Sebastian Domsch Storyplaying Narrating Futures

Total Page:16

File Type:pdf, Size:1020Kb

Sebastian Domsch Storyplaying Narrating Futures Sebastian Domsch Storyplaying Narrating Futures Edited by Christoph Bode Volume 4 Sebastian Domsch Storyplaying Agency and Narrative in Video Games ISBN 978-3-11-027216-1 e-ISBN 978-3-11-027245-1 Library of Congress Cataloging-in-Publication Data A CIP catalog record for this book has been applied for at the Library of Congress. Bibliographic information published by the Deutsche Nationalbibliothek The Deutsche Nationalbibliothek lists this publication in the Deutsche Nationalbibliografie; detailed bibliographic data are available in the Internet at http://dnb.dnb.de. © 2013 Walter de Gruyter GmbH, Berlin/Boston Typesetting: PTP-Berlin Protago-TEX-Production GmbH, Berlin Printing: Hubert & Co. GmbH & Co. KG, Göttingen ♾ Printed on acid-free paper Printed in Germany www.degruyter.com Content 1 Introduction: What is Storyplaying? | 1 1.1 Preliminaries: Medial Forms | 6 1.2 Preliminaries: Exclusions | 10 2 Video Games and Narrative | 13 2.1 Gameplay and Narrative | 13 2.1.1 Gameplay and Game Mechanics: The Rules of the Game | 14 2.1.2 Semanticization and Fictionalization: Towards Gameworlds | 18 2.2 Narrative Forms | 31 2.2.1 Passive Forms | 31 2.2.1.1 Exposition | 32 2.2.1.2 Cut scenes | 32 2.2.1.3 Loading Screen | 34 2.2.2 Actively Nodal Forms | 34 2.2.2.1 Player Actions | 35 2.2.2.2 Quick Time Event | 35 2.2.2.3 Dialogue tree | 38 2.2.2.4 Event trigger | 41 2.2.3 Dynamic Forms | 43 2.2.3.1 Non-player Character | 43 2.2.3.2 Timed Events/Intradiegetic Clock | 46 2.2.4 Digression: Architecture and Protocols | 48 3 Non-Unilinear Gameplay in Video Games | 53 3.1 Levels of Observation | 53 3.2 Non-Unilinear Existents | 61 3.3 Non-Unilinear Objectives | 68 4 Non-Unilinear Narrative in Video Games | 75 4.1 Non-Unilinearity in Quest-Based Narrative | 81 4.2 Non-Unilinear Narrative Outside of Quests | 93 4.2.1 Character | 94 4.2.2 Spatial Narrative | 98 5 Choice and Narrative in Video Games | 112 5.1 The Anatomy of a Player Choice | 112 5.2 Choice and Meaning | 123 VI Content 5.3 Choice, Information, and Narration in Video Games | 128 5.4 Choice and Consequence in Video Games | 137 6 Narrative’s Contrast Agent: Moral Choices | 148 6.1 Valorisation Rules | 150 6.2 Valorising Morality | 155 6.3 Ethics and Rules | 163 7 The Future of Storyplaying | 169 7.1 Media-Economic Aspects | 170 7.2 Media-Technological Aspects | 171 7.3 Artistic Potential of the Medium | 177 Works Cited | 181 Index | 188 1 Introduction: What is Storyplaying? This study is to be understood as part of a larger research into a specific type of narrative that is termed future narrative (FN). The general features of this type of narrative are discussed extensively in Christoph Bode’s Future Narratives: Theory, Poetics, and Media-Historical Moment . Since his is the foundational theoretical work, I will quote at some length from his definition of FNs: ‘Narrating Futures’ is about a new, hitherto unidentified kind of narrative. The fact of its discovery is exciting in itself, but no less exciting is the key feature this new kind of narra- tive displays: it does not only thematise openness, indeterminacy, virtuality, and the idea that every ‘now’ contains a multitude of possible continuations. No, it goes beyond this by actually staging the fact that the future is a space of yet unrealised potentiality – and by allowing the reader/player to enter situations that fork into different branches and to actu- ally experience that ‘what happens next’ may well depend upon us, upon our decisions, our actions, our values and motivations. It might therefore be said that these narratives preserve and contain what can be regarded as defining features of future time, namely that it is yet undecided, open, and multiple, and that it has not yet crystallised into actuality. It is by virtue of their capability to do exactly this – to preserve the future as future – that these narratives are here called ‘Future Narra- tives’. Bode goes on to define what distinguishes FNs structurally from others, which are also called ‘past narratives’, and which are organized around events: Future Narratives do not operate with ‘events’ as their minimal units. Rather, their minimal unit is at least one situation that allows for more than one continuation. We call this a ‘nodal situation’, or a ‘node’, for short. (1.1) The node is the defining feature of FNs. Consequently any narrative that contains at least one node can be called a FN . But in how far can a situation be described as nodal, and a nodal situation be described as narrative? Well, as the definition says, a situation is nodal if it allows for more than one continuation, which means that the two continuations that are both possible from one point have to be differ- ent from each other. The state after the node can only be one or the other, not both at the same time, they are mutually exclusive. And yet, from the nodal situation , each of these mutually exclusive states is possible to be actualised. Whereas all narratives can talk about potentiality, openness or indeterminacy, these aspects are actually present in a nodal situation , they are staged by the structure of the narrative. 