The game I chose is Mario Kart. Since it is a more fun-play game, it doesn’t really have a set story line to it. You go on and you race, trying to place the highest as possible every round. If I have to put a message to it, it would be about competition racing in a virtual world can be quite fun. Quite a lame massage, if you ask me, but at least it’s fun! How is it fun? Well, let me tell you!
As a modern videogame, this game involves high graphics and vivid colors. Everything you see, although cartooned, is clear. The interface is also easy to use. There is generally no learning curve to the game, but it takes practice and skill to win. This means you can have fun right away. First, the game is not set in reality. It’s set in the virtual world of Mario. Many of the racing stadiums are creative and have their own theme to it. For example, the Rainbow Road stage, is set in space and is colorful all around. On the hand, Browser’s Castle is dark and is surrounded by lava and other obstacles, befitting of a villain’s lair. If one is familiar with the Mario world, this adds depth to that world. If not, you become immersed on how creative each track stage can be. Secondly, this is a racing game, so racing noises is a must. The game provides detailed acceleration noises and racing noises, such as the wind against the vehicle. These noises immerse the player into a racing mindset. Also, the characters all have their own distinct sound. In my opinion, the purpose of this is to allow the user to embody the character. No longer are you the player, but actually the character. Lastly, the controller the user uses also plays a part. It vibrates to let you know when you’ve been hit. In addition, if one buys a wheel controller, like I did, you can actually almost replicate driving. How interactive! These elements of visual rhetoric, auditory rhetoric, and gameplay all help to make Mario Kart as fun as it is.
The game also shows procedural rhetoric. Not only is the game about simple racing, it also is about strategy. Built into the game, one can obtain items to boost oneself ahead or attack another player. These items may be mean to use on other, but it’s all fair. One of the worse items is the Lightning Cloud. This cloud will zap the player in first place. If you are strategic about it, one would use it when the player is near the finish line. A zap will stall the player, buying you time to cross the finish line before them, thus gaining a higher placement. It completely changes the game. Another item that can be obtained is the Bullet. The Bullet can launch a player falling behind to nearly the front. It is a huge advantage. These items are procedural rhetoric, altering the game into one player’s favor and another player’s loss. Always beware of the unexpected. No win is guaranteed until you cross that finish line.