Friday 28 August 2015

This game doesn't have a story.


Stories are powerful, they provide us with a reason to fight and an enemy to fight, without stories we wouldn't have names, and without names there would be no banner for people to fight under. As Tuan says "words alone, used in an appropriate situation, can have the power to render objects, formerly invisible because unattended, visible, and impart to them a certain character" this true,without a name a place or group of people is just an unorganized mess. But when given a name the group becomes alive and finds a reason to band together and become teams. This is illustrated very well in match making, as when queuing solo you are paired up with 4 random people that do not know you or your story but still fight with you...most of the time. The only thing these people know is that they are either one of two sides Radiant or Dire and that the other side is your enemy. You could be paired up with a ally from another game and yet you will still band together because you and your victory relies upon it.

The "Greeks understood that the way we tell a story shapes the way we see the world, and the way therefore we possess the world"  as Ariella van Luyn mentioned in the lecture, this is also shown as without the words in Dota our movement and how our game is shaped changes. By naming our lanes we are able to correctly position and know the places. If we did not know the names our communication and possession of the Dota world and game play would be very limited. The story of Dota is not, the actual story but that of what you and your team mates do in the game, the names of said characters also make a more vibrant and colorful history.
Bibliography

Dota2 Sticker Special - DFX True Story. (n.d.). Retrieved August 28, 2015, from http://chroneco.deviantart.com/art/Dota2-Sticker-Special-DFX-True-Story-493703472

Tuan, Y.-F. (1991). Language and the making of place: A narrative-descriptive approach. 684-696.

Unknown. (2015, August 10). Radient. Retrieved August 28, 2015, from http://dota2.gamepedia.com/Radiant

Unknown. (2015, August 10). Dire. Retrieved August 28, 2015, from http://dota2.gamepedia.com/Dire

Van Luyn, A. (2015). BA1002: Space: Networks, Narratives, and the Making of Place, week 5 notes. Retrieved August 28, 2015, from https://learnjcu.jcu.edu.au/webapps/blackboard/execute/content/file?cmd=view&content_id=_1996330_1&course_id=_69740_1

2 comments:

  1. Hello, I don't know if i agree or disagree with your blog this week, but it is defiantly true. The passing down of names allows us to be identify and be put into team and/or genres, without them we are no one. Watching a good Dota stream on twitch is listen to a good story, there's excitement, angry, pain, happiness and many other emotions, something that picture don't generally do well. You're blog post has been intriguing and easy to read, love to see what you write next week.

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  2. I agree with you that stories are powerful. As you mentioned the “stories shape the way we see the world” Ariella(2015). Stories provide so much for us now as they did for our ancestors. Through stories there are myths, there are maps, our culture and so much more, stories also that give us a name. First and last names, names that we identify ourselves by. Names affect our lives in so many ways as well. Through names we get our lineage, we find out where we come from and what we are. Although I have never heard of Dota your blog does give me a little insight into it.

    Van Luyn(2015).BA1001: our Space: Networks, Narrative and the making of place. Retrieved from https://learnjcu.jcu.edu.au/bbcswebdav/pid-1996330-dt-content-rid-2741613_1/courses/15-BA1002-TSV-INT-SP2/stories_place_ba1002%281%29.pdf

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