2 Introduction: What is Storyplaying? And how is such a situation related to narrative? Precisely through what the ‘mutually exclusive’ refers to: the state of a storyworld . Nodal situations are part of a narrative experience by the user. Nodes are a feature that can be added to any kind of narrative. In order not to exclude any of the manifestations of FNs, the definition of narrative used here is a rather encompassing one that is strongly influenced by cognitive narratology. Narrative is here being understood as any- thing that is conducive to the user’s mental linking of (at least) two events and the creation of a storyworld . Such a definition overcomes the shortcomings of essen- tialist attempts at pinpointing what a narrative ‘is’, in the sense of distinguishing concrete features in an artefact, be it a text, an image, or any other sign. It is less about what a narrative is , and more about what can be a narrative to a recipient. So nodes in a FN are part of a structure that lends itself to being regarded as a narrative by its user. The user is invited to mentally link at least two events and thereby start the creation of a narrative and a storyworld in which the events take place. And in addition to that, the node provides a situation in which at least two different changes to this storyworld are possible. This definition is highly abstract and therefore neutral on a number of aspects that can and will influence the way that FNs are created, presented, and experienced. Chief among those aspects is the medium used. In addition to the general investigation that also looks into the historical background of concepts of openness and indeterminacy, the larger project of analysing FNs also contains a number of studies that look at the occur- rence and forms of FNs in different media. This study will focus on FNs as they appear in gameplay in general and video games in particular. The existence of nodes turns any narrative into a game of sorts between the creator and the user, it heightens the ludic quality of the narra- tive by either directly granting the user agency (as in a Choose-Your-Own-Adven- ture [ CYOA ] book or a combinatorial book like B.S. Johnson’s The Unfortunates ) or at least by forcing the user to make differential evaluations of multiple continu- ations (as in sequentially arranged multiple endings – here the reader needs to position herself evaluatively, and choose which ending to prioritise). But many of those FNs use medial forms of PNs (a book, a movie) as their structural starting point and ‘gamify’ them through the inclusion of nodes. The following analysis will concentrate instead on those FNs that take a game structure as their starting point, and make this structure readable as a narrative. It is the guiding assumption of this study that some games, and especially many video games, are also FNs. Therefore, it will mainly attempt to show two things: how video games can be experienced by their players as narrative, and how this narrative, through its connection to gameplay (which necessarily intro- duces nodes), can enable the openness that is a precondition for their inclusion into the category of FNs. There will be a more in-depth discussion of this point, Introduction: What is Storyplaying? 3 but for introductory purposes, it should be said that this study has a very specific focus within the range of things that can and should be said about video games. This focus is on the perception of the play experience as having meaning in a fic- tional storyworld . Such a perception, it will be argued, is not necessary for games, but it is well possible and productive. ¹ This focus will therefore exclude attempts to explain what video games (or any games) ‘are’, just as it will not posit what narrative ‘is’. Some things are played as games, and some things are read as nar- rative, and sometimes, a thing is both. The latter is what is called storyplaying . What most clearly distinguishes video games from other medial realizations of FNs is the range of agency that they allow their readers. This is why we will refer to the user of a video game in the following as a player, even though this player in many cases will also have to be understood as a reader of fictional meaning, a reader of signs and implied or explicit narratives.
