Single Button Interaction Technique Patterns Applied to Digital Game Design

Total Page:16

File Type:pdf, Size:1020Kb

Single Button Interaction Technique Patterns Applied to Digital Game Design SBC - Proceedings of SBGames 2011 Arts & Design Track - Full Papers Single Button Interaction Technique Patterns Applied to Digital Game Design Felipe Breyer Judith Kelner Eduardo S. Albuquerque* Luis Vasconcelos** UFPE, Centro de Informática, Brazil *UFG, Instituto de Informática, Brazil **UFPE, dDesign, Brazil ABSTRACT greater consistency in the designer choices during the conception phase of the game design. This paper investigates how interaction design can be applied to the design of digital games, more The remaining sections of this paper are outlined as specifically, to the player controls scheme definition follows. Section 2 briefly describes the concept of and user experience. To achieve this objective, this interaction techniques and classification of interaction work studies three methods of knowledge devices. Section 3 analyzes the ways of classifying formalization, ontologies, tropes and patterns, and as a formal elements that will structure the results to be case study the digital button was chosen as the obtained in the research. Section 4 discusses the interaction device to be researched. Initially, a set of current status of pattern languages usage applied to the games was observed through the inductive research design of digital games. Section 5 explains the object method in order to define analysis parameters that of study and the methodology applied in the enabled modeling user interaction with the game. Thus, experiment. The patterns proposed in this article are we extend the pattern library of game design, creating a described in section 6. Section 7 contains the main set of interaction technique patterns applied to the conclusions and discusses future work to be carried out button device. to extend this analysis. Keywords: Patterns, interaction, technique, games, 2. Interaction Techniques and button Interaction Devices Classification Author’s contact: Hinckley, Jacob and Ware [2007] define interaction {fbb3, jk}@cin.ufpe.br techniques as a way to use a particular interaction *[email protected] device to perform a generic task interaction. For **[email protected] example, the pop-up menu is an interaction technique to allow the user to select a specific command from a 1. Introduction small set. This action is accomplished through interaction devices that are peripheral to the computer, The role of the game designer is to create ludic and allow user interaction, such as mouse and monitor. experiences for their audience through the games he or In an atomic way, an Interaction Task is the user- she conceives. Games are not relevant unless they are supplied primitive input at the lowest level, such as played and the players have a good experience during choosing a command or typing a line of text. the game [Schell, 2008]. The player experience, in turn, is unique and non-transferable and, although the According to Breyer et al [2008] we can classify game designer indirectly designs them, he must have the interaction devices according to twelve senses: tools to guide the players during their journeys. touch, life, movement, balance, smell, taste, vision, Interaction design is the border between the game and warmth, hearing, sense of language or word, thought, the player, i.e. the border where the designer can and ego. This article is restricted on the tactile input approach the audience, and this is where the efforts of devices, a category that includes devices that are this research are focused. common to most computers, such as keyboards. One of the differences between production software A digital signal is the smallest amount of and digital games is that software should reduce the information a user can send to a system and the workload of the user while games should make it more simplest device used to trigger the transmission is the difficult over time to maintain player interest [Lazzaro button. There are devices that provide different and Keeker, 2004]. Therefore, the game designer can amounts and combinations of buttons from the explore interaction possibilities that would be QWERTY keyboard to a variety of joysticks for video unacceptable in the context of production software. games. More specifically, the aim of this paper is to identify these unconventional forms of interaction to provide The main features observed in continuous inputs are the type of measurement, the type of movement, the X SBGames - Salvador - BA, November 7th - 9th, 2011 1 SBC - Proceedings of SBGames 2011 Arts & Design Track - Full Papers physical property registered and the number of degrees structure for the study of interaction techniques applied of freedom. Continuous information can be modified to games. using a direct assignment of a new absolute value or an increase to the old value, indicating a relative In turn, tropes are described in literature as the transform. There are two types of movements: linear as main idea of a story, like the cliche, but function as in a slider or rotatory like a knob. A linear device can figures of speech [Merriam-Webster Dictionary, 2011]. measure the position of the marker or the force applied The project TvTropes [TvTropes, 2009] is open to and the corresponding properties for the rotary devices various media such as animation, comics, television, are angle and torque. Typically, a system can record literature, cinema and digital games, unlike what its from one to three linear dimensions and/or from one to name might suggest and it is proposed to be a library of three angular dimensions, respectively translation and tropes open to the community. Tropes have only a rotation in the three dimensional axes X, Y, Z. textual description and fields of examples, despite the vast database, which has registered about 700 records, The possibilities of using the button