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1

Morley, Sarah. "The Garden Palace: Building an Early Sydney Icon." M/C Journal 20, no. 2 (April 26, 2017). http://dx.doi.org/10.5204/mcj.1223.

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IntroductionSydney’s Garden Palace was a magnificent building with a grandeur that dominated the skyline, stretching from the site of the current State Library of New South Wales to the building that now houses the Sydney Conservatorium of Music. The Palace captivated society from its opening in 1879. This article outlines the building of one of Sydney’s early structural icons and how, despite being destroyed by fire after three short years in 1882, it had an enormous impact on the burgeoning colonial community of New South Wales, thus building a physical structure, pride and a suite of memories.Design and ConstructionIn February 1878, the Colonial Secretary’s Office announced that “it is intended to hold under the supervision of the Agricultural Society of New South Wales an international Exhibition in Sydney in August 1879” (Official Record ix). By December the same year it had become clear that the Agricultural Society lacked the resources to complete the project and control passed to the state government. Colonial Architect James Barnet was directed to prepare “plans for a building suitable for an international exhibition, proposed to be built in the Inner Domain” (Official Record xx). Within three days he had submitted a set of drawings for approval. From this point on there was a great sense of urgency to complete the building in less than 10 months for the exhibition opening the following September.The successful contractor was John Young, a highly experienced building contractor who had worked on the Crystal Palace for the 1851 London International Exhibition and locally on the General Post Office and Exhibition Building at Prince Alfred Park (Kent 6). Young was confident, procuring electric lights from London so that work could be carried out 24 hours a day, to ensure that the building was delivered on time. The structure was built, as detailed in the Colonial Record (1881), using over 1 million metres of timber, 2.5 million bricks and 220 tonnes of galvanised corrugated iron. Remarkably the building was designed as a temporary structure to house the Exhibition. At the end of the Exhibition the building was not dismantled as originally planned and was instead repurposed for government office space and served to house, among other things, records and objects of historical significance. Ultimately the provisional building materials used for the Garden Palace were more suited to a temporary structure, in contrast with those used for the more permanent structures built at the same time which are still standing today.The building was an architectural and engineering wonder set in a cathedral-like cruciform design, showcasing a stained-glass skylight in the largest dome in the southern hemisphere (64 metres high and 30 metres in diameter). The total floor space of the exhibition building was three and half hectares, and the area occupied by the Garden Palace and related buildings—including the Fine Arts Gallery, Agricultural Hall, Machinery Hall and 10 restaurants and places of refreshment—was an astounding 14 hectares (Official Record xxxvi). To put the scale of the Garden Palace into contemporary perspective it was approximately twice the size of the Queen Victoria Building that stands on Sydney’s George Street today.Several innovative features set the building apart from other Sydney structures of the day. The rainwater downpipes were enclosed in hollow columns of pine along the aisles, ventilation was provided through the floors and louvered windows (Official Record xxi) while a Whittier’s Steam Elevator enabled visitors to ascend the north tower and take in the harbour views (“Among the Machinery” 70-71). The building dominated the Sydney skyline, serving as a visual anchor point that welcomed visitors arriving in the city by boat:one of the first objects that met our view as, after 12 o’clock, we proceeded up Port Jackson, was the shell of the Exhibition Building which is so rapidly rising on the Domain, and which next September, is to dazzle the eyes of the world with its splendours. (“A ‘Bohemian’s’ Holiday Notes” 2)The DomeThe dome of the Garden Palace was directly above the intersection of the nave and transept and rested on a drum, approximately 30 metres in diameter. The drum featured 36 oval windows which flooded the space below with light. The dome was made of wood covered with corrugated galvanised iron featuring 12 large lattice ribs and 24 smaller ribs bound together with purlins of wood strengthened with iron. At the top of the dome was a lantern and stained glass skylight designed by Messrs. Lyon and Cottier. It was light blue, powdered with golden stars with wooden ribs in red, buff and gold (Notes 6). The painting and decorating of the dome commenced just one month before the exhibition was due to open. The dome was the sixth largest dome in the world at the time. During construction, contractor Mr Young allowed visitors be lifted in a cage to view the building’s progress.During the construction of the Lantern which surmounts