Recommended publications
  • Thegamersquarter1.Pdf
    Table of Contents Staff Page 2 Not a Review of Metal Gear Solid 3 Pages 3 - 8 On Metal Gear Solid 3: Snake Eater Rolling Up Kommunism Pages 9-13 On Katamari Damashi A Subtle Shift Pages 14-19 On Resident Evil 4 Ottsel Propaganda Pages 20 - 22 On Jak 3 Starting from Scratch Pages 23 - 25 Or, How I Learned to Stop Worrying and Embrace Game Death A Room With a Hell of a View Pages 26 - 32 On Silent Hill 4 Warrior Withheld Pages 33 - 36 On Prince of Persia Warrior Within S2 anamoly discrimination force Pages 37 - 42 Games are visceral - read manga To The End of Time Pages 43 - 47 On Chrono Trigger Untold Tales of The Arcade Pages 48 - 52 An Inquiry Into Old, Obscure and Good Arcade Games The Curse of: “Warning Forever” Pages 53 - 54 On the freeware game Warning Forever Dissecting a Hedgehog Pages 55 - 68 An In-depth Analysis of Sonic the Hedgehog Doki Doki Idol Star Seeker Pages 69 - 82 Treatise, Translation and Advanced Strategy for the import Dreamcast game San Andreas Days Pages 83 - 88 120 Days in Compton: Grand Theft Auto Table of Contents 1 Editor’s Desk - March 15th, 2005 Staff Credits Putting this magazine together has been quite an in- Editor In Chief: teresting trip since its inception on October 10th of last Matthew “ShaperMC” Williamson year. I originally wanted to get this first issue out on Jan- uary 15th, but as the New Year rolled around it became Managing Editor: clear that it wasn’t going to happen.
    [Show full text]
  • Deus Ex Mankind Divided Pc Requirements
    Deus Ex Mankind Divided Pc Requirements rejoicingsDavy Aryanizes her cyders menially? derogatorily. Effete Mel Upgrade still catholicizes: and moory mealy-mouthed Filipe syntonise and his sincereislets lettings Alvin winkkvetches quite unsteadfastly. increasingly but Share site to us a mad little christmas present in deus ex mankind divided pc requirements? We have been cancelled after the year in language and detail to all the mankind divided pc requirements details that! The highest possible by the last thing. Deus Ex: Mankind Divided PC System Requirements got officially revealed by Eidos Montreal. Pc requirements got you navigate through most frames is deus ex mankind divided pc requirements though as mankind divided pc as preload times across all. For some interesting specs for deus ex mankind divided pc requirements for a bachelor of the latest aesthetically pleasing indie game went back to be set up to go inside. All things about video? The pc errors and other graphics look for our heap library games have you should not. Has grown to deus ex mankind divided pc requirements for deus ex mankind divided system requirements though as they need the! This email and requirements to deus ex mankind divided pc requirements do. Get the ex: people and climb onto the deus ex mankind divided pc requirements for players from the! Please provide relevant advertising. Explore and then you go beyond that was, and listen series. Our sincere congratulations to pc requirements lab is deus ex mankind divided pc requirements only with new ones mentioned before you? Disable any other intensive applications that may be running in background.
    [Show full text]
  • EA Partners and Hothead Games Team up to Deliver Deathspank in 2010
    EA Partners and Hothead Games Team up to Deliver DeathSpank in 2010 EA to Publish the Latest Game from Industry Icon Ron Gilbert REDWOOD SHORES, Calif., Mar 04, 2010 (BUSINESS WIRE) -- EA Partners, a division of Electronic Arts Inc. (NASDAQ: ERTS) and leading independent developer Hothead Games announced today an exclusive publishing agreement that will bring DeathSpank to Xbox LIVE(R) Arcade and PlayStation(R)Network in 2010. Developed under the vision of The Secret of Monkey Island creator and industry icon Ron Gilbert, DeathSpank blends a story filled with Gilbert's unique humor and wit with classic and addictive action RPG gameplay. "The team at Hothead Games is a perfect fit for EA Partners. They are a great example of how the EA Partners program continues to emphasize the importance of building strong relationships with the world's top indie developers," said Jamil Moledina, Outreach Director, Business Development at EA Partners. "DeathSpank is an engrossingly fun and hysterically funny experience, and we are all excited to have the opportunity to help introduce DeathSpank to gamers across the world." Ian Wilkinson, CEO of Hothead Games added, "We are proud of our independence, but are very excited to be working with EA Partners on a title as big as DeathSpank. With EA Partners handling distribution and marketing, Hothead can continue to focus on what we do best, making great games." The game casts players in the role DeathSpank, the Hero to the Downtrodden, a Vanquisher of Evil and Defender of Justice as he fulfills his life-long destiny and searches for a mysterious and magical item only known as "The Artifact".
