Northrop Frye and the Story Structure of the Single-Player Shooter David M
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View the Dichotomies in Computer Game Studies in More Detail
Florida State University Libraries Electronic Theses, Treatises and Dissertations The Graduate School 2008 A Burkean Analysis on the Relationship of the Image to Player Motivation in First- Person Shooter Games Toby McCall Follow this and additional works at the FSU Digital Library. For more information, please contact [email protected] FLORIDA STATE UNIVERSITY COLLEGE OF ARTS AND SCIENCES A BURKEAN ANALYSIS ON THE RELATIONSHIP OF THE IMAGE TO PLAYER MOTIVATION IN FIRST-PERSON SHOOTER GAMES By TOBY MCCALL A Thesis submitted to the Department of English in partial fulfillment of the requirements for the degree of Master of Arts Degree Awarded: Summer, 2008 Copyright © 2008 Toby McCall All Rights Reserved The members of the Committee approve the thesis of Toby McCall defended on March 26, 2008. _______________________________ Kathleen Yancey Professor Directing Thesis _______________________________ Phil Steinberg Outside Committee Member _______________________________ Kristie Fleckenstein Committee Member _______________________________ Michael Neal Committee Member Approved: _______________________________ Ralph Berry Chair, Department of English The Office of Graduate Studies has verified and approved the above named committee members. ii I dedicate this work to my mother Joseyvette Jackson, who sacrificed much of her own life so that I might have opportunities she did not. Thanks Mom. iii ACKNOWLEDGMENTS I would like to thank my committee for their feedback and encouragement during this process, especially Kathleen Blake-Yancey who kept me sane and on track despite her own busy schedule; Ian Bogost, Steffen P. Walz and Noah Wardrip-Fruin for their input and time; my brother for his unending support; and my friends Chris Findeisen (Knuckles Malloy), Brianna Noll (Icechest Jones) and Dustin Atkinson (KGB Fontenot) for reminding me to relax, have fun, and play Rock Band; to Kelly Powers for his friendship and guidance. -
An Affordance Based Model for Gameplay Dan Pinchbeck University of Portsmouth Eldon Building, Portsmouth PO1 2DJ [email protected]
An affordance based model for gameplay Dan Pinchbeck University of Portsmouth Eldon Building, Portsmouth PO1 2DJ [email protected] ABSTRACT of these cases, the affordance is a quality designed and This paper presents a formal model for gameplay based embedded into a system. What is possible within a game is upon the affordances available to the player that are linked hardwired into the system as a network of affordances. A to game objects. It has been constructed via an extensive similar assertion is made by Calleja [4], Klevjer [14], analysis of major first-person games 1998-2008, although it Pinchbeck [17] and Wilhelmsson [22]. In other words, is argued it may extend to all diegetic games. Gameplay can within a ludic context, an affordance can be described as the be understood as a network of allowed actions, that can be functional input/output relationships of an object in the summarised as a small number of archetypal affordances context of the game environment. mediated by a set of parameters that define their functional relationships. As well as the capacity for the model to elucidate the ludic structures of games, it is argued that an However, whilst affordances have been used in games affordance based model also provides a means to research, what is missing is a formal model taxonimising understand the relationship and role of story and content the types of affordances normally embedded within a within a ludological context. system and how these relate to its objects. It is such a model that is proposed here. In order to do so, ludic objects are Author Keywords first categorised according to the states and parameters Affordances, gameplay models, content, ludology, theory. -