the Dome of the Exhibition, visitors have been permitted, through the courtesy of Mr. Young, to ascend in the cage conveying materials for work. This cage is lifted by a single cable, which was constructed specially of picked Manilla hemp, for hoisting into position the heavy timbers used in the construction. The sensation whilst ascending is a most novel one, and must resemble that experienced in ballooning. To see the building sinking slowly beneath you as you successively reach the levels of the galleries, and the roofs of the transept and aisles is an experience never to be forgotten, and it seems a pity that no provision can be made for visitors, on paying a small fee, going up to the dome. (“View from the Lantern of the Dome Exhibition” 8)The ExhibitionInternational Exhibitions presented the opportunity for countries to express their national identities and demonstrate their economic and technological achievements. They allowed countries to showcase the very best examples of contemporary art, handicrafts and the latest technologies particularly in manufacturing (Pont and Proudfoot 231).The Sydney International Exhibition was the ninth International Exhibition and the colony’s first, and was responsible for bringing the world to Sydney at a time when the colony was prosperous and full of potential. The Exhibition—opening on 17 September 1879 and closing on 20 April 1880—had an enormous impact on the community, it boosted the economy and was the catalyst for improving the city’s infrastructure. It was a great source of civic pride.Image 1: The International Exhibition Sydney, 1879-1880, supplement to the Illustrated Sydney News Jan. 1880. Image credit: Mitchell Library, State Library of NSW (call no.: DL X8/3)This bird’s eye view of the Garden Palace shows how impressive the main structure was and how much of the Gardens and Domain were occupied by ancillary buildings for the Exhibition. Based on an original drawing by John Thomas Richardson, chief engraver at the Illustrated Sydney News, this lithograph features a key identifying buildings including the Art Gallery, Machinery Hall, and Agricultural Hall. Pens and sheds for livestock can also be seen. The parade ground was used throughout the Exhibition for displays of animals. The first notable display was the International Show of Sheep featuring Australian, French and English sheep; not surprisingly the shearing demonstrations proved to be particularly popular with the community.Approximately 34 countries and their colonies participated in the Exhibition, displaying the very best examples of technology, industry and art laid out in densely packed courts (Barnet n.p.). There were approximately 14,000 exhibits (Official Record c) which included displays of Bohemian glass, tapestries, fine porcelain, fabrics, pyramids of gold, metals, minerals, wood carvings, watches, ethnographic specimens, and heavy machinery. Image 2: “Meet Me under the Dome.” Illustrated Sydney News 1 Nov. 1879: 4. Official records cite that between 19,853 and 24,000 visitors attended the Exhibition on the opening day of 17 September 1879, and over 1.1 million people visited during its seven months of operation. Sizeable numbers considering the population of the colony, at the time, was just over 700,000 (New South Wales Census).The Exhibition helped to create a sense of place and community and was a popular destination for visitors. On crowded days the base of the dome became a favourite meeting place for visitors, so much so that “meet me under the dome” became a common expression in Sydney during the Exhibition (Official Record lxxxiii).Attendance was steady and continuous throughout the course of the Exhibition and, despite exceeding the predicted cost by almost four times, the Exhibition was deemed a resounding success. The Executive Commissioner Mr P.A. Jennings remarked at the closing ceremony:this great undertaking […] marks perhaps the most important epoch that has occurred in our history. In holding this exhibition we have entered into a new arena and a race of progress among the nations of the earth, and have placed ourselves in kindly competition with the most ancient States of the old and new world. (Official Record ciii)Initially the cost of admission was set at 5 shillings and later dropped to 1 shilling. Season tickets for the Exhibition were also available for £3 3s which entitled the holder to unlimited entry during all hours of general admission. Throughout the Exhibition, season ticket holders accounted for 76,278 admissions. The Exhibition boosted the economy and encouraged authorities to improve the city’s services and facilities which helped to build a sense of community as well as pride in the achievement of such a fantastic structure. A steam-powered tramway was installed to transport exhibition-goers around the city, after the Exhibition, the tramway network was expanded and by 1905–1906 the trams were converted to electric traction (Freestone 32).After the exhibition closed, the imposing Garden Palace building was used as office space and storage for various government departments.An Icon DestroyedIn the early hours of 22 September 1882 tragedy struck when the Palace was engulfed by fire (“Destruction of the Garden Palace” 7). The building – and all its contents – destroyed.Image 3: Burning of the Garden Palace from Eaglesfield, Darlinghurst, sketched at 5.55am, Sep 22/82. Image credit: Mitchell Library, State Library of NSW (call no.: SSV/137) Many accounts and illustrations of the Garden Palace fire can be found in contemporary newspapers and artworks. A rudimentary drawing by an unknown artist held by the State Library of New South Wales appears to have been created as the Palace was burning. The precise time and location is recorded on the painting, suggesting it was painted from Eaglesfield, a school on Darlinghurst Road. It purveys a sense of immediacy giving some insight into the chaos and heat of the tragedy. A French artist living in Sydney, Lucien Henry, was among those who attempted to capture the fire. His assistant, G.H. Aurousseau, described the event in the Technical Gazette in 1912:Mister Henry went out onto the balcony and watched until the Great Dome toppled in; it was then early morning; he went back to his studio procured a canvas, sat down and painted the whole scene in a most realistic manner, showing the fig trees in the Domain, the flames rising through the towers, the dome falling in and the reflected light of the flames all around. (Technical Gazette 33-35)The painting Henry produced is not the watercolour held by the State Library of New South Wales, however it is interesting to see how people were moved to document the destruction of such an iconic building in the city’s history.What Was Destroyed?The NSW Legislative Assembly debate of 26 September 1882, together with newspapers of the day, documented what was lost in the fire. The Garden Palace housed the foundation collection of the Technological and Sanitary Museum (the precursor to the Powerhouse Museum, now the Museum of Applied Arts and Sciences), due to open on 1 December 1882. This collection included significant ethnological specimens such as Australian Indigenous artefacts, many of which were acquired from the Sydney International Exhibition. The Art Society of New South Wales had hung 300 paintings in preparation for their annual art exhibition due to open on 2 October of that year, all of these paintings consumed by fire.The Records of the Crown Lands Occupation Office were lost along with the 1881 Census (though the summary survived). Numerous railway surveys were lost, as were: £7,000 worth of statues, between 20,000 and 30,000 plants and the holdings of the Linnean Society offices and museum housed on the ground floor. The Eastern Suburbs Brass Band performed the day before at the opening of the Eastern Suburbs Horticultural Society Flower show; all the instruments were stored in the Garden Palace and were destroyed. Several Government Departments also lost significant records, including the: Fisheries Office; Mining Department; Harbour and Rivers Department; and, as mentioned, the Census Department.The fire was so ferocious that the windows in the terraces along Macquarie Street cracked with the heat and sheets of corrugated iron were blown as far away as Elizabeth Bay. How Did The Fire Start?No one knows how the fire started on that fateful September morning, and despite an official enquiry no explanation was ever delivered. One theory blamed the wealthy residents of Macquarie Street, disgruntled at losing their harbour views. Another was that it was burnt to destroy records stored in the basement of the building that contained embarrassing details about the convict heritage of many distinguished families. Margaret Lyon, daughter of the Garden Palace decorator John Lyon, wrote in her diary:a gentleman who says a boy told him when he was putting out the domain lights, that he saw a man jump out of the window and immediately after observed smoke, they are advertising for the boy […]. Everyone seems to agree on his point that it has been done on purpose – Today a safe has been found with diamonds, sapphires and emeralds, there were also some papers in it but they were considerably charred. The statue of her majesty or at least what remains of it, for it is completely ruined – the census papers were also ruined, they were ready almost to be sent to the printers, the work of 30 men for 14 months. Valuable government documents, railway and other plans all gone. (MLMSS 1381/Box 1/Item 2) There are many eyewitness accounts of the fire that day. From nightwatchman Mr Frederick Kirchen and his replacement Mr John McKnight, to an emotional description by 14-year-old student Ethel Pockley. Although there were conflicting accounts as to where the fire may have started, it seems likely that the fire started in the basement with flames rising around the statue of Queen Victoria, situated directly under the dome. The coroner did not make a conclusive finding on the cause of the fire but was scathing of the lack of diligence by the authorities in housing such important items in a building that was not well-secured a was a potential fire hazard.Building a ReputationA number of safes were known to have been in the building storing valuables and records. One such safe, a fireproof safe manufactured by Milner and Son of Liverpool, was in the southern corner of the building near the southern tower. The contents of this safe were unscathed in contrast with