as an the lack of categorization and information architecture interaction device have also been the subject of the makes it difficult to query and use these data. work by Green [2005], however, his work describes only the interaction possibilities in the abstract, such The pattern language was created by Christopher as: "Keep button pressed = activates action = A. Alexander [1977] to the area of architecture, with the Release button = activates action B. " On the other aim of structuring the knowledge gained and describe hand, the research here described adopts an analysis solutions to known issues thus allowing future centered on the user experience, giving meaning to reference. However, it was with the growth of software different forms of interaction, rather than abstractions production that language patterns were popularized like "Action A" or "Action B". Therefore we try to mainly in the context of software engineering, for identify the actions taken within the games and the example, the patterns of Freeman et al [2004]. For the transactions associated with them, for example, to Design, the patterns language found application in the make a character perform the action of jumping, the areas of interface design with Tidwell [2005] and player must press a button. And from the survey of interaction design with Borchers [2001] and these associations, we are able to structure the Schummer, Lukosch [2007]. To define a pattern, the knowledge surrounding the interaction techniques, as language requires that a field with the description of we shall see in more detail in the results presented in the solution, the context in which it is used, the section 6. consequences of its implementation and a practical example must be filled. Through the application of the 3. Classification of Formal Elements: pattern language, we can understand how to apply a Ontologies, Tropes and Patterns certain solution and to which scenario it applies. Thus, in the context of this research, the pattern language It is of interest to the game designers community to presented the characteristics necessary for structuring build a formal language that facilitates communication knowledge, enabling an analysis of the functions of the between its members as Costikyan [1994] and Church object of study in a given context of use. [1999] reported. In order to sort and arrange the formal elements that make up a game you can use ontologies, 4. Game Design Patterns patterns or tropes, as described below. In the context of digital game design, the research on Ontologies are intended to verify the existence of design patterns was performed by Björk, Holopainen real or abstract elements, categorize them and identify [2004] and extended by Folmer [2007]. Björk and their relationships [Aristotle apud Cochiarella, 2007]. Holopainen instituted eleven categories of patterns: In the context of digital game design, Zagal et al [2005] propose an ontology of games, the Game Game elements - physical or logical components that Ontology Project (G.O.P.). It is divided into four contain the state of the game as "avatars" and categories: interface, rules, entity manipulation and "enemies". objectives. Each element of the ontology has the following properties: name, parent element, children Resource and resource management - define the elements, description, strong example and weak domestic economy of the game, as "consumers". example. The items "parent element" and "children elements" are used to create relationships between Information, communication and presentation - include entities. Altogether, there are approximately 180 the interface patterns dedicated to contain the game elements that make up the ontology with examples that information, such as "progress indicators". note only
Recommended publications
  • Cosmopolitan Games a Cultural Perspective on Digital Games Jochen Koubek Stefan Werning
    Cosmopolitan Games A Cultural Perspective on Digital Games jochen Koubek Stefan Werning Cosmopolitan Cinema. Arts and politics in the second modernity 03.-05. April 2014 Prof. Dr. Jochen Koubek, Dr. Stefan Werning | Universität Bayreuth | Digitale Medien I. Digital Games and National Identity Winter Games (1985) National Gaming Charts http://www.vgchartz.com/ UK: 14.-23.03.2014 Japan: 14.-23.03.2014 International StarCraft 2 Ranking http://aligulac.com/ National Developments http://en.wikipedia.org/wiki/Category:Video_games_developed_in_Canada Vander Caballero: Papa & Yo. Minority (CA), 2012 National Gaming Industry http://www.industriekompass-games.de/start Developer Publisher Business Service Technical Service National Gaming Culture Organisations Patrizier, 1992 Festivals Awards Anno 1602, 1998 Funding Associations Productions Fußballmanager National Discourses German Angst Localization National Gaming Culture „Consoles have been banned in China since the year 2000,“ Lisa Hanson from market researcher Niko Partners tells Kotaku. „The government thought that was the best way to protect Chinese youth from wasting their minds on video games, after a parental outcry.“ The following year, online gaming exploded, and the market size hit $100 million. So the ban, Hanson says, „didn't stop the 'problem'.“ http://kotaku.com/5587577/why-are-consoles-banned-in-china http://www.youtube.com/watch?v=t8zVzws3lIY National Narratives 1984-95 2010 1996 1989 1999 1999 National History 1492 1776 1863 1880 1915 1929 1937 1940 1944 1947 1957 1963 1967 1986 1990 2004 National Images 1893 World Fair 2013 Bioshock Infinite http://games.parsons.edu/2012/02/the-shadow-of-the-white-cloud/ Capcom: Ōkami (⼤神 ), 2006 Vanillaware: Muramasa: The Demon Blade (朧村正 ), 2009 National Luditives „Football and American Identity examines the social conditions and cultural implications found in the football subculture, represented by core values such as competition, conflict, diversity, power, economic success, fair play, liberty, and patriotism.“ Gerhard Falk: Football and American Identity.