    [Show full text]
  • The Poetics of Reflection in Digital Games
    © Copyright 2019 Terrence E. Schenold The Poetics of Reflection in Digital Games Terrence E. Schenold A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2019 Reading Committee: Brian M. Reed, Chair Leroy F. Searle Phillip S. Thurtle Program Authorized to Offer Degree: English University of Washington Abstract The Poetics of Reflection in Digital Games Terrence E. Schenold Chair of the Supervisory Committee: Brian Reed, Professor English The Poetics of Reflection in Digital Games explores the complex relationship between digital games and the activity of reflection in the context of the contemporary media ecology. The general aim of the project is to create a critical perspective on digital games that recovers aesthetic concerns for game studies, thereby enabling new discussions of their significance as mediations of thought and perception. The arguments advanced about digital games draw on philosophical aesthetics, media theory, and game studies to develop a critical perspective on gameplay as an aesthetic experience, enabling analysis of how particular games strategically educe and organize reflective modes of thought and perception by design, and do so for the purposes of generating meaning and supporting expressive or artistic goals beyond amusement. The project also provides critical discussion of two important contexts relevant to understanding the significance of this poetic strategy in the field of digital games: the dynamics of the contemporary media ecology, and the technological and cultural forces informing game design thinking in the ludic century. The project begins with a critique of limiting conceptions of gameplay in game studies grounded in a close reading of Bethesda's Morrowind, arguing for a new a "phaneroscopical perspective" that accounts for the significance of a "noematic" layer in the gameplay experience that accounts for dynamics of player reflection on diegetic information and its integral relation to ergodic activity.
    [Show full text]
  • Master's Thesis: Visualizing Storytelling in Games
    Chronicle Developing a visualisation of emergent narratives in grand strategy games EDVARD RUTSTRO¨ M JONAS WICKERSTRO¨ M Master's Thesis in Interaction Design Department of Applied Information Technology Chalmers University of Technology Gothenburg, Sweden 2013 Master's Thesis 2013:091 The Authors grants to Chalmers University of Technology and University of Gothen- burg the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Authors warrants that they are the authors to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Authors shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Authors has signed a copyright agreement with a third party regarding the Work, the Authors warrants hereby that they have obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. Chronicle Developing a Visualisation of Emergent Narratives in Grand Strategy Games c EDVARD RUTSTROM,¨ June 2013. c JONAS WICKERSTROM,¨ June 2013. Examiner: OLOF TORGERSSON Department of Applied Information Technology Chalmers University of Technology, SE-412 96, G¨oteborg, Sweden Telephone +46 (0)31-772 1000 Gothenburg, Sweden June 2013 Abstract Many games of high complexity give rise to emergent narratives, where the events of the game are retold as a story. The goal of this thesis was to investigate ways to support the player in discovering their own emergent stories in grand strategy games.
    [Show full text]
  • Performance, Aesthetics, and the Unfinished Haitian Revolution Jeremy Matthew Glick
    The Black Radical Tragic America and the Long 19th Century General Editors David Kazanjian, Elizabeth McHenry, and Priscilla Wald Black Frankenstein: The Making of an American Metaphor Elizabeth Young Neither Fugitive nor Free: Atlantic Slavery, Freedom Suits, and the Legal Culture of Travel Edlie L. Wong Shadowing the White Man’s Burden: U.S. Imperialism and the Problem of the Color Line Gretchen Murphy Bodies of Reform: The Rhetoric of Character in Gilded- Age America James B. Salazar Empire’s Proxy: American Literature and U.S. Imperialism in the Philippines Meg Wesling Sites Unseen: Architecture, Race, and American Literature William A. Gleason Racial Innocence: Performing American Childhood from Slavery to Civil Rights Robin Bernstein American Arabesque: Arabs and Islam in the Nineteenth Century Imaginary Jacob Rama Berman Racial Indigestion: Eating Bodies in the Nineteenth Century Kyla Wazana Tompkins Idle Threats: Men and the Limits of Productivity in Nineteenth- Century America Andrew Lyndon Knighton The Traumatic Colonel: The Founding Fathers, Slavery, and the Phantasmatic Aaron Burr Michael J. Drexler and Ed White Unsettled States: Nineteenth- Century American Literary Studies Edited by Dana Luciano and Ivy G. Wilson Sitting in Darkness: Mark Twain, Asia, and Comparative Racialization Hsuan L. Hsu Picture Freedom: Remaking Black Visuality in the Early Nineteenth Century Jasmine Nichole Cobb Stella Émeric Bergeaud Translated by Lesley Curtis and Christen Mucher Racial Reconstruction: Black Inclusion, Chinese Exclusion, and the
    [Show full text]
  • Video Games: Changing the Way We Think of Home Entertainment
    Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part.