the contents of other safes, the contents of which were destroyed. The Milner safe was a little discoloured and blistered on the outside but otherwise intact. “The contents included three ledgers, or journals, a few memoranda and a plan of the exhibition”—the glue was slightly melted—the plan was a little discoloured and a few loose papers were a little charred but overall the contents were “sound and unhurt”—what better advertising could one ask for! (“The Garden Palace Fire” 5).barrangal dyara (skin and bones): Rebuilding CommunityThe positive developments for Sydney and the colony that stemmed from the building and its exhibition, such as public transport and community spirit, grew and took new forms. Yet, in the years since 1882 the memory of the Garden Palace and its disaster faded from the consciousness of the Sydney community. The great loss felt by Indigenous communities went unresolved.Image 4: barrangal dyara (skin and bones). Image credit: Sarah Morley.In September 2016 artist Jonathan Jones presented barrangal dyara (skin and bones), a large scale sculptural installation on the site of the Garden Palace Building in Sydney’s Royal Botanic Garden. The installation was Jones’s response to the immense loss felt throughout Australia with the destruction of countless Aboriginal objects in the fire. The installation featured thousands of bleached white shields made of gypsum that were laid out to show the footprint of the Garden Palace and represent the rubble left after the fire.Based on four typical designs from Aboriginal nations of the south-east, these shields not only raise the chalky bones of the building, but speak to the thousands of shields that would have had cultural presence in this landscape over generations. (Pike 33)ConclusionSydney’s Garden Palace was a stunning addition to the skyline of colonial Sydney. A massive undertaking, the Palace opened, to great acclaim, in 1879 and its effect on the community of Sydney and indeed the colony of New South Wales was sizeable. There were brief discussions, just after the fire, about rebuilding this great structure in a more permanent fashion for the centenary Exhibition in 1888 (“[From Our Own Correspondents] New South Wales” 5). Ultimately, it was decided that this achievement of the colony of New South Wales would be recorded in history, gifting a legacy of national pride and positivity on the one hand, but on the other an example of the destructive colonial impact on Indigenous communities. For many Sydney-siders today this history is as obscured as the original foundations of the physical building. What we build—iconic structures, civic pride, a sense of community—require maintenance and remembering. References“Among the Machinery.” The Sydney Mail and New South Wales Advertiser 10 Jan. 1880: 70-71.Aurousseau, G.H. “Lucien Henry: First Lecturer in Art at the Sydney Technical College.” Technical Gazette 2.III (1912): 33-35.Barnet, James. International Exhibition, Sydney, 1880: References to the Plans Showing the Space and Position Occupied by the Various Exhibits in the Garden Palace. Sydney: Colonial Architect’s Office, 1880.“A ‘Bohemian’s’ Holiday Notes.” The Singleton Argus and Upper Hunter General Advocate 23 Apr. 1879: 2.Census Department. New South Wales Census. 1881. 3 Mar. 2017 <http://hccda.ada.edu.au/pages/NSW-1881-census-02_vi>. “Destruction of the Garden Palace.” Sydney Morning Herald 23 Sep. 1882: 7.Freestone, Robert. “Space Society and Urban Reform.” Colonial City, Global City, Sydney’s International Exhibition 1879. Eds. Peter Proudfoot, Roslyn Maguire, and Robert Freestone. Darlinghurst, NSW: Crossing P, 2000. 15-33.“[From Our Own Correspondents] New South Wales.” The Age (Melbourne, Vic.) 30 Sep. 1882: 5.“The Garden Palace Fire.” Sydney Morning Herald 25 Sep. 1882: 5.Illustrated Sydney News and New South Wales Agriculturalist and Grazier 1 Nov. 1879: 4.“International Exhibition.” Australian Town and Country Journal 15 Feb. 1879: 11.Kent, H.C. “Reminiscences of Building Methods in the Seventies under John Young. Lecture.” Architecture: An Australian Magazine of Architecture and the Arts Nov. (1924): 5-13.Lyon, Margaret. Unpublished Manuscript Diary. MLMSS 1381/Box 1/Item 2.New South Wales, Legislative Assembly. Debates 22 Sep. 1882: 542-56.Notes on the Sydney International Exhibition of 1879. Melbourne: Government Printer, 1881.Official Record of the Sydney International Exhibition 1879. Sydney: Government Printer, 1881.Pike, Emma. “barrangal dyara (skin and bones).” Jonathan Jones: barrangal dyara (skin and bones). Eds. Ross Gibson, Jonathan Jones, and Genevieve O’Callaghan. Balmain: Kaldor Public Arts Project, 2016.Pont, Graham, and Peter Proudfoot. “The Technological Movement and the Garden Palace.” Colonial City, Global City, Sydney’s International Exhibition 1879. Eds. Peter Proudfoot, Roslyn Maguire, and Robert Freestone. Darlinghurst, NSW: Crossing Press, 2000. 239-249.“View from the Lantern of the Dome of the Exhibition.” Illustrated Sydney News and New South Wales Agriculturalist and Grazier 9 Aug. 1879: 8.
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Dixon, Ian. "Film Writing Adapted for Game Narrative: Myth or Error?" M/C Journal 20, no. 1 (March 15, 2017). http://dx.doi.org/10.5204/mcj.1225.