    [Show full text]
  • Q1 2007 8 Table of the Punch Line Contents
    Q1 2007 8 Table of The Punch Line Contents 4 On the Grand Master’s Stage 34 Persona Visits the Wii Line Strider–ARC AnIllustratedCampoutfortheWii 6 Goading ‘n Gouging 42 Christmas Morning at the Ghouls‘nGoblinsseries Leukemia Ward TokyoGameShow2006 12 That Spiky-Haired Lawyer is All Talk PhoenixWright:AceAttorney–NDS 50 A Retrospective Survival Guide to Tokyo Game Show 14 Shinji Mikami and the Lost Art of WithExtra-SpecialBlueDragon Game Design Preview ResidentEvil-PS1;P.N.03,Resident Evil4-NGC;GodHand-PS2 54 You’ve Won a Prize! Deplayability 18 Secrets and Save Points SecretofMana–SNES 56 Knee-Deep in Legend Doom–PC 22 Giving Up the Ghost MetroidII:ReturnofSamus–NGB 58 Killing Dad and Getting it Right ShadowHearts–PS2 25 I Came Wearing a Full Suit of Armour But I Left Wearing 60 The Sound of Horns and Motors Only My Pants Falloutseries Comic 64 The Punch Line 26 Militia II is Machinima RuleofRose-PS2 MilitiaII–AVI 68 Untold Tales of the Arcade 30 Mega Microcosms KillingDragonsHasNever Wariowareseries BeenSoMuchFun! 76 Why Game? Reason#7:WhyNot!? Table Of Contents 1 From the Editor’s Desk Staff Keep On Keeping On Asatrustedfriendsaidtome,“Aslong By Matthew Williamson asyoukeepwritingandcreating,that’s Editor In Chief: Staff Artists: Matthew“ShaperMC”Williamson Mariel“Kinuko”Cartwright allIcareabout.”Andthat’swhatI’lldo, [email protected] [email protected] It’sbeenalittlewhilesinceourlast andwhatI’llhelpotherstodoaswell. Associate Editor: Jonathan“Persona-Sama”Kim issuecameout;Ihopeyouenjoyedthe Butdon’tworryaboutThe Gamer’s Ancil“dessgeega”Anthropy [email protected] anticipation.Timeissomethingstrange, Quarter;wehavebigplans.Wewillbe [email protected] Benjamin“Lestrade”Rivers though.Hasitreallybeenovertwo shiftingfromastrictquarterlysched- Assistant Editor: [email protected] yearsnow?Itgoessofast.
    [Show full text]
  • Monster Hunter” Most Distinguished Game Content of 2003!