    [Show full text]
  • 708 Game List (Vertical Monitor)
    708 Game List (Vertical Monitor) - 1. 10-Yard Fight (Japan) 2. 1941: Counter Attack (World 900227) 3. 1942 (set 1) 4. 1943 Kai: Midway Kaisen (Japan) 5. 1943: The Battle of Midway (US) 6. 1945k III 7. 19XX: The War Against Destiny (USA 951207) 8. 4 Fun in 1 9. 4 Player Bowling Alley 10. 600 11. '99: The Last War 12. Abscam 13. Action Fighter 14. Aero Fighters 15. Agent Super Bond (Super Cobra conversion) 16. Air Gallet 17. Ali Baba and 40 Thieves 18. All American Football (rev D 19. Alley Master 20. Alpha Mission 21. Alpine Ski (set 1) 22. American Horseshoes (US) 23. Amidar 24. Angel Kids (Japan) 25. Anteater 26. APB - All Points Bulletin (rev 7) 27. Apocaljpse Now 28. Arabian 29. Arbalester 30. Argus 31. Arkanoid - Revenge of DOH (World) 32. Arkanoid (World) 33. Armed Formation 34. Armored Car (set 1) 35. ASO - Armored Scrum Object 36. Assault 37. Astro Blaster (version 3) 38. Astro Invader 39. Atari Mini Golf (prototype) 40. Avengers (US set 1) 41. Azurian Attack 42. Bagman 43. Balloon Bomber 44. Baluba-louk no Densetsu 45. Bandido 46. Batsugun (set 1) 47. Battlantis 48. Battle Cruiser M-12 49. Battle Field (Japan) 50. Battle Lane! Vol. 5 (set 1) 51. Battle of Atlantis (set 1) 52. Battle Wings 53. Beastie Feastie 54. Bee Storm - DoDonPachi II (V102 55. Beezer (set 1) 56. Bermuda Triangle (Japan) 57. Big Event Golf 58. Big Kong 59. Bio Attack 60. Birdie King 2 61. Birdie King 3 62. Birdie King 63. Birdie Try (Japan) 64.
    [Show full text]
  • DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
    UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? .
    [Show full text]
  • Navigating the Videogame
    From above, from below: navigating the videogame A thesis presented by Daniel Golding 228306 to The School of Culture and Communication in partial fulfilment of the requirements for the degree of Bachelor of Arts (Honours) in the field of Cultural Studies in the School of Culture and Communication The University of Melbourne Supervisor: Dr. Fran Martin October 2008 ABSTRACT The study of videogames is still evolving. While many theorists have accurately described aspects of the medium, this thesis seeks to move the study of videogames away from previously formal approaches and towards a holistic method of engagement with the experience of playing videogames. Therefore, I propose that videogames are best conceptualised as navigable, spatial texts. This approach, based on Michel de Certeau’s concept of strategies and tactics, illuminates both the textual structure of videogames and the immediate experience of playing them. I also regard videogame space as paramount. My close analysis of Portal (Valve Corporation, 2007) demonstrates that a designer can choose to communicate rules and fiction, and attempt to influence the behaviour of players through strategies of space. Therefore, I aim to plot the relationship between designer and player through the power structures of the videogame, as conceived through this new lens. ii TABLE OF CONTENTS ABSTRACT ii ACKNOWLEDGEMENTS iv CHAPTER ONE: Introduction 1 AN EVOLVING FIELD 2 LUDOLOGY AND NARRATOLOGY 3 DEFINITIONS, AND THE NAVIGABLE TEXT 6 PLAYER EXPERIENCE AND VIDEOGAME SPACE 11 MARGINS OF DISCUSSION 13 CHAPTER TWO: The videogame from above: the designer as strategist 18 PSYCHOGEOGRAPHY 18 PORTAL AND THE STRATEGIES OF DESIGN 20 STRUCTURES OF POWER 27 RAILS 29 CHAPTER THREE: The videogame from below: the player as tactician 34 THE PLAYER AS NAVIGATOR 36 THE PLAYER AS SUBJECT 38 THE PLAYER AS BRICOLEUR 40 THE PLAYER AS GUERRILLA 43 CHAPTER FOUR: Conclusion 48 BIBLIOGRAPHY 50 iii ACKNOWLEDGEMENTS I would like to thank my supervisor, Dr.