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J.J. Gittes (Jack Nicholson) is appalled to learn that his lover is a victim of incest in Robert Towne and Roman Polanski’s definitive, yet subversive film Chinatown (Roman Polanski, 1974). Similarly, Ethan Mars (Pascale Langdale), the hero of the electronic game Heavy Rain (David Cage, 2010), is equally devastated to find his child has been abducted. One a cinema classic of the detective genre, the other a sophisticated electronic game: both ground-breaking, both compelling, but delivered in contrasting media. So, what do Chinatown and Heavy Rain have in common from the writer’s point of view? Can the writer of games learn from the legacy of film storytelling yet find alternative rules for new media? This article attempts to answer these questions making reference to the two works above to illuminate the gap between games writing and traditional screenwriting scholarship.Western commercial cinema has evolved to place story centrally and Chinatown is an example of a story’s potential as film art and entertainment concurrently. Media convention derives from the lessons of previous relatable art forms such as pictorial art, literature and architecture in the case of film; board games and centuries of physical gaming in the case of games design. Therefore, the invention of new media such as online and electronic gaming relies, in part, on the rules of film. However, game play has reassessed screenwriting and its applicability to this new media rendering many of these rules redundant. If Marshall McLuhan’s adage “the medium is the message” is correct, then despite the reliance of one medium on the traditions of its predecessor, gaming is simply not cinema. This article considers writing for games as axiomatically unconventional and calls for radical reinventions of storytelling within the new media.In order to investigate games writing, I will first revisit some of the rules of cinematic construction as inherited from an original Aristotelian source (Cleary). These rules require: a single focussed protagonist driving the plot; a consistent story form with narrative drive or story engine; the writer to avoid the repeated dramatic beat and; a reassessment of thematic concerns for the new technology. We should also investigate game-centric terminology such as “immersion” and “agency” to see how electronic gaming as an essentially postmodern phenomenon reciprocates, yet contrasts to, its cinematic predecessor (Murray, Hamlet 98/126). Must the maker of games subscribe to the filmmaker’s toolbox when the field is so very different? In order to answer this question, I will consider some concepts unique to games technology, firstly, the enduring debate known as ludology versus narratology. Gaming rhetoric since the late 1990s has questioned the efficacy of the traditional film narrative when adapted to game play. Players are still divided between the narratologists’ view, which holds that story within games is inevitable and the ludologists’ opinion, which suggests that traditional narrative has no place within the spatially orientated freedom of game play. Originally espousing the benefits of ludology, Janet H Murray argues that the essential formalism of gaming separates it from narrative, which Aarseth describes as representing “'colonialist' intrusions” on game play (46). Mimetic aspects inherited from narrative principles should remain incidental rather than forming an overarching hegemony within the game (Murray, "Last Word"). In this way, the ludologists suggest that game development has been undermined by the persistence of the narrative debate and Murray describes game studies as a “multi-dimensional, open-ended puzzle” worth solving on its own terms (indeed, cinema of attractions compelled viewers for thirty years before narrative cinema became dominant in the early twentieth century.Gaming history has proved this argument overblown and Murray herself questions the validity of this spurious debate within game play. She now includes the disclaimer that, ironically, most ludologists are trained in narratology and thus debate a “phantom of their own creation” (Murray, "Last Word"). This implies a contemporary opposition to ludology’s original meaning and impacts upon screenwriting principles in game making. Two further key concepts, which divide the medium of game entirely from the art of cinema are “immersion” and “agency” (Murray, Hamlet 98/126). Murray likens immersion to the physical sensation of being “submerged in water” pointing out that players enjoy the psychologically immersive phenomenon of delving into an undiscovered reality (Murray, Hamlet 98). Although distinct from the passive experience of cinema viewing, this immersion is like the experience of leaving the ordinary world and diving into the special world as Christopher Vogler’s screenwriting theory suggests. The cinema audience is encouraged to immerse themselves in the new world of Gittes’s Chinatown from the comfort of their familiar one. Similarly, the light-hearted world of the summer home contrasts Heavy Rain’s decent into urban, neo-noir corruption. Contrary to its cinematic cousin, the immediacy and subjectivity of the new media experience is more tangible and controllable, which renders immersion in games more significant and brings us to the next gaming concept, agency.To describe agency, Murray uses the complex metaphor of participatory dance, with its predetermined structures, “social formulas” and limited opportunities to change the overall “plot” of the dance: “The slender story is designed to unfold in the same way no matter what individual audience members may do to join the fun” (Hamlet 126-27). In electronic gaming, time-honoured gaming traditions from chess and board games serve as worthy predecessors. In this way, sophisticated permutations of outcome based on the player’s choice create agency, which is “the satisfying power to take meaningful action and see the results of our decisions and choices” (Murray, Hamlet 126). Bearing this in mind, when narrative enters game play, a world of possibility opens up (Murray, Hamlet).So where do the old rules of cinema apply within gaming and where is the maker of games able to find alternatives based on their understanding of agency and immersion? McLuhan’s unconventional scholarship leads the way, by pointing out the alternativity of the newer media. I consider that the rules of cinematic construction are also often disregarded by the casual viewer/player, but of utmost importance to the professional screenwriter.Amongst these rules is the screenwriting convention of having a single protagonist. This is a being fuelled with desire and a clear, visually rendered, actively negotiated goal. This principle persists in cinema according to Aristotle’s precepts (Cleary). The protagonist is a single entity making decisions and taking actions, even if that entity is a collection of individuals acting as one (Dethridge). The exploits of this main character (facing an opposing force of antagonism) determine the path of the story and for that reason a clear, single-minded narrative line is echoed in a single story form (McKee). For example, the baffling depth of meaning in Chinatown still emanates from protagonist J.J. Gittes’s central determination: to solve the crime suggested by the Los Angeles water shortage. The audience’s ability to identify and empathise with Gittes is