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics: The Game Engine and Art Modifications (Under the direction of Dr. Andrew Johnston). This dissertation examines episodes in the history of video game modding between 1995 and 2010, situated around the introduction of the game engine as a software framework for developing three-dimensional gamespaces. These modifications made to existing software and hardware were an aesthetic practice used by programmers and artists to explore the relationship between abstraction, the materiality of game systems, and our phenomenal engagement with digital media. The contemporary artists that I highlight—JODI, Cory Arcangel, Orhan Kipcak, Julian Oliver, and Tom Betts—gravitated toward modding because it allowed them to unveil the technical processes of the engine underneath layers of the game’s familiar interface, in turn, recalibrating conventional play into sensual experiences of difference, uncertainty, and the new. From an engagement with abstract forms, they employed modding techniques to articulate new modes of aesthetic participation through an affective encounter with altered game systems. Furthermore, they used abstraction, the very strangeness of the mod’s formal elements, to reveal our habitual interactions with video games by destabilizing conventional gamespaces through sensory modalities of apperception and proprioception. In considering the imbrication of technics and aesthetics in game engines, this work aims to resituate modding practices within a dynamic and more inclusive understanding -
Volume 40 - Issue 23 - Friday, April 15, 2005
Rose-Hulman Institute of Technology Rose-Hulman Scholar The Rose Thorn Archive Student Newspaper Spring 4-15-2005 Volume 40 - Issue 23 - Friday, April 15, 2005 Rose Thorn Staff Rose-Hulman Institute of Technology, [email protected] Follow this and additional works at: https://scholar.rose-hulman.edu/rosethorn Recommended Citation Rose Thorn Staff, "Volume 40 - Issue 23 - Friday, April 15, 2005" (2005). The Rose Thorn Archive. 243. https://scholar.rose-hulman.edu/rosethorn/243 THE MATERIAL POSTED ON THIS ROSE-HULMAN REPOSITORY IS TO BE USED FOR PRIVATE STUDY, SCHOLARSHIP, OR RESEARCH AND MAY NOT BE USED FOR ANY OTHER PURPOSE. SOME CONTENT IN THE MATERIAL POSTED ON THIS REPOSITORY MAY BE PROTECTED BY COPYRIGHT. ANYONE HAVING ACCESS TO THE MATERIAL SHOULD NOT REPRODUCE OR DISTRIBUTE BY ANY MEANS COPIES OF ANY OF THE MATERIAL OR USE THE MATERIAL FOR DIRECT OR INDIRECT COMMERCIAL ADVANTAGE WITHOUT DETERMINING THAT SUCH ACT OR ACTS WILL NOT INFRINGE THE COPYRIGHT RIGHTS OF ANY PERSON OR ENTITY. ANY REPRODUCTION OR DISTRIBUTION OF ANY MATERIAL POSTED ON THIS REPOSITORY IS AT THE SOLE RISK OF THE PARTY THAT DOES SO. This Book is brought to you for free and open access by the Student Newspaper at Rose-Hulman Scholar. It has been accepted for inclusion in The Rose Thorn Archive by an authorized administrator of Rose-Hulman Scholar. For more information, please contact [email protected]. ROSE-HULMAN INSTITUTE OF TECHNOLOGY T ERRE HAUTE, INDIANA Friday, April 15, 2005 Volume 40, Issue 23 News Briefs Another day at the fair Bridget Mayer fore this career fair by students RA selection Staff Writer who had submitted resumes to companies through the Ca- fi nalized Employers at Wednesday’s reer Services’ online eRecruit- career fair had just one thing ing program. -
Inside Arts - Corpses As Art!
