Narrative Virtual Reality and the New Language That We Need to Develop for Virtual Reality Storytelling
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Tricks, Empty Rooms, and Basic Trap Design
Tricks, Empty Rooms, & Basic Trap Design By Courtney C. Campbell PREFACE From the Dungeon Master’s Guide, page 171 Table V. F.: Chamber or Room Contents 1-12 Empty 13-14 Monster Only 15-17 Monster and Treasure 18 Special 19 Trick/Trap 20 Treasure And right there is the heart of the issue. Gygax lays out the essence of role-playing games in that single table. He provides methods of producing flowcharts (the random dungeon generator) and fills each node with an encounter: Empty rooms, monsters, traps, treasure and “special”. This system maps to any role playing game since. There is a scene: either nothing happens, you have an antagonist, you deal with a threat, or you receive a reward. There are a selection of options of which scene to reach next (often depending on the events in the first scene). One is selected, you move onto the next scene (room) and repeat the process again. What a wonderful concept! Brilliant in the way it cuts right to the heart of what makes a role-playing game fun. Immediately after (or before in the case of the Monster Manual) and in the years following several of these items were given great support. Across the various iterations of Dungeons and Dragons there are literally thousands of monsters and dozens of books and tables devoted to traps. But what about the other 70% of the table? I’ve already addressed the treasure entry, in my document “Treasure”, available at http://hackslashmaster. blogspot.com/2010/11/treasure-update.html giving you the tools to create tons of interesting treasure. -
Europa Universalis Iv As a Catalyst for Worldbuilding
WORLDBUILDING INSIDE A BOX: EUROPA UNIVERSALIS IV AS A CATALYST FOR WORLDBUILDING JAYHANT SAULOG School of Design and Informatics Abertay University (May 2018) ABSTRACT Worldbuilding (the practice of creating fictional worlds) faces a unique challenge due to video games’ interactive nature, especially regarding sandbox games and non-linear narratives: how does one build a world in a genre so inherently pervasive? Where the player can be anyone and travel anywhere at any time? Where the game is less driven by the main story (or even lacking it completely), and instead leaves the world and setting to stand on its own? However, with the right platform, the pervasive nature of the sandbox genre can act as a catalyst to work to the worldbuilder’s advantage. When the platform asks questions, the worldbuilder is called to answer, and from this a development loop occurs resulting in a fleshed-out world that truly works in cooperation with the game. The research will seek to uncover the effectiveness of using the sandbox-strategy game Europa Universalis IV as a catalyst in the creation of a fantasy setting. The practical-led research will be twofold: the development of a game mod and the development of the world it will be set in. In addition to the main case study above, the research will look at existing literature on worldbuilding as well as a comparative approach on how other successful games have worldbuilt their settings. Keywords: worldbuilding, narrative, strategy, exposition, sandbox, secondary belief PREFACE I first started worldbuilding back in 2014 for the game Europa Universalis IV, set around an event called the Blackpowder Rebellion: an 18th century fantasy setting in which the commonfolk led a revolution against their magical masters with the help of gunpowder weapons. -
Earthquake Rebuild: a Game for the Stealth Learning of Middle School Math Danial Smith
Florida State University Libraries Electronic Theses, Treatises and Dissertations The Graduate School 2014 Earthquake Rebuild: A Game for the Stealth Learning of Middle School Math Danial Smith Follow this and additional works at the FSU Digital Library. For more information, please contact [email protected] FLORIDA STATE UNIVERSITY COLLEGE OF ARTS AND SCIENCE EARTHQUAKE REBUILD: A GAME FOR THE STEALTH LEARNING OF MIDDLE SCHOOL MATH By DANIAL SMITH A Thesis submitted to the Department of Scientific Computing in partial fulfillment of the requirements for the degree of Master of Science Degree Awarded: Fall Semester, 2014 Copyright c 2014 Danial Smith. All Rights Reserved. Danial Smith defended this thesis on November 14th, 2014. The members of the supervisory committee were: Gordon Erlebacher Professor Directing Thesis John Burkhardt Committee Member Fengfeng Ke Committee Member Shachin Shanbhag Committee Member The Graduate School has verified and approved the above-named committee members, and certifies that the thesis has been approved in accordance with university requirements. ii TABLE OF CONTENTS ListofTables.......................................... ... v ListofFigures ......................................... ... vi Abstract............................................. vii 1 Motivation 1 1.1 USMathematics ...................................... 1 1.2 VideoGames ........................................ 2 1.3 Educational Games . 3 1.3.1 Tangential Learning Opportunities in Games . 4 1.3.2 Gamification . 4 1.3.3 ThePerfectBlend ................................ -