paramount when he discovers the awful perversion his love interest, Evelyn Mulwray (Faye Dunaway), has been subjected to. However, the world of Chinatown remains intriguing as a string of corruption is revealed though a detective plot fuelled by our hero’s steadfast need to know the truth. In this way, a single protagonist’s desire line creates a solid story form. Conversely, in computer games (and despite the insistence of Draconian screenwriting lecturers who insist on replicating cinematic rules) the effect of a multiple protagonist plot still allows for the essential immersion in an imaginative world. In Heavy Rain, for example, the search for clues through the eyes of several related characters including a hapless father, a hangdog, ageing detective and a hyper-athletic single mother still allows for immersion. The player/interactor’s actions still create agency even as they change avatars from scene to scene. The player also negotiates for mastery of their character’s actions in order to investigate their situation, facts and world. However, each time the player switches their character allegiance, they revert to square one of their potential identification with that character. Indeed, in Heavy Rain, the player keenly aware of the chilling effect generated by the father losing his child in a busy shopping mall, but then another avatar steps forward, then another and the player must learn about new and unfamiliar characters on a scene-by-scene basis. The accumulative identification with a hero like Chinatown’s Gittes, begins with an admiration for his streetwise charm, then strengthens through his unfolding disillusionment and is cemented with Polanski’s brilliant invention: the death of Evelyn Mulwray replete with its politico-sexual implications (Polanski). However, does this mean cinematic identification is superior to game play’s immersion and agency? McLuhan might argue it is not and that the question is meaningless given that the “message” of games is axiomatically different. Traditional screenwriting scholarship therefore falters in the new medium. Further, Heavy Rain’s multi-protagonist miasma conforms to a new breed of structure: the mosaic plot, which according to Murray mirrors the internet’s click and drag mentality. In this sense, a kaleidoscopic world opens in pockets of revelation before the player. This satisfies the interactor in a postmodernist sense: an essential equality of incoming information in random, nonlinear connections. Indeed electronic games of this nature are a triumph of postmodernism and of ludology’s influence on the narratologist’s perspective. Although a story form including clues and detection still drives the narrative, the mosaic realisation of character and situation (which in a film’s plot might seem meandering and nonsensical) is given life by the agency and immersion provided by gaming (Truby).Back in traditional screenwriting principles, there is still the need for a consistent and singular story form providing a constant narrative drive (McKee). As mentioned, this arises from the protagonist’s need. For example a revenge plot relies on the hero’s need for vengeance; a revelation plot like Chinatown hinges on detection. However, first time screenwriting students’ tendency to visualise a story based unconsciously on films they have previously seen (as a bricolage of character moments arranged loosely around a collection of received ideas) tends to undermine the potential effectiveness of their story form. This lack of singularity in filmic writing indicates a misunderstanding of story logic. This propensity in young screenwriters derives from a belief that if the rendered filmic experience means something to them, it will necessarily mean something to an audience. Not so: an abandoned story drive or replaced central character diminishes the audience’s enjoyment and even destroys suspension of disbelief. Consequently, the story becomes bland and confusing. On investigation, it appears the young screenwriter does not realise that they are playing out an idea in their head, which is essentially a bricolage in the postmodern sense. Although this might lead to some titillating visual displays it fails to engage the audience as the result of their participation in an emotional continuum (Hayward). In contradistinction to film, games thrive on such irregularities in story, assuming radically different effects. For example, in cinema, the emotional response of a mass audience is a major draw card: if the filmic story is an accumulation of cause and effect responses, which steadily drive the stakes up until resolution, then it is the emotional “cathexis” as by-product of conflict that the audience resonates with (Freud 75; Chekhov). Does this transfer to games? Do notions such as feeling and empathy actually figure in game play at all? Or is this simply an activity rewarding the interactor with agency in lieu of deeper, emotive experiences? This final question could be perceived as anti-gaming sentiment given that games such as Heavy Rain suggest just such an emotional by-product. Indeed, the mechanics of gaming have the ability to push the stakes even higher than their cinematic counterparts, creating more complex emotionality in the player. In this way, the intentional psychological malaise of Heavy Rain solicits even greater emotion from players due to their inherent act of will. Where cinema renders the audience emotional by virtue of its passivity, no such claim is possible in the game. For example, where in Chinatown, Gittes tortures his lover by repeatedly slapping her, in Heavy Rain the character must actively perform torture on themself in order to solve the mystery. Further, the potential for engagement is extended given there are fourteen possible endings to Heavy Rain. In this way, although the film viewer’s emotional response is tempered by guessing the singular outcome, the multiple endings of this electronic game prevent such prescience (films can have multiple endings, but game mechanics lend the new media more readily to this function, therefore, game books with dice-rolling options are a stronger precedent then cinema).Also effective for the construction of cinema is Aristotle’s warning that the repetition of story and expositional information without rising stakes or any qualification of meaning creates a sense of “dramatic stall” for the audience (Aristotle). This is known as a repeated dramatic story beat and it is the stumbling block of many first time screenwriters. The screenplay should be an inventive effort to overcome escalating obstacles and an accumulative cause and effect chain on the part of the protagonist (Truby). The modern screenwriter for film needs to recognise any repeated beat in their early drafting and delete or alter the repetitive material. What then are the implications of repeated dramatic beats for the game writer? The game form known as “first person shooter” (FPS) depends on the appearance of an eternally regenerating (indeed re-spawning) enemy. In an apocalyptic zombie shooter game, for example, many hordes of zombies die unequivocally without threatening the interactor’s intrigue. Presumably, the antagonists are not intended to pose intellectual opposition for the gamer. Rather, the putrefying zombies present themselves for the gamer’s pugilistic satisfaction, again and again. For the game, therefore, the repeated beat is a distinct advantage. They may come