. They were all very supportive in saying I should publish it somewhere. A woman from The University of Baltimore asked me to email it to her to give to their new Department of Simulation and Digital Entertainment. She said they would love to read it.

Overall, it was an amazing experience and much less intimidating than I thought it would be. The paper was received very well and I'm more excited than ever about my prospects studying video games as an art form.

The full text of my paper can be read and downloaded here.
The accompanying PowerPoint can be viewed and downloaded here.

And, finally, here's a video my lovely wife took of my presentation:




"Playing" Prospero

This post was originally written for a Shakespeare class blog. See it here.

I've been thinking about my post of "The Tempest: The Video Game" and my point at the end about how the player could play Prospero and be forced to enslave Caliban as a new way to interpret the themes of the play. There's something much bigger in that idea than I thought at first.

Clint Hocking, an influential game designer, was quoted in the New Yorker in 2011 as saying,


Clink Hocking's online avatar
"Finding a way to make the mechanics of play our expression as creators and as artists—to me that’s the only question that matters." 

Like my suggestion in my post, he was talking about how the mechanics of the game could enhance the art of the author and designer. However, in a post on his blog he altered this quote ever-so-slightly but importantly to say, 


"Finding a way to make the dynamics of play support the creative expression of players—to me that’s the only question that matters."


A lot of the art of theatre comes from actors coming up with new interpretations for characters, or in the subtle differences a certain actor gives to a script by the way they he or she plays it. Why can't it be the same with video games? Taking that same scenario from above, a player could choose to try and avoid enslaving Caliban, or that same player could enslave Caliban the second he/she meets him, before the reasons to enslave him are even clear. Just like an actor or actress, the gamer could "play" Prospero however he/she chooses.


That's good art.

The Tempest: The Video Game

This post was originally written for a Shakespeare Class at BYU. See it here.

The following is a brief list of quotes from The Tempest that take on a whole new meaning when you think of the play in the context of video games:


"She / Is daughter to this famous Duke of Milan, / Of whom so often I have heard renown, / But never saw before; of whom I have / Received a second life..."


(Ferdinand, 5.1.212-216)



Water Nymph
CC by zionenciel





"Go make thyself like a nymph o' the sea: be subject / To no sight but thine and mine, invisible / To every eyeball else."

(Prospero, 1.2.354-356)






"O, wonder! / How many goodly creatures are there here! / How beauteous mankind is! O brave new world, / That has such people in't!"

(Miranda, 5.1.203-206)


These are a few tongue-in-cheek examples, obviously, but I think they help establish a connection quickly, even if it is a shallow connection.