Posted November 04, 2012
I skimmed a portion of the chapter on violence. My comments are more to do with stylistic concerns; I didn't read it thoroughly enough to comment on the substance of the paper.
I don't want to sound harsh, but I do want to give honest feedback that hopefully will be helpful to you. I have to ask, is this paper still in a "draft" stage? I ask this because the grammar and sentence structure are frequently rather awkward; many paragraphs read as though they were hastily written with the intent of "getting it all down", but haven't yet had their final polish applied.
Grammar quirks aside, though, the biggest issue is that you simply need to organize your thoughts better. For one thing, you badly need an intro paragraph that does a better job explaining what point you want to make in this chapter. It was clear to me that you want to show that games tend to promote violence as the only solution, but it was not clear to me what you thought about that or what point you intended to make. Perhaps that becomes clear later or is stated elsewhere in the 'conclusions' section, but it is enormously helpful to the reader to have it clear from the outset.
Similarly, the way you organize individual paragraphs could use some improvement. Your current format tends to go like this: "Assertion. Laundry list of examples. New paragraph: Assertion. Laundry list of examples." The problem with this is that your lists of examples are often so long that by the end, the reader has forgotten what they were supposed to be examples of. To illustrate this, look at the second paragraph of your section "Kill or be Killed", the one starting with "To begin with". Though the first few sentences are a bit dense, I'm still able to follow the general idea that you're listing examples of non-violent character interactions that are not commonly seen in games. But then you go off on a prolonged tangent about the history of stealth mechanics, and pretty soon I've completely forgotten what we were talking about. A good way to deal with this is to periodically explain why the examples you list are illustrative of the assertion made at the start of the paragraph - it may seem self-evident, but it serves as a "signpost" reminding the reader of where they are in the overall argument. You never want the reader to be having to go back to the start of a paragraph to remind themselves why you're talking about something.
Another way to improve your paragraphs would be to use more transitional sentences at the beginning and/or end, in order to link them conceptually with the paragraphs above and below. Without good transitions, the chapter will read like a bullet list of loosely connected ideas, rather than a coherent argument in which each point flows logically into the next. (In other words, it will sound like you are saying "And here's another thing about violence, and here's another thing about violence...") For instance, one of your paragraphs begins "The whole genre of horror games is kind of an example too." An example of what? Don't expect me to remember, remind me.
None of these issues are fatal, but they all make for extra work on the reader's part. You want to smooth that road as much as possible so that the reader can focus their mental energy on engaging with your argument. Anyway, I hope some of that is helpful to you, and that I haven't been too harsh; I'd be happy to go over more specific examples with you at some point if that's something you want.
I don't want to sound harsh, but I do want to give honest feedback that hopefully will be helpful to you. I have to ask, is this paper still in a "draft" stage? I ask this because the grammar and sentence structure are frequently rather awkward; many paragraphs read as though they were hastily written with the intent of "getting it all down", but haven't yet had their final polish applied.
Grammar quirks aside, though, the biggest issue is that you simply need to organize your thoughts better. For one thing, you badly need an intro paragraph that does a better job explaining what point you want to make in this chapter. It was clear to me that you want to show that games tend to promote violence as the only solution, but it was not clear to me what you thought about that or what point you intended to make. Perhaps that becomes clear later or is stated elsewhere in the 'conclusions' section, but it is enormously helpful to the reader to have it clear from the outset.
Similarly, the way you organize individual paragraphs could use some improvement. Your current format tends to go like this: "Assertion. Laundry list of examples. New paragraph: Assertion. Laundry list of examples." The problem with this is that your lists of examples are often so long that by the end, the reader has forgotten what they were supposed to be examples of. To illustrate this, look at the second paragraph of your section "Kill or be Killed", the one starting with "To begin with". Though the first few sentences are a bit dense, I'm still able to follow the general idea that you're listing examples of non-violent character interactions that are not commonly seen in games. But then you go off on a prolonged tangent about the history of stealth mechanics, and pretty soon I've completely forgotten what we were talking about. A good way to deal with this is to periodically explain why the examples you list are illustrative of the assertion made at the start of the paragraph - it may seem self-evident, but it serves as a "signpost" reminding the reader of where they are in the overall argument. You never want the reader to be having to go back to the start of a paragraph to remind themselves why you're talking about something.
Another way to improve your paragraphs would be to use more transitional sentences at the beginning and/or end, in order to link them conceptually with the paragraphs above and below. Without good transitions, the chapter will read like a bullet list of loosely connected ideas, rather than a coherent argument in which each point flows logically into the next. (In other words, it will sound like you are saying "And here's another thing about violence, and here's another thing about violence...") For instance, one of your paragraphs begins "The whole genre of horror games is kind of an example too." An example of what? Don't expect me to remember, remind me.
None of these issues are fatal, but they all make for extra work on the reader's part. You want to smooth that road as much as possible so that the reader can focus their mental energy on engaging with your argument. Anyway, I hope some of that is helpful to you, and that I haven't been too harsh; I'd be happy to go over more specific examples with you at some point if that's something you want.
Post edited November 04, 2012 by Azilut