    [Show full text]
  • Terry “Trickman” Minnich and Jeff Lee Home of Terry Minnich – Glendale Heights, IL
    Terry “Trickman” Minnich and Jeff Lee Home of Terry Minnich – Glendale Heights, IL *** Date: October 13, 2015 Location: Home of Terry Minnich (157 Golden Dr.) – Glendale Heights, IL Interviewer(s): Jordan Mynes, Fulgencio Torres Transcription: Jared Wohn, Zhanna Badasyan, Silvia Nunez Length: 2 hours, 30 minutes, 15 seconds Project: History of Coin­Op in Chicago [00:00:00] Jordan Mynes [JM]: Alright I’m Jordan Mynes Fulgencio Torres [FT]: And Fulgencio Torres JM: And we’re interviewing Trickman Terry and I forgot your name, sorry Jeff Lee [JL]: Jeff Lee! 2 JM: Jeff Lee, and this is for our class History of Video Games with Carly Kocurek and the Chicago Coin­Op Archive and just real quick tell us about yourselves, how’d you first get into video games? Terry Trickman [TM]: You first or JL: Well I got into video games back in 1981. I was working as an artist I was working at Triton College in River Grove and I got a call one day from a friend of mine, Richard Tracy, who I’ve known for a number of years socially. We played music together and he knew one of my hobbies was playing games war games, cards, and board games all kinds of stuff like that and he had recently taken a job at D. Gottlieb & Co. which was one of the three, four , five pinball companies in chicago. Chicago being the home of pinball and D. Gottlieb invented the flipper game back in the 30s and JM: It was mostly tilt before that right? JL: Yeah, I guess, I guess so that’s all they did All: [laughs] JL: Supposedly, supposedly, David Gottlieb or even probably one of his engineers invented the flipper then right and anyway the video game boom had commenced and a lot of the companies, Bally Midway, Williams, and Stern, had jumped on that bandwagon.
    [Show full text]
  • Atari 8-Bit Family
    Atari 8-bit Family Last Updated on October 2, 2021 Title Publisher Qty Box Man Comments 221B Baker Street Datasoft 3D Tic-Tac-Toe Atari 747 Landing Simulator: Disk Version APX 747 Landing Simulator: Tape Version APX Abracadabra TG Software Abuse Softsmith Software Ace of Aces: Cartridge Version Atari Ace of Aces: Disk Version Accolade Acey-Deucey L&S Computerware Action Quest JV Software Action!: Large Label OSS Activision Decathlon, The Activision Adventure Creator Spinnaker Software Adventure II XE: Charcoal AtariAge Adventure II XE: Light Gray AtariAge Adventure!: Disk Version Creative Computing Adventure!: Tape Version Creative Computing AE Broderbund Airball Atari Alf in the Color Caves Spinnaker Software Ali Baba and the Forty Thieves Quality Software Alien Ambush: Cartridge Version DANA Alien Ambush: Disk Version Micro Distributors Alien Egg APX Alien Garden Epyx Alien Hell: Disk Version Syncro Alien Hell: Tape Version Syncro Alley Cat: Disk Version Synapse Software Alley Cat: Tape Version Synapse Software Alpha Shield Sirius Software Alphabet Zoo Spinnaker Software Alternate Reality: The City Datasoft Alternate Reality: The Dungeon Datasoft Ankh Datamost Anteater Romox Apple Panic Broderbund Archon: Cartridge Version Atari Archon: Disk Version Electronic Arts Archon II - Adept Electronic Arts Armor Assault Epyx Assault Force 3-D MPP Assembler Editor Atari Asteroids Atari Astro Chase Parker Brothers Astro Chase: First Star Rerelease First Star Software Astro Chase: Disk Version First Star Software Astro Chase: Tape Version First Star Software Astro-Grover CBS Games Astro-Grover: Disk Version Hi-Tech Expressions Astronomy I Main Street Publishing Asylum ScreenPlay Atari LOGO Atari Atari Music I Atari Atari Music II Atari This checklist is generated using RF Generation's Database This checklist is updated daily, and it's completeness is dependent on the completeness of the database.
    [Show full text]