harder and faster, but they are still zombies to be dispatched and the stakes have not necessarily risen. Who cares if this is a succession of repeated beats? It is just good clean fun, right? This is where the ludologists hold sway: to impose principles such as non-repeated beats and rising stakes on the emergence of a world based on pure game play offers no consequence for the FPS game. Nevertheless, the problem is exacerbated in “role play games” (RPG) of which Heavy Rain is an example. Admittedly, the gamer derives effective horror as our hero negotiates his way amongst a sea of disassociated shoppers searching for his lost child. The very fact of gamer agency should abnegate the problem, but does not, it merely heightens the sense of existential hopelessness: turning face after face not finding the child he is searching for is a devastating experience exacerbated by active agency (as opposed to the accepting passivity of cinema spectatorship). The rising panic in the game and the repetition of the faces of impassive shoppers also supports the player’s ongoing disorientation. The iconic appearance of the gruff clown handing out balloons further heightens the panic the gamer/protagonist experiences here. These are examples of repeated beats, yet effective due to player agency. The shoppers only persist until the gamer masters the situation and is able to locate the missing child. Thus, it is the capacity of the gamer to circumvent such repetition, which actually propels the game forward. If the gamer is adept, they will overcome the situation easily; if they are inexperienced, the repetition will continue. So, why apply traditional narrative constrictions on game play within a narrative game?Another crucial aspect of story is theme, which in the young writer reflects a postmodernist fetishisation of plot over story. In fact, theme is one of the first concepts to be ignored when a film student puts pen to paper (or finger to keyboard) when designing their game. In this way, the themes students choose to ignore resurface despite their lack of conscious application of them. They write plot, and plot in abundance (imperative for the modern writer (Truby)), which the mosaic structure of games accommodates for seamlessly. However, plot is causative and postmodern interpretations do not necessarily require the work of art to “say” anything beyond the “message” trapped in the clichés of their chosen genre (McLuhan). In concentrating on plot, therefore, the young writer says what they are unaware they are saying. At its most innocuous level this creates cliché. At its worst, it erases history and celebrates an attitude of unexamined ignorance toward the written material (Hayward). In extreme cases, student writers of both media support fascism, celebrate female masochism, justify rape (with or without awareness), or create nihilistic and derivative art, which sensationalises violence to a degree not possible within film technology. This is ironic given that postmodernism is defined, in part, by a canny reaction to modernist generation of meaning and cynicism toward the technology of violence. In all this postmodernism, that illusive chestnut known as “originality” (a questionable imperative still haunting the conventional screenplay despite the postmodernist declamation that there is no such thing) should also be considered. Although the game writer can learn from the lessons of the screenwriter, the problems of game structure and expression are unique to the new medium and therefore alternative to film. Adhering to traditional understandings of screenwriting in games is counterproductive to the development of the form and demands new assessment. If gaming students are liberated from narratologist impositions of cinematic story structures, will this result in better or more thoughtful games? Further to the ludologists’ original protestation against the ““colonialist” intrusions” of narrative on game play, film writing must recede where appropriate (Aarseth). Then again, if a ludologist approach to game creation renders the student writer free of filmic dogma, why do they impose the same stories repetitively? What gain comes from ignoring the Aristotelian traditions of storytelling–especially as derived from screen culture? I suggest that storytelling, to echo McLuhan’s statement, must necessarily change with the new medium: the differences are illuminating. The younger, nonlinear form embodies the player as protagonist and therefore should not need to impose the single protagonist regime from film. Story engine has been replaced by player agency and game mechanics, which also allows for inventive usage of the repeated beat. Indeed, postmodern and ludological concerns embedded within mosaic plots almost entirely replace the need for any consistency of story form while still subverting the expectations of modernism? Genre rules are partly reinvented by the form and therefore genre conventions in gaming are still in their infancy. Indeed, the very amorality of nihilistic game designers opens a space for burgeoning post-postmodernist concerns regarding ethics and faith within art. In any case, the game designer may choose the lessons of film writing’s modernist legacy if story is to be effective within the new medium. However, as meaning derives from traditional form, it might be wiser to allow the new medium its own reinvention of writing rules. Given Heavy Rain’s considerable contribution to detective genre in game play by virtue of its applying story within new media, I anticipate further developments that might build on Chinatown’s legacy in the future of gaming, but on the game play’s own terms.ReferencesAarseth, Espen. Genre Trouble: Narrativism and the Art of Simulation. First Person: New Media as Story, Performance, and Game. Cambridge, Mass.: MIT P, 2004. Aristotle. Poetics. Australia: Penguin Classics, 1997.Chekhov, Michael. Lessons for the Professional Actor. New York: Performing Arts Journal Publications, 1985.Chinatown. Roman Polanski. Paramount Golden Classics, 2011.Cleary, Stephen. “'What Would Aristotle Do?' Ancient Wisdom for Modern Screenwriters.” Stephen Cleary Lecture Series, 1 May 2011. Melbourne, Vic.: Victorian College of the Arts.Dethridge, Lisa. Writing Your Screenplay. Australia: Allen & Unwin, 2003.Freud, Sigmund. “On Narcissism: An Introduction.” On Metapsychology: The Theory of Psychoanalysis. Middlesex: Pelican, 1984. 65-97.Hayward, Susan. Cinema Studies: The Key Concepts. London: Routledge, 2006.Heavy Rain. David Cage. Quantic Dream, 2010.McKee, Robert. Story: Substance, Structure, Style and the Principles of Screenwriting. UK: Methuen, 1999. McLuhan, Marshall. “The Medium Is the Message.” Understanding Media: The Extensions of Man. Cambridge, Mass.: MIT P, 1994. 1-18.Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Simon and Schuster / Free Press, 1997.Murray, Janet H. “The Last Word on Ludology v Narratology in Game Studies.” Keynote Address. DiGRA, Vancouver, 17 June 2005.Polanski, Roman, dir. DVD Commentary. Chinatown. Paramount Golden Classics, 2011.Truby, John. The Anatomy of Story: 22 Steps to Becoming a Master Storyteller. New York: Farrar, Straus and Giroux, 2008.Vogler, Christopher. The Writer’s Journey: Mythic Structure for Storytellers and Screenwriters. London: Boxtree, 1996.
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Dissertations / Theses on the topic "Billanook College (Melbourne, Vic )"