Tendencias De Videojuegos
Tendencias de videojuegos. Juan Adolfo Galeano [email protected] Universidad Cat´olicaNuestra Se~norade la Asunci´on Facultad de Ciencias y Tecnolog´ıa Abstract. Este´ art´ıculotrata sobre las nuevas tendencias de juegos. Ex- plica hacia donde apunta la nueva generaci´onde videojuegos, los nuevos modelos de negocios y la reacci´onde los usuarios a estos. 1 Introducci´on El mercado de los videojuegos ha experimentado un incre´ıblecrecimiento en los ´ultimosa~nos.Parte de este crecimiento tiene que ver con internet y como la red global de informaci´onha cambiado nuestra forma de entender el mercado. Los precios de muchos bienes digitales han tenido que adaptarse a esta nueva era de informaci´on,experiencias y contenidos gratuitos y han tenido que aparecer nuevos modelos de negocio para responder a las exigencias de los consumidores. Estos modelos de negocios son impuestos de acuerdo a varios factores, entre los cuales se destaca principalmente la reacci´onde la comunidad gamer y el posi- ble cliente. Adem´asse encuentran los third-parties, encargados de desarrollar los juegos, depende de la aceptaci´onde estos y la motivaci´onque tienen sus desarrolladores. La competencia adem´ases otro factor determinante que ha lle- vado a realizar cambios y retrocesos en los modelos y estrategias que se fueron presentando como por ejemplo por la Xbox. 2 Algunas Definiciones 2.1 Modelo de negocio Un modelo de negocio, tambi´enllamado dise~node negocio o dise~noempresarial, es el mecanismo por el cual un negocio busca generar ingresos y beneficios. Es un resumen de c´omouna compa~n´ıaplanifica servir a sus clientes. -
Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles
Salvation: Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles A Senior Project Presented To: the Faculty of the Liberal Arts and Engineering Studies Department California Polytechnic State University, San Luis Obispo In Partial Fulfillment of the Requirements for the Degree Bachelor of Arts in Liberal Arts and Engineering Studies by Zachary Griffith June 2017 © Zachary Griffith 2017 Griffith 1 Table of Contents Introduction .................................................................................................................................................. 2 How to Play................................................................................................................................................... 3 Blending Eurogames and 4X ........................................................................................................................ 3 Eurogames ....................................................................................................................................... 3 4X Strategy ....................................................................................................................................... 4 Putting it All Together ...................................................................................................................... 4 Influences ..................................................................................................................................................... 4 The Game Design Process ........................................................................................................................... -
ISSUE #163 February 2021 February CONTENTS 2021 163
The VOICE of the FAMILY in GAMING TM Final Fantasy XVI, Monster Hunter Rise, Slide Stars, and more this is- sue. Survey Says: “Fam- ily Feud Video Game for Fami- lies!” ISSUE #163 February 2021 February CONTENTS 2021 163 Links: Home Page Section Page(s) Editor’s Desk 4 Female Side 5 Comics 7 Sound Off 8 - 10 Look Back 12 Quiz 13 Devotional 14 In The News 16 - 23 We Would Play That! 24 Reviews 25 - 37 Sports 38 - 41 Developing Games 42 - 67 Now Playing 68 - 83 Last Minute Tidbits 84 - 106 “Family Friendly Gaming” is trademarked. Contents of Family Friendly Gaming is the copyright of Paul Bury, and Yolanda Bury with the exception of trademarks and related indicia (example Digital Praise); which are prop- erty of their individual owners. Use of anything in Family Friendly Gaming that Paul and Yolanda Bury claims copyright to is a violation of federal copyright law. Contact the editor at the business address of: Family Friendly Gaming 7910 Autumn Creek Drive Cordova, TN 38018 [email protected] Trademark Notice Nintendo, Sony, Microsoft all have trademarks on their respective machines, and games. The current seal of approval, and boy/girl pics were drawn by Elijah Hughes thanks to a wonderful donation from Tim Emmerich. Peter and Noah are inspiration to their parents. Family Friendly Gaming Page 2 Page 3 Family Friendly Gaming Editor’s Desk FEMALE SIDE million that got infected with it. That was one propaganda artist trying to do damage con- Ups and Downs third of the human population at the time. -
DECONSTRUCTING the INVISIBLE WALL: How Policy Changes by the Trump Administration Are Slowing and Restricting Legal Immigration