The student ‘news’paper of Imperial College London The Non-Epic Fail Edition Issue 1,416 Friday 21 November 2008 felixonline.co.uk felix Inside Arts - Corpses as art! Page 15 Music - Nickelback review Page 24 Feature - Brighton Run Page 31 Sport - Build up to Varsity Trouble in begins Hammersmith...Imperial College Football Club in trouble after pub crawl in Hammersmith, but are there signs of change? See pages 4 & 5 Page 37 2 felix Friday 21 November 2008 Friday 21 November 2008 felix 3 News [email protected] News News Editor – Kadhim Shubber [email protected] Imperial Bioscientist New stealth tax New postgraduate and Conservatives see 50% target as unrealistic students win gold in increases cost of international positions to Dina Ismali versity participation rate for young News Correspondent people has only risen by 0.6% since worldwide competition living for students 1999-2000 and stands at 39.8%. The government’s approach to univer- The Organisation for Economic Co- Daniel Wan in the project.) industrial procedures, from recon- Kadhim Shubber ernment, said: be created in Council sity expansion is like “trying to drive a operation and Development’s (OECD) News Correspondent Professor Richard Kitney, a Professor structive surgery to the manufacture Deputy Editor “This is a second hit on students, just car with the accelerator and brake both annual evaluation of different educa- of the Imperial team gauged the inter- of eco-clothing. Professor Paul Free- days after the Government’s decision Jovan Nedić pressed to the floor”, says Tory univer- tion systems shows that the UK has An Imperial College team of nine un- national achievement they attained, mont, another of the team’s advis- New laws introduced by the govern- to cut student grants. -
This Gaming Life: Travels in Three Cities
Rossignol, Jim. This Gaming Life: Travels In Three Cities. E-book, Ann Arbor, MI: University of Michigan Press, 2008, https://doi.org/10.3998/dcbooks.5682627.0001.001. Downloaded on behalf of Unknown Institution THIS GAMING LIFE Rossignol, Jim. This Gaming Life: Travels In Three Cities. E-book, Ann Arbor, MI: University of Michigan Press, 2008, https://doi.org/10.3998/dcbooks.5682627.0001.001. Downloaded on behalf of Unknown Institution digitalculturebooks is a collaborative imprint of the University of Michigan Press and the University of Michigan Library. Rossignol, Jim. This Gaming Life: Travels In Three Cities. E-book, Ann Arbor, MI: University of Michigan Press, 2008, https://doi.org/10.3998/dcbooks.5682627.0001.001. Downloaded on behalf of Unknown Institution THIS GAMING LIFE TRAVELS IN THREE CITIES Jim Rossignol The University of The University of AND > Ann Arbor Michigan Press Michigan Library Rossignol, Jim. This Gaming Life: Travels In Three Cities. E-book, Ann Arbor, MI: University of Michigan Press, 2008, https://doi.org/10.3998/dcbooks.5682627.0001.001. Downloaded on behalf of Unknown Institution Copyright © by Jim Rossignol 2008 All rights reserved Published in the United States of America by The University of Michigan Press Manufactured in the United States of America c Printed on acid-free paper 2011 2010 2009 2008 4 3 2 1 No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, or otherwise, without the written permission of the publisher. A CIP catalog record for this book is available from the British Library. -
Dragon Magazine #203
Issue #203 Vol. XVIII, No. 9 March 1994 SPECIAL ATTRACTIONS Publisher TSR, Inc. Where science and fantasy collide Associate Publisher 9 Climb aboard for a wild ride of imagination. Brian Thomsen More Gamma Goodies Kim Eastland Editor-in-Chief 10 Equip your GAMMA WORLD® PCs with laser pens Kim Mohan and wrist rockets. Associate editor Terribly Twisted Technology Robin D. Laws Dale A. Donovan 14 Add these weird-tech items to an OVER THE EDGE* Fiction editor campaign. Barbara G. Young Lookin for work, chummer? Gregory W. Detwiler Editorial assistant Run these missions in FASAs SHADOWRUN* game. Wolfgang H. Baur 22 Art director Larry W. Smith BONUS The AMAZING ENGINE System Guide Production staff Tracey Isler 41 These rules explain the basics of the AMAZING ENGINE gameincluding the innovative player core Subscriptions concept. Janet L. Winters U.S. advertising Cindy