How is The Sim’s postmodern

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How is The Sim’s postmodern? Hyper-reality/ Rejection of the meta narrative: ã Because role-playing games such as The Sims allow the audience to actively engage within the text i.e. Through choice of characterization and their mise-en-scene in terms of detailed graphics, they immerse the audience within the constructs of the game. The Sim’s have their own currency, language and fake world which is based on ‘human’ reality and such immersion, causes the distinction between reality and the hyper

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  How is The Sim’s  postmodern?  Hyper-reality/ Rejection of the metanarrative: ã Because role-playing games such as The Sims allow the audienceto actively engage within the text i.e. Through choice of characterization and their mise-en-scene in terms of detailedgraphics, they immerse the audience within the constructs of the game. The Sim’s have their own currency, language and fake world which is based on ‘human’ reality and such immersion, causes the distinction between reality and the hyper-real to be ‘blurred’. ã Not only does the control the audience possess in this gamerelate to this postmodern concept but the fact the audience are positioned as the ‘authors’ of the text where each Sim family willbe different links to the idea there are different subjective truthsand representations dependant on the specific individual andtherefore the overall Postmodern rejection of the meta-narrative.  Braudrillard and identityfragmentation : ã Sims ties in Braudrillard’s simulacrum argument where the characters which feature within this game are referents of actual people however because they are so unrecognisable as ‘Sim’s’ they replace the reality of what  we know to be a person. Furthermore because we aredirectly able to play with these characters and their lives it links to this idea they have in some sense replaced the real. ã The postmodern notion of an ‘identity crisis’ and the‘decentred self’ is present through the fact on the game we are able to make several completely different Sims, with different personalities and lives and therefore thereare no codes or common boundaries within the gameand identity is changeable and fragmented.  Intertextuality: ã In it’s aim to be a representation of real life it uses various intertextual references such as to TV programmes and highculture like Shakespeare. There are also downloadable Sim’s  based on real life celebrities. Therefore intertexuality shapes the game in it’s attempt to create a simulated world, much as Postmodern programmes such as Family guy rely on intertexualreferences in shaping their storylines. ã An overall rejection of high culture is presented through the ‘condensing’ of references such as to Romeo and Juliet ( a ready made family in Veronville) into the this simulated, controlledworld. These mean very little to the gamer who is able todirectly control every aspect of the game and therefore reducing high culture’s significance.
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