DECONSTRUCTING THE INVISIBLE WALL: How Policy Changes by the Trump Administration Are Slowing and Restricting Legal Immigration #AILAStandsWithImmigrants AILA Doc. No. 18031933. (Posted 3/19/18) Deconstructing The Invisible Wall Introduction For decades, our country has reaped the extensive benefits of our legal immigration system. Immigrants living and working in the United States based on close family ties, employer sponsorship, humanitarian protection, and the Diversity Immigrant Visa program have made our nation stronger, better, and more vibrant by building strong family support systems and culturally enriched communities, and contributing to our shared economic growth by launching businesses, fueling entrepreneurship, driving innovation, and strengthening the U.S. labor force. U.S. history is full of immigrant success stories that confirm how you come to the United States is less important than what you accomplish once you arrive.1 No less than 43 percent of Fortune 500 companies were founded or co-founded by an immigrant or the child of an immigrant, and that figure rises to 57 percent among the Fortune 500 Top 35.2 In Silicon Valley, more than half of new tech start-up companies were founded by foreign-born individuals.3 Some of the most prominent immigrants who have helped launch successful U.S.-based businesses include Arianna Huffington (Huffington Post), Pierre Omidyar (eBay), Sergey Brin (Google), Elon Musk (Tesla, SpaceX), Jerry Yang (Yahoo), Hamdi Ulukaya (Chobani), and Jan Koum (WhatsApp). John Tu, co-founder of Kingston Technology and number 87 on the Forbes 400 list, immigrated to the United States based on sponsorship by his U.S. -
The Inkwell Quarterly Issue 14.3: Spring 2020
The Inkwell Quarterly Issue 14.3: Spring 2020 THE INKWELL QUARTERLY Exploring Issues at the Intersection of In this Issue: Race and Class The Spitfire Grill Review Cindered Shadows Game Review By Savannah Pinnock On February 27th, isn’t an unfamiliar name as he was Carrie Review 2020, English Professor Dr. a prominent voice in the Pan- Booker Prize Controversy Jap-Nanak Makkar delivered Africanist movement, a well-known The Vagina Monologues Interview an informative and thought- writer, and a major contributor to Witness to “Living at the End of provoking presentation that Black Literature and culture as they History...” addressed the topic of Black pertain to the Harlem Renaissance. Alice Sola Kim at Wilkes liberation. It primarily focused However, Frantz Fanon may be an Frozen 2 Review on the intersection of race, class, unknown name to many English Take on the Lore of League of and colonialism. Her presentation majors and minors as his works Legends was eloquently presented and she were focused on other disciplines King Lear Review incorporated the insights of W.E.B in the humanities and he wasn’t surrounding the dynamics Du Bois and Frantz Fanon which primarily a literary figure. With this that inform Black Liberation dovetailed seamlessly with her being said, Frantz Fanon’s voice is informative and more inclusive. presentation and gave it an added still very relevant as it pertains to As it pertains to inclusivity, I am level of credibility, as well as a racial equality--and to the study a person who identifies as Black strong foundation. of literature. -
The Invisible Wall: Public Charge Policy Impacts on Immigrant Families
NYLS Law Review Vols. 22-63 (1976-2019) Volume 65 Issue 2 Volume 65, Issue 2, 2020/21: A CENTURY OF TARGETING IMMIGRANTS: FROM Article 3 THE RED SCARE TO THE TRAVEL BAN January 2020 The Invisible Wall: Public Charge Policy Impacts on Immigrant Families Claire R. Thomas New York Law School, [email protected] Follow this and additional works at: https://digitalcommons.nyls.edu/nyls_law_review Part of the Law Commons Recommended Citation Claire R. Thomas, The Invisible Wall: Public Charge Policy Impacts on Immigrant Families, 65 N.Y.L. SCH. L. REV. 197 (2020-2021). This Article is brought to you for free and open access by DigitalCommons@NYLS. It has been accepted for inclusion in NYLS Law Review by an authorized editor of DigitalCommons@NYLS. NEW YORK LAW SCHOOL LAW REVIEW VOLUME 65 | 2020/21 VOLUME 65 | 2020/21 CLAIRE R. THOMAS Te Invisible Wall: Public Charge Policy Impacts on Immigrant Families 65 N.Y.L. Sch. L. Rev. 197 (2020–2021) ABOUT THE AUTHOR: Claire R. Thomas directs the Asylum Clinic at New York Law School, where she also teaches immigration law as an Adjunct Professor of Law. Her research and writing focus on migration and human rights. J.D. New York Law School, 2011; M.S. New York University, 2008; B.A. University of Chicago, 2004. https://digitalcommons.nyls.edu/nyls_law_review 197 THE INVISIBLE WALL NEW YORK LAW SCHOOL LAW REVIEW VOLUME 65 | 2020/21 I. INTRODUCTION In the late 1800s, my maternal great-grandfather, then a young adult, immigrated to the United States from his rural village in Poland. -
Soul of Zelda: a Memoir of an Ephemeral Being Mitchell Kopitch A