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Roche, Vivienne Carol. "Razor gang to Dawkins : a history of Victoria College, an Australian College of Advanced Education." Connect to digital thesis, 2003. http://eprints.unimelb.edu.au/archive/00000468.

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Books on the topic "Billanook College (Melbourne, Vic )"

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Mitchell, Jim. A deepening roar: Scotch College, Melbourne, 1851-2001. Crows Nest, NSW: Allen & Unwin, 2001.

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Serle, Geoffrey. Colin Gilray. Melbourne: History Dept., University of Melbourne, 1999.

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Handel, Richardson Henry. Getting of Wisdom. Independently Published, 2021.

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Handel, Richardson Henry. Getting of Wisdom. Barnes & Noble, Incorporated, 2011.

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Handel, Richardson Henry. Getting of Wisdom. Text Publishing Company, 2012.

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Handel, Richardson Henry. Getting of Wisdom. Text Publishing Company, 2010.

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Handel, Richardson Henry. The Getting of Wisdom. Blackstone Audio, Inc., 2018.

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Handel, Richardson Henry. Getting of Wisdom. Text Publishing Company, 2012.

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Handel, Richardson Henry, and Mint Editions. Getting of Wisdom. West Margin Press, 2021.

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Handel, Richardson Henry. The Getting of Wisdom. CreateSpace Independent Publishing Platform, 2016.

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