Rick FICTION U.K. correspondent and U.K. advertising Spencers Peace Kurt Giambastiani Wendy Mottaz 96 A tale on the burdens of leadership. DRAGON® Magazine (ISSN 0279-6848) is published tion throughout the United Kingdom is by Comag monthly by TSR. Inc., P.O. Box 756 (201 Sheridan Magazine Marketing, Tavistock Road West Drayton, Springs Road) Lake Geneva WI 53147, United States Middlesex UB7 7QE United Kingdom telephone: of America The postal address for all materials from 0895-444055 the United States of America and Canada except Subscriptions: Subscription rates via second-class subscription orders is DRAGON® Magazine, P.O. Box mail are as follows $30 in U.S. funds for 12 issues 111, (201 Sheridan Springs Road), Lake Geneva WI sent to an address in the U.S.: $36 in U.S. -
Maxp/Manual/E
MAXP/MANUAL/E Developed by Produced by Co-published by ® ™ www.remedy.fi www.3drealms.com www.godgames.com www.take2games.com MAX PAYNE, THE MAX PAYNE LOGO, REMEDY AND THE REMEDY LOGO ARE TRADEMARKS OF REMEDY ENTERTAINMENT, LTD. 3D REALMS AND THE 3D REALMS LOGO ARE TRADEMARKS OF APOGEE SOFT- WARE, LTD. GODGAMES AND THE GODGAMES LOGO ARE TRADEMARKS OF GATHERING OF DEVELOPERS INC. © 2001 GATHERING OF DEVELOPERS. TAKE TWO LOGO AND TAKE 2 INTERACTIVE SOFTWARE ARE TRADEMARKS OF TAKE 2 INTERACTIVE SOFTWARE. © 2001 TAKE 2 INTERACTIVE SOFTWARE. MICROSOFT AND WINDOWS 95, WINDOWS 98, WINDOWS NT, WINDOWS 2000, AND WINDOWS ME ARE REGISTERED TRADEMARKS OF MICROSOFT CORPORATION. ALL OTHER TRADEMARKS AND TRADE NAMES ARE PROPERTIES OF THEIR RESPECTIVE OWNERS. THANKS FOR BUYING THIS GAME! CASE FILE MP2700FM PAGE 1 Max is not your typical hero - a hero has a choice whether or not to risk his life. Max is simply trying to fight his way out of an impossible situation. Life dealt him a bad hand. But a good poker player can turn a bad hand into a winner. Among the many innovations of this game is Bullet Time Table of Contents gameplay. It adds an entirely new dimension to action games, the dimension of time itself. We’re not going to explain why PROLOGUE 2 Max can shift time in his favor, maybe he GETTING STARTED 5 enters a state of high SYSTEM REQUIREMENTS 5 concentration, like a CASE FILE0 PAGE MP2700FM INSTALLING THE GAME 5 fully focused athlete in START-UP AND OPTIONS MENU 6 the “zone,” and for him time seems to slow down, MENUS AND INTERFACE 10 with adrenaline pumping CONTROLLING THE GAME 13 through his veins forcing his body into a higher gear. -
Bernadette Ščasná MA Thesis
TALLINN UNIVERSITY SCHOOL OF HUMANITIES Bernadette Ščasná "IT´S A-ME, ANOTHER BAD REVIEW!": ASSESSING THE PERCEIVED FAILURE OF THE VIDEO GAME ADAPTATIONS BASED ON THE CINEMATIC ADAPTATIONS OF SUPER MARIO BROS. AND MAX PAYNE MA Thesis Supervisor: Teet Teinemaa, PhD Tallinn 2020 “I hereby confirm that I am the sole author of the thesis submitted. All the works and conceptual viewpoints by other authors that I have used, as well as data deriving from sources have been appropriately attributed.” 2 Acknowledgements I would like to thank my supervisor Teet Teinemaa, PhD for all the guidance and support during the writing process of this thesis. His feedback and recommendations were always very useful in shaping this thesis into its final form. 3 Table of Contents Introduction ......................................................................................................................... 6 Chapter 1: Theoretical Framework ................................................................................. 11 1.1 Introduction to the Relationship Between Video Games and Films ............................. 11 1.2 The Differences and Similarities Between Video Games and Films ............................ 14 1.3 The New Analytical Tools for Approaching Films Based on Video Games .................16 1.4 The Concepts for the Analysis of the Relationship Between Video Games and Film ........................................................................................................................ 18 1.4.1 Vividness of Experience and its Effects -
A Practical Introduction to 3D Game Development