    November 1, 2004 CESA awards “Monster Hunter” most distinguished game content of 2003! Capcom is honored to announce “Monster Hunter” for the Sony PlayStation2, released on March 11, 2004 in Japan, has received the award for the most distinguished game content among titles released during the fiscal year of 2003. This award was presented at the “Game Awards 2003-2004” at Akasaka, Tokyo, on October 27, 2004 sponsored by the Computer Entertainment Software Association: CESA. Other games awarded at this show by the CESA are as follows: 1.“Onimusha3” (for PlayStation2) 2.“Gyakuten-Saiban3”(for Game Boy Advance) 3.“Grand Theft Auto Ⅲ ”(for PlayStation2 / developed by “Rockstar Games” and distributed Capcom in Japan) Furthermore, “Resident Evil 4” (for Nintendo GameCube and PlayStation2) and “Megaman Battle Network 5 Team of Blues/Team of Colonel” (tentative title) for Game Boy Advance were awarded “Game Future Awards”, which are presented only to future titles with the highest expectations. “Monster Hunter” is an action/adventure game where the player(s) controls their “hunter” either solo or with multiple teammates, via on-line either broadband or dial-up (dial-up option available only in Japan), to hunt down dangerous monsters that inhabit the land and complete quests provided to them through various townsfolk. Completing quests thus provides the player(s) with money and the necessary items to further make their “hunter” stronger and gain the ability to hunt stronger more ferocious beasts that roam the countryside. As demonstrated at the CESA awards presentation, Capcom is striving to stay on the forefront of the gaming industry through creative new gameplay elements combined with cutting edge technology in relation to graphics and storyline.
    [Show full text]
  • [Japan] SALA GIOCHI ARCADE 1000 Miglia
    SCHEDA NEW PLATINUM PI4 EDITION La seguente lista elenca la maggior parte dei titoli emulati dalla scheda NEW PLATINUM Pi4 (20.000). - I giochi per computer (Amiga, Commodore, Pc, etc) richiedono una tastiera per computer e talvolta un mouse USB da collegare alla console (in quanto tali sistemi funzionavano con mouse e tastiera). - I giochi che richiedono spinner (es. Arkanoid), volanti (giochi di corse), pistole (es. Duck Hunt) potrebbero non essere controllabili con joystick, ma richiedono periferiche ad hoc, al momento non configurabili. - I giochi che richiedono controller analogici (Playstation, Nintendo 64, etc etc) potrebbero non essere controllabili con plance a levetta singola, ma richiedono, appunto, un joypad con analogici (venduto separatamente). - Questo elenco è relativo alla scheda NEW PLATINUM EDITION basata su Raspberry Pi4. - Gli emulatori di sistemi 3D (Playstation, Nintendo64, Dreamcast) e PC (Amiga, Commodore) sono presenti SOLO nella NEW PLATINUM Pi4 e non sulle versioni Pi3 Plus e Gold. - Gli emulatori Atomiswave, Sega Naomi (Virtua Tennis, Virtua Striker, etc.) sono presenti SOLO nelle schede Pi4. - La versione PLUS Pi3B+ emula solo 550 titoli ARCADE, generati casualmente al momento dell'acquisto e non modificabile. Ultimo aggiornamento 2 Settembre 2020 NOME GIOCO EMULATORE 005 SALA GIOCHI ARCADE 1 On 1 Government [Japan] SALA GIOCHI ARCADE 1000 Miglia: Great 1000 Miles Rally SALA GIOCHI ARCADE 10-Yard Fight SALA GIOCHI ARCADE 18 Holes Pro Golf SALA GIOCHI ARCADE 1941: Counter Attack SALA GIOCHI ARCADE 1942 SALA GIOCHI ARCADE 1943 Kai: Midway Kaisen SALA GIOCHI ARCADE 1943: The Battle of Midway [Europe] SALA GIOCHI ARCADE 1944 : The Loop Master [USA] SALA GIOCHI ARCADE 1945k III SALA GIOCHI ARCADE 19XX : The War Against Destiny [USA] SALA GIOCHI ARCADE 2 On 2 Open Ice Challenge SALA GIOCHI ARCADE 4-D Warriors SALA GIOCHI ARCADE 64th.