Soul of Zelda: A Memoir of an Ephemeral Being Mitchell Kopitch A thesis submitted in partial fulfillment of the requirements for the degree of Master of Fine Arts University of Washington 2018 Committee: Ted Hiebert Sarah Dowling Program Authorized to Offer Degree: Interdisciplinary Arts and Sciences ©Copyright 2018 Mitchell Kopitch University of Washington Abstract Soul of Zelda: A Memoir of an Ephemeral Being Mitchell Kopitch Chair of the Supervisory Committee: Ted Hiebert School of Interdisciplinary Arts and Sciences Hybrid document of memoir and fiction concerning fantasy, video games, and the ways in which game design nuance can be found in every day life. Particular attention is put on The Legend of Zelda from 1986, the first 3D Zelda installment, Ocarina of Time in 1998, and Dark Souls from 2011. This is a fictional story heavily inspired by those games and many others, but the story and characters are original, including a queer/gender bending protagonist. The story-line is a creative work that emulates the underlining philosophy of fantasy video games such as Zelda and Dark Souls, re-imagining video game design and personal gaming experiences as prose. 1 ~ Soul of Zelda ~ A Memoir of an Ephemeral Muse by Mitchell Kopitch Turn Page1 1 Book Equivalent of “Press Start”. 2 WORLD SELECTION: Poetics Statement Introduction: By the Author World I I-I: Intro Cinematic Interlude #1 - On Psychiatry I-II: Opening Interlude #2 - A Connection I-III: Character Creator Interlude #3 - Consumption World II II-I: Tutorial Interlude #4 - The Universe as Game II-II: Fast Travel Interlude #5 - On Labors of Love II-III: Mod Interlude #6 - Deprived World III III-I: Open World Interlude #7 - Extremity III-II: Dungeon Crawl Interlude #8 - The Male in the Room III-III: Boss Battle Interlude #9 - Of Demons and Memories Additional Content Attunement Exam 3 Poetics Statement When I parted ways with one of my roommates in college, he gave me his copy of Dark Souls (2011) as a parting gift. -
Games Worth a Thousand Words: Critical Approaches and Ludonarrative Harmony in Interactive Narratives
University of New Hampshire University of New Hampshire Scholars' Repository Honors Theses and Capstones Student Scholarship Spring 2012 Games Worth a Thousand Words: Critical Approaches and Ludonarrative Harmony in Interactive Narratives Travis Pynenburg University of New Hampshire - Main Campus Follow this and additional works at: https://scholars.unh.edu/honors Part of the Educational Methods Commons, and the Instructional Media Design Commons Recommended Citation Pynenburg, Travis, "Games Worth a Thousand Words: Critical Approaches and Ludonarrative Harmony in Interactive Narratives" (2012). Honors Theses and Capstones. 70. https://scholars.unh.edu/honors/70 This Senior Honors Thesis is brought to you for free and open access by the Student Scholarship at University of New Hampshire Scholars' Repository. It has been accepted for inclusion in Honors Theses and Capstones by an authorized administrator of University of New Hampshire Scholars' Repository. For more information, please contact [email protected]. Games Worth a Thousand Words: Critical Approaches and Ludonarrative Harmony in Interactive Narratives Travis Pynenburg Thomas Newkirk May 16, 2012 Pynenburg 1 If we are going to reach our potential when innovation dries up, we need to be important. We need to speak to the human condition. We need to make games that people care about so much, they can't not play them. —Jonathan Blow Video games stand on the precipice of artistic legitimacy in the academic community. In 2004, game designer Eric Zimmerman wrote, "Academic journals, conferences, and courses about computer-based storytelling, digital interactivity, and gaming culture have flourished like a species of virulent weed in the manicured garden of the university" (154). -
The Long Tail / Chris Anderson
THE LONG TAIL Why the Future of Business Is Selling Less of More Enter CHRIS ANDERSON To Anne CONTENTS Acknowledgments v Introduction 1 1. The Long Tail 15 2. The Rise and Fall of the Hit 27 3. A Short History of the Long Tail 41 4. The Three Forces of the Long Tail 52 5. The New Producers 58 6. The New Markets 85 7. The New Tastemakers 98 8. Long Tail Economics 125 9. The Short Head 147 iv | CONTENTS 10. The Paradise of Choice 168 11. Niche Culture 177 12. The Infinite Screen 192 13. Beyond Entertainment 201 14. Long Tail Rules 217 15. The Long Tail of Marketing 225 Coda: Tomorrow’s Tail 247 Epilogue 249 Notes on Sources and Further Reading 255 Index 259 About the Author Praise Credits Cover Copyright ACKNOWLEDGMENTS This book has benefited from the help and collaboration of literally thousands of people, thanks to the relatively open process of having it start as a widely read article and continue in public as a blog of work in progress. The result is that there are many people to thank, both here and in the chapter notes at the end of the book. First, the person other than me who worked the hardest, my wife, Anne. No project like this could be done without a strong partner. Anne was all that and more. Her constant support and understanding made this possible, and the price was significant, from all the Sundays taking care of the kids while I worked at Starbucks to the lost evenings, absent vacations, nights out not taken, and other costs of an all-consuming project.