As part of my Digital Artefact for BCM215, I was required to comment on 3 other pitches, to provide feedback on the work they had done and to provide extra resources for them to use. For this, I commented on Seth Galvin, Elliot Boswell and Jett Townsend’s pitches.
Seth Galvin – Competitive Super Smash Bros.
For his digital artefact, Seth is exploring the competitive nature of Super Smash Bros. To do this, he will be playing 4 of the 5 Smash Bros. games then comparing the differences, such as the movesets of certain characters, what has been removed and what has been added to each game. I am interested in Seth’s topic as the competitive side of gaming isn’t something I have explored personally.
Seth also plans on engaging with the Reddit, Facebook and YouTube communities dedicated to the franchise, to gain perspectives and additional information from people who are knowledgeable on the topic.
My comment starts off by praising his pitch, as I believe his idea of reaching out to gaming communities is an excellent way to gain extra knowledge. I then stated that another point Seth could research is why Smash Bros. has remained popular for so long despite having so few titles, then gave a potential reason as to why this is.
I also linked Seth’s topic back to the week 7/week 8 subject reading and lecture content “Computer games as participatory media culture” by Joost Raessens (2005), and how people actively and passively participate in competitive gaming communities.
Finally, I suggested to Seth some potential platforms he could use for his DA, including Instagram and YouTube, to help give him some ideas for how to run the project.
Elliot Boswell – Playing History
Elliot’s Digital Artefact, Playing History, is a YouTube channel where he and a his partner will be analysing the Assassin’s Creed series and taking a look at their historical accuracy. In their videos, they plan to discuss the educational value that these games have in regards to students learning about history.
In my comment, I focused on the potential effects that using video games as an educational material may have. One of the effects I spoke about is that since these video games include characters created solely for the game, any interactions involving them cannot be historically accurate, since they never truly existed. Therefore using these games as a source of learning would need moderation to ensure student’s don’t mix up the game narrative with what actually happened.
I then spoke about the positive effects of video games, that they allow people to visualise what happened rather than just reading about it. I also linked a source that spoke about how this benefits people, as it provokes players to think about why events happened the way they did, therefore allowing them to learn from what they have witnessed.
I also linked some subreddits that could provide useful insights and information into the topics Elliot is researching, as these are large, friendly communities that are often extremely helpful in uncovering information.
Jett Townsend – Crash Bandicoot Nostalgia
The focus of Jett’s Digital Artefact is nostalgia in relation to the recently-remade Crash Bandicoot: N-Sane Trilogy. Jett discusses the reasons why nostalgia is so influential in video games as well as what internal and external factors can trigger nostalgia in people.
I begin my comment by reminiscing on my childhood and my fond memories of playing the original Crash Bandicoot trilogy with my family. I then go on to discuss the reasoning behind remakes and remasters, particularly whether games are remade because people are asking for them or really want them, or if company’s make them because they are easy money-makers, due to requiring less work and already having a dedicated fanbase. A source I linked discusses how whilst remakes and remasters are good at times, they don’t pave the way for the future of the video game industry. Therefore, I suggested that Jett take a look at whether or not the Crash Bandicoot games necessary and asked for by fans.
Reflection On Comments
Overall, I believe I was able to connect to the people I commented on and understand what their topic was and how they’re going to do it. My research into Seth’s, Elliot’s and Jett’s topics yielded helpful academic and non-academic articles that I was able to relate to their project, which I hope they can use when developing their digital artefact. The thing I feel needed improvement in my comments was how I relate the subject readings and topics to their project. I was able to do this with Seth but was unable to in the others. Therefore my focus for the Beta comments will be relating our subject content to their projects. Despite this, I feel my comments were largely helpful, as I also managed to link some online communities that I believe may be useful. I believe I have learnt from this experience, both about the topics of competitive gaming, historical accuracy and nostalgia, as well as about what parts of my own digital artefact and the feedback I give need improving.
Raessens, J. 2005, “Computer games as participatory media culture”, Handbook of Computer Games Studies, pp. 373-388, accessed 10/9/2020
r/assassinscreed, https://www.reddit.com/r/assassinscreed/ accessed 10/9/2020
r/gaming, https://www.reddit.com/r/gaming/ accessed 10/9/2020
r/history, reddit.com/r/history/ accessed 10/9/2020
r/crashbandicoot, https://www.reddit.com/r/crashbandicoot/ accessed 10/9/2020
r/supersmashbros, https://www.reddit.com/r/supersmashbros/ accessed 10/9/2020
Shaw, A. 2015, “The Tyranny of Realism: Historical accuracy and politics of representation in Assassin’s Creed III”, https://journals.sfu.ca/loading/index.php/loading/article/view/157, accessed 10/9/2020
ThermalTake, 2020, “Game Remakes and Remasters: Harmless nostalgia, or shameless cash grabs?”, https://blog.thermaltake.com.au/2020/05/game-remakes-and-remasters-harmless-nostalgia-or-shameless-cash-grabs/, accessed 10/9/2020,