Good Answers Comes From Good Questions

Hello World,

This is a short essay I wrote on a statement, comparing literature and gaming.

“The answers you get from literature depend on the questions you pose.” said Margaret Atwood, and this applies for gaming as well. If you look at the game ‘Catan. ‘Catan’ is a game where the goal is to collect resources such as grain, lumber, bricks, ore, and  wool. Then to build settlements, roads and cities, to collect point and then to win the game. Based on this game I believe that when you use gaming in a meaningful way, then you can wonder and question things, like in literature, which then lead to answers, meaning Margaret Atwood’s statement is also applicable to the gaming world.


There is a theme and a tone in gaming and literature. Specifically in ‘Catan’ the theme is survival and the tone is very realistic, because the game is like real life. The idea is to survive, which you do by trading and placing your settlements strategically so you can collect more resources. When the story or game has a theme, it makes the reader or player think outside the box and think of situations that remind them of this game or book. The tone in the game is as mentioned, quite realistic. Which is ironic because the layout is very child-like, with many bright colours and cartoon characters. This poses questions to the player, because they wonder in many stages. Since the game is for everyone, people of all ages will come up with different questions, and I think compared to literature, gaming can enhance just as many questions.


As in literature gaming also has the idea of imagery and a setting. “The hexagonal spaces („hexes“) that make up the map are arranged differently each time, and each represents a different kind of terrain—fields, forest, hills, mountains, pastureland, and desert” (pcmag, Catan HD) Even though the setting is already given in a game, and since games are visual, the imagery is also given, the player still wonders about this unknown landscape. With gaming, the first step of imagining this world has already been given to you, and you can wonder on and imagine what it’s like. But when you read a book, even if it’s realistic fiction, the mind can imagine freely  what’s it’s like being in this made up world, with no specifications allready made from a visual image, such as in gaming.


Characters are a huge part of both gaming and literature. The story is lived through this person or creature. It is also what brings a sense of emotion into the game. Another element that gaming and literature shares, is the quest that the player or main character in on. “Each player gets two settlements at the start of the game…Different things you want to build cost different amounts of resources…when one player reaches a set amount of points…he or she wins.” (pcmag, Catan HD) This specific quote explains the quest that the player has in Catan. The main idea is to gather resources and then to win with a certain amount of points. Often books or games, there is a challenge or a mission, like in Pandemic, that the main character has to solve. In literature the quest is set. Maybe, there might be a feeling of mystery because the reader doesn’t know what is going to happen. In gaming, the ending of the game is unknown, it is up to the player to determine what decisions are best to survive. So by giving the player this responsibility, the player questions many different possibilities and also feels some what emotional when the game is over, and has either succeeded or not.


Gaming is just as good as literature when it comes to Atwood’s statement. There are some points where literature might be less visual and therefore create a world of it’s own in the reader’s’ mind. On the other hand, gaming let’s the player decide what happens, and therefore creates a personal and emotional connection to the end result. Just as many questions can be posed and therefore answered in gaming as there can be in literature.





4 Gedanken zu “Good Answers Comes From Good Questions

  1. Your thesis is very clear and states very well what you are going to about in your small essay. Your introduction about the game is very well written! You used three keywords from the key terms, ‚imagery‘, ‚tone‘ and ’setting‘. You explained them all in your PEE paragraphs very well and detailed. Throughout your commentary you put in topic sentences to help out the reader and make sure that they know exactly what the paragraph is going to be about. One of my favourite sentences from your commentary is „…in ‘Catan’ the theme is survival and the tone is very realistic, because the game is like real life.“. I like this sentence because you relate the video game with real life. Great Job! 🙂


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  2. Hi Julie, it’s Sophia!
    Great blog post! It was really analytical and you clearly stated your opinion on Margaret Atwood’s statement. Your thesis statement was very clear and answered the question quite well. You mentioned theme, however I think you meant topic as theme is a full sentence or two, whereas topic is a word or two. You also mentioned tone, imagery, characterization and setting, and explained these well. You included a topic sentence at the start of each paragraph, telling us the point you were trying to make. I think you made excellent use of the PEE chain. You had three points, each with evidence and an explanation backing it up. Your conclusion was convincing and made me think about the importance of your thesis statement. „Just as many questions can be posed and therefore answered in gaming as there can be in literature.“ I think this was the best sentence because was well worded and summed up your entire blog post.
    I thought the way you structured your post was great and you made good use of literary devices.
    Your creative commons image also did a great job summing up your post by making your reader think about how they can question anything and everything.

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  3. Hi, Julie!
    I’d like to begin by saying this is a terrific analysis of Catan and the link between gaming and literature in general. I found it very thought-provoking. You used a very clear thesis that gives insight to the rest of your post in addition to your stance on Atwood’s statement. You made use of several of the key terms, and elaborated on their uses in the game quite well. I think you used to P.E.E. chain exceptionally, for it was structured exactly as it should be and made it a very clear and well written post. Your conclusion did a good job of drawing me back to the thesis statement. I felt that the best part of your commentary is when you stated, „Since the game is for everyone, people of all ages will come up with different questions..“ This made me start thinking, for there is so much truth to your statement! What one may get out of gaming could be completely dependent upon their understanding and interpretation of the game, which could be mainly affected by their age! I was not confused by anything in your commentary, and your well written structure and use of literary deceives gave me more insight on how I could improve my own commentary. I absolutely love your use of the creative commons image and feel that it added a great emphasis of your thesis statement. Very well done!

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  4. When I read the first paragraph, near the bottom she stated her thesis statement, which was also clear. She talks about how the quote we received is applicable to the world of gaming as well.
    I came across 4 key words in her commentary, imagery, characters, tone and setting. All of these key words were followed by great thought that expanded and supported these.
    In each one of her paragraphs, she included key words and thoughts to support her thesis, explained them, and then connected it back to the original statement and her thesis.
    I also noticed Julie didn’t just have one topic sentence in her paragraphs, but a few, because of the abundance of creative and well thought out idea’s.
    The conclusion really assisted in re-capping her thoughts, and even contained an interesting idea, which I completely see eye to eye with ‚There are some points where literature might be less visual and therefore create a world of it’s own in the reader’s’ mind.‘ . Which states that the lack of visuals and audio in literature, gives us more ‚wiggle room‘ to incorporate our own idea’s and perspectives while reading.
    I think the sentence above is my favourite phrase in the commentary, because I hadn’t thought about that before, and it really caught my attention.
    All of Julie’s idea’s were well thought out and planned, making her whole blog post easy to comprehend.
    Her creative commons image incorporates the words ‚QUESTION EVERYTHING‘ clearly on the back round. This links back to the commentary, where it discusses how when we have questions about literature or games, we receive the answers while reading or playing it. The more questions we ask, the more answers we are given.

    Great job Julie… you’re so creative.

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