    [Show full text]
  • 09062299296 Omnislashv5
    09062299296 omnislashv5 1,800php all in DVDs 1,000php HD to HD 500php 100 titles PSP GAMES Title Region Size (MB) 1 Ace Combat X: Skies of Deception USA 1121 2 Aces of War EUR 488 3 Activision Hits Remixed USA 278 4 Aedis Eclipse Generation of Chaos USA 622 5 After Burner Black Falcon USA 427 6 Alien Syndrome USA 453 7 Ape Academy 2 EUR 1032 8 Ape Escape Academy USA 389 9 Ape Escape on the Loose USA 749 10 Armored Core: Formula Front – Extreme Battle USA 815 11 Arthur and the Minimoys EUR 1796 12 Asphalt Urban GT2 EUR 884 13 Asterix And Obelix XXL 2 EUR 1112 14 Astonishia Story USA 116 15 ATV Offroad Fury USA 882 16 ATV Offroad Fury Pro USA 550 17 Avatar The Last Airbender USA 135 18 Battlezone USA 906 19 B-Boy EUR 1776 20 Bigs, The USA 499 21 Blade Dancer Lineage of Light USA 389 22 Bleach: Heat the Soul JAP 301 23 Bleach: Heat the Soul 2 JAP 651 24 Bleach: Heat the Soul 3 JAP 799 25 Bleach: Heat the Soul 4 JAP 825 26 Bliss Island USA 193 27 Blitz Overtime USA 1379 28 Bomberman USA 110 29 Bomberman: Panic Bomber JAP 61 30 Bounty Hounds USA 1147 31 Brave Story: New Traveler USA 193 32 Breath of Fire III EUR 403 33 Brooktown High USA 1292 34 Brothers in Arms D-Day USA 1455 35 Brunswick Bowling USA 120 36 Bubble Bobble Evolution USA 625 37 Burnout Dominator USA 691 38 Burnout Legends USA 489 39 Bust a Move DeLuxe USA 70 40 Cabela's African Safari USA 905 41 Cabela's Dangerous Hunts USA 426 42 Call of Duty Roads to Victory USA 641 43 Capcom Classics Collection Remixed USA 572 44 Capcom Classics Collection Reloaded USA 633 45 Capcom Puzzle
    [Show full text]
  • Lyric and Greek Myth
    Lyric and Greek Myth The Harvard community has made this article openly available. Please share how this access benefits you. Your story matters Citation Nagy, Gregory. 2007. Lyric and Greek Myth, 2nd ed. In The Cambridge Companion to Greek Mythology, ed. R. D. Woodard, 19-51. Cambridge; New York: Cambridge University Press. Citable link http://nrs.harvard.edu/urn-3:HUL.InstRepos:3627124 Terms of Use This article was downloaded from Harvard University’s DASH repository, and is made available under the terms and conditions applicable to Other Posted Material, as set forth at http:// nrs.harvard.edu/urn-3:HUL.InstRepos:dash.current.terms-of- use#LAA Lyric and Greek Myth Gregory Nagy The printed version is published in The Cambridge Companion to Greek Mythology (ed. R. D. Woodard; Cambridge University Press 2007) 19-51. See also the companion piece, “Homer and Greek Myth,” pp. 52-82 of the same volume. For abbreviations like PH, HC, etc., see the Bibliography. (The page-numbers of the printed version are embedded within brackets in this electronic version: for example, {19|20} marks where p. 19 stops and p. 20 begins.) In the history of Greek literature, poets of “lyric” are conventionally associated with the archaic period. Some would go so far as to call this period a “lyric age,” to be contrasted with an earlier age represented by Homer and Hesiod, poets of “epic.” There is in fact a book about the archaic period bearing the title The Lyric Age of Greece (Burn 1960). The archaic period ended around the second half of the fifth century BCE, to be followed by the so-called classical period.
    [Show full text]
  • Detroit: Become Human. Videogioco O Film Interattivo?
    Detroit: Become Human. Videogioco o film interattivo? La nostra recensione Dalla parte degli androidi in Detroit: Become Human La console war ormai si gioca sulle esclusive, mentre le potenza “bruta” è relegata a mero strumento. Tra i tanti giochi attesi per la console di casa Sony di questo 2018 sicuramente troviamo Detroit: Become Human. Dietro questo atteso titolo c’è il team di David Cage di Quantic Dream. Prima di procedere con la recensione vera e propria del gioco, dobbiamo introdurre necessariamente il lavoro della software house francese. Quantic Dream tra cinema e avventura Quantic Dream ha prodotto pochi (capo)lavori da quando è stata fondata nel 1997. Omikron: The Nomad Soul è stato il primo timido tentativo di portare azione e regia in un gioco (impensabile tecnicamente per quei tempi). Un taglio cinamtografico che invece riuscirà perfettamente nel 2005 con Fahrenheit, l’avventura che per certi versi è stata il trampolino di lancio mondiale di Quantic Dream. Un affinamento che ha portato poi alle esclusive su Playstation 3 Heavy Rain e Beyond: Two Souls, vere e proprie avventure a pochi passi da film interattivi, ma con un engine grafico in tempo reale. Un salto qualitativo notevole, e veri esempi di cosa poteva fare una Playstation 3 se Detroit: Become Human. Videogioco o film interattivo? La nostra recensione conosciuta a fondo. Detroit: Become Human era un titolo atteso quasi dall’uscita della Playstation 4. Un’altra scommessa per Cage e i suoi ragazzi. I fan e possessori della console di casa Sony attendevano il titolo come una dimostrazione di forza della console.