Yasser Jaffal A Practical Introduction to 3D Game Development 2 Download free eBooks at bookboon.com A Practical Introduction to 3D Game Development 1st edition © 2014 Yasser Jaffal & bookboon.com ISBN 978-87-403-0786-3 3 Download free eBooks at bookboon.com A Practical Introduction to 3D Game Development Contents Contents About this Book 7 1 Basics of Scene Construction 8 1.1 Basic shapes and their properties 8 1.2 Relations between game objects 11 1.3 Rendering properties 13 1.4 Light types and properties 16 1.5 Camera 19 1.6 Controlling objects properties 21 2 Handling User Input 28 2.1 Reading keyboard input 29 2.2 Implementing platformer input system 32 2.3 Reading mouse input 43 2.4 Implementing first person shooter input system 46 �e Graduate Programme I joined MITAS because for Engineers and Geoscientists I wanted real responsibili� www.discovermitas.comMaersk.com/Mitas �e Graduate Programme I joined MITAS because for Engineers and Geoscientists I wanted real responsibili� Maersk.com/Mitas Month 16 I wwasas a construction Month 16 supervisorI wwasas in a construction the North Sea supervisor in advising and the North Sea Real work helpinghe foremen advising and IInternationalnternationaal opportunities ��reeree wworkoro placements solves Real work problems helpinghe foremen IInternationalnternationaal opportunities ��reeree wworkoro placements solves problems 4 Click on the ad to read more Download free eBooks at bookboon.com A Practical Introduction to 3D Game Development Contents 2.5 Implementing third person input system 53 -
MAX PAYNE by Beau Michael Thorne Fourth Draft 08/24/2007
MAX PAYNE by Beau Michael Thorne Fourth Draft 08/24/2007 OVER BLACK: MAX’S VOICE I don’t believe in heaven, but I have this idea about it. Something I heard in a song. FADE IN: White. A pristine, empty frame. Clean and peaceful. MAX’S VOICE Heaven is a place where nothing ever happens. There’s gentle motion in the blank frame, like swirling 16mm grain. A RUMBLE starts to build, low but growing louder... The grain moves faster, big chunks fluttering, now a dirty dishwater grey. The RUMBLE becoming a HOWLING WIND. Churning black water LAPS at the bottom of the frame... EXT. HUDSON RIVER - DAWN A blizzard, at the peak of its power. Visibility zero, New York reduced to the hulking shapes of buildings on the banks. MAX PAYNE thrashes in the water, a long way from shore. MAX’S VOICE There’s an army of bodies under this river. Criminals, people who ran out of time, out of friends. Chunks of ice float in the dirty water around him. Max’s body freezing, skin turning blue. Heavy winter clothes saturating, like an anchor dragging him down... MAX’S VOICE The next time they drag this river, they’ll find me on the bottom with the rest of them. And there won’t be anybody left to say I was different. Max’s face sinks below the surface... CUT TO: 2. INT. HALLWAY - DAY Nothing to orient us to the location, the time. Just a flash of golden light filling the hall, warm as the river was cold. -
Table of Contents Thanks for Buying This Game!
THANKS FOR BUYING THIS GAME! CASE FILE MP2700FM Max is not your typical hero - a hero has a choice PAGE whether or not to risk his life. Max is simply trying 2 to fight his way out of an impossible situation. Life dealt him a bad hand. But a good poker player can turn a bad hand into a winner. PAGE PAGE TABLE OF CONTENTS Among the many innovations of this game is Bullet Time CASE FILE MP2700FM FILE CASE gameplay. It adds an entirely new dimension to action PROLOGUe 4 games, the dimension of time itself. We’re not GETTING STARTED 8 going to explain why Max SYSTem ReQUIRemeNTs 8 can shift time in his INSTalliNG THE Game 8 favor, maybe he enters a state of high concentra- START-UP AND OpTIONS meNU 9 tion, like a fully focused MENUS AND INTERface 14 athlete in the “zone,” and CONTROlliNG THE Game 18 for him time seems to THE GRapHic NOVel 20 slow down, with adrena- THE Game WORLD 22 line pumping through his veins forcing his body into a higher gear. The bottom line is that Max can do WeapONS SNeaK PeeK 22 it, and it’s one of the most fun gameplay innovations MAX’S HealTH 2 in the 3D action genre. Use this feature often, as BUlleT Time 22 it will save your butt! SHOOTDODgiNg 24 You’ll notice, too, that the story in Max Payne has DODgiNg 25 not been shortchanged. It’s integral to the action CINemaTic SHOTs 26 and enriches the entire game experience.