    [Show full text]
  • God of War Ps2 Iso Español Utorrent
    God of war ps2 iso español utorrent Continue Date 2020-08-03Version10.2.30 Size 87.4 MbDownloads1961 TimesClassification6.4 of 10 Games for PC - Web for Gamers.V Portfolio of ISOS/ Games PS2 Vol.2017 8 Halo War 2 PC Torrent Download Game ISO Combat.PS2, June 4, 2015.We have all PSP games. Download free games for PC Torrent.LINKS TORRENT PS2 Discovery games such as: Resident Evil: Survivor, Classic PlayStation, Final Fantasy VII, Final Fantasy VIII, Chrono Trigger and many other PS1 games with short adfly wait 5 seconds and give in across ads right above and ready you will see mega links and media files---------------. Catalog Upload(s) - Isos Contribution / PS2 Games Vol.Click See torrent link button, via shortener link and you will be asked if you want to open torrent. Select Yes and start the download. Download free PSX mediafire games for consoles, epsx apk Android simulator and computer in English Download Pro Evolution Soccer 2019 for PC and torrent is now very simple with our website. Zonaleros we have uploaded this game that was developed by Konami, available in the Multi17-ElAmigos version and is ready to be downloaded by servers such as Mega, 4shared, Googledrive, Googledrive, Googledrive, Google. The new role playing game comes to psp with shirokishi Monogatari portable episode: Dog Wars, the page is good, but can people tell me if I can download the destiny universe either a format folder or pkg, find a lot and the link is down and there are torretn files but do not download anything.
    [Show full text]
  • Annual Report 2010
    The Latest Development Report The creative talents who hold the keys to the future Aspiring to be the Ultimate Game Development Force for Next-Generation Success Capcom is strengthening the foundations of its development structure to encourage individual employees to contribute to the creation of authentic games that fascinate users all over the world. Jun Takeuchi Deputy Head of Consumer Games R&D Division and General Manager of R&D Production Department Producer of “Onimusha 3”, “Lost Planet Extreme Condition” and “Resident Evil 5”, as well as leader of organizational reform in consumer game development management. 1 Cultivating Multi-Talented Creators creators and development studios within a flexible In a gaming context, the organizational reform of organizational framework that grows or shrinks as Capcom’s Development Department has advanced necessary. to the second level. The first level targeted development The key directors in the matrix make decisions efficiency by establishing a lateral connection linking regarding overall cost, schedule and quality from the personnel separated across different title projects. perspective of company management while enhancing This structure succeeded in creating “Resident Evil 5” the quality and speed of title development using and “Monster Hunter Tri”. the “MT Framework”, Capcom’s original common The second level involves promoting the advancement development tool. of even further forward facing organizational reforms. The first step is to develop the capabilities of each Creating World-Class Games creator, cultivating multi-talented personnel who In May 2010, we released “Lost Planet 2”, the latest possess a wide range of knowledge, skills and edition to this series that has become popular around specialization that goes beyond job description.
    [Show full text]
  • Trigger Happy: Videogames and the Entertainment Revolution
    Free your purchased eBook form adhesion DRM*! * DRM = Digtal Rights Management Trigger Happy VIDEOGAMES AND THE ENTERTAINMENT REVOLUTION by Steven Poole Contents ACKNOWLEDGMENTS............................................ 8 1 RESISTANCE IS FUTILE ......................................10 Our virtual history....................................................10 Pixel generation .......................................................13 Meme machines .......................................................18 The shock of the new ...............................................28 2 THE ORIGIN OF SPECIES ....................................35 Beginnings ...............................................................35 Art types...................................................................45 Happiness is a warm gun .........................................46 In my mind and in my car ........................................51 Might as well jump ..................................................56 Sometimes you kick.................................................61 Heaven in here .........................................................66 Two tribes ................................................................69 Running up that hill .................................................72 It’s a kind of magic ..................................................75 We can work it out...................................................79 Family fortunes ........................................................82 3 UNREAL CITIES ....................................................85
    [Show full text]
  • List of Teen Zone Games
    Gaming is Available When the Teen Zone is Staffed Must be Ages 13-19 & Have a Valid Library Card in Good Standing to Play Battlefield 1 Assassin’s Creed IV: Black Flag Battlefield 4 Battlefield 4 Gears of War 4 Call of Duty: Ghosts Halo 5 Call of Duty: Black Ops III Call of Duty: Infinite Warfare Army of Two Battalion Wars 2 Dark Souls III Assassin’s Creed Boom Blox Batman: Arkham Asylum & City Cabela’s Big Game Hunter 2010 Deus Ex Battlefield: 3 & Bad Company Cooking Mama Cookoff Fallout 4 BioShock DDR Hottest Party 2 Mortal Kombat X Burnout Paradise Dancing with the Stars Ace Combat 6 Call of Duty: Modern Warfare 1, 2 & 3 Deca Sports Avatar: The Game Star Wars Battlefront Call of Duty: World at War Geometry Wars Galaxies Batman: Arkham Asylum The Witcher Wild Hunt Call of Duty: Black Ops 1 & 2 Glee Karaoke Crackdown Uncharted 4: A Thief’s End Condemned 2: Bloodshot Just Dance 2, 3 & 4 Dead or Alive 4 Dead Space Legend of Zelda Twilight Princess DeadRising Devil May Cry 4 Lego: Batman 1, 2 & Star Wars Earth Defense Force 2017 Fallout 3 Mario & Sonic at the Olympic Games F.E.A.R. 2 FIFA 08 Mario Party 8 Gears of War: 1, 2 & 3 Fight Night Round 3 Mario Strikers Charged Halo: 3, 4, ODST & Wars Ghost Recon 2 MarioKart Left for Dead: 1 & 2 Dance Dance Revolution Guitar Hero: 3, 5, Aerosmith, Metallica Medal of Honor Heroes 2 Lost Planet God of War II & World Tour Metroid Prime Guitar Hero 2 Madden NFL: 09, 10 & 12 Madden NFL 09 New Carnival Games NBA 2K8 Madden 08 Metal Gear Solid 4 No More Heroes NCAA 08 Football NCAA Football 08 Mortal Kombat vs.
    [Show full text]
  • ANNUAL REPORT 2012 Editorial Policy Strength Capcom’S
    Year Ended March 31, 2012 22012ANNUAL0 1REPORT 2 Border-less. Interract more. Code Number: 9697 Corporate Philosophy “Capcom: Creator of Entertainment Culture that Stimulates Your Senses” Our principle is to be a creator of entertainment culture. Through development of highly creative software contents that excite people and stimulate their senses, we have been aiming to offer an entirely new level of game entertainment. By taking advantage of our optimal use of our world-class development capabilities to create original content, which is our forte, we have been actively releasing a number of products around the world. Today, young and old, men and women enjoy a gaming experience all over the world. It is now common to see people easily enjoying mobile content (games for cell phones) on streets or enjoying an exchange through an online game with someone far away. Moreover, game content is an artistic media product that fascinates people, consisting of highly creative, multi-faceted elements such as characters, storyline, a worldview and music. It has also evolved to be used in a wide range of areas of media such as Hollywood movies, TV animation programs and books. As the ever-expanding entertainment industry becomes pervasive in our everyday lives, Capcom will continue to strive to be a unique company recognized for its world-class development capabilities by continuously creating content brimming with creativity. 1 CAPCOM ANNUAL REPORT 2012 Editorial Policy Strength Capcom’s This report was prepared for a wide range of readers, from individual shareholders to institutional investors, 3 Capcom’s Strength and is intended as a tool to aid in the understanding of Capcom management policies and business strategies.
    [Show full text]