The!Authorial!Game!Evolution!Tool!! For!Player!Experience!Design!

Total Page:16

File Type:pdf, Size:1020Kb

The!Authorial!Game!Evolution!Tool!! For!Player!Experience!Design! ! ! ! ! Rui!Alexandre!Neves!Craveirinha! ! ! The!Authorial!Game!Evolution!Tool!! for!Player!Experience!Design! ! Tese!de!Doutoramento!do!Programa!de!Doutoramento!em!Ciências!e!Tecnologias!da!Informação,!! orientada!pelo!Professor!Doutor!Licínio!Gomes!Roque!e!apresentada!! à!Faculdade!de!Ciências!e!Tecnologia!da!Universidade!de!Coimbra! ! Julho!2017 ! ! UNIVERSIDADE DE COIMBRA DOCTORAL THESIS The Authorial Game Evolution Tool for Player Experience Design RUI CRAVEIRINHA Submitted in fulfilment of the requirements for the degree of PhD Centro de Informática e Sistemas da Universidade de Coimbra Departamento de Engenharia Informática Supervised by DR LICÍNIO ROQUE February 27, 2018 “Before defining art or any concept we must answer a far broader question. What’s the meaning of man’s life on earth? Maybe we are here to enhance ourselves spiritually. If our life tends to this spiritual enrichment, then art is a means to get there. This is in accordance with my definition of life. Art should help man in this process. Some say that art helps man to know the world like any other intellectual activity. I don’t believe in this possibility of knowing; I am almost an agnostic. Knowledge distracts us from our main purpose in life. The more we know the less we know; getting deeper, our horizon becomes narrower. Art enriches man’s own spiritual capabilities and he can then rise above himself to use what we call “free will”.” Andrei Tarkovsky, answering “What is Art?" Cover Image: Blake, William. Europe: a Prophecy. 1794. British Museum, London c Trustees of the British Museum. iii UNIVERSIDADE DE COIMBRA Abstract Faculdade de Ciências e Tecnologia da Universidade de Coimbra Departamento de Engenharia Informática PhD The Authorial Game Evolution Tool by RUI CRAVEIRINHA Video game design and production best practices frequently involve an iterative process of prototyping and evaluation through play-testing, with the goal of fine-tuning player experience. Such a process can be difficult, long, costly, and there is not a solid theoretical background to support it. To aid matters, we propose the Authorial Game Evolution tool (or AGE), a system that lets designers use procedural content generation to explore and optimize video games so they mediate an intended form of player-experience. AGE’s working is simple: designers take a base-game and define a number of Game Variations that a procedural content generator can operate on. At the same time, they define Design Goals, by establishing target values for a number of experience indicators. AGE then has play testers play procedurally generated variations of that game, until it finds one which successfully mediates the target experience. This empowers designers by affording them a more effective way to craft video games that mediate the player experiences they want. This dissertation focuses on AGE and the Design Science Research process used to design it. The critical readings of scientific literature that informed it, as well as the experiments in which its design was studied and refined are herein detailed. The first experiment consisted of using AGE to solve a hypothetical design problem: finding a good combination of values for 8 game design parameters so as to achieve 3 player experience indicator values. Employing a simple search algorithm for generation of new parameter values, and using 25 players to test the end results, AGE was able to generate games whose experience indicators closely matched the intended target values. Thus, results indicate this approach can be used to solve simple game design problems. v Two Participatory Design sessions followed where game designers developed a prototype of the AGE interface. Discourse analysis from the sessions shows that designers struggled to envision how they could design games with AGE, and had difficulties in understanding its terminology and mode of operation. Additionally, designers proposed several changes to AGE, key among this, the proposal of an Exploration use-case, where instead of seeking to optimize player experience, AGE would be employed to try out different variations of the same game, mapping out the surrounding design space. Identification of these issues was used to further revise the tool, its mode of use, and interface, leading to the development of a complete prototype. Finally, a case-study was held that illustrates how creative game design sup- ported by AGE might unfold. A designer took a base-game and used AGE to evolve it into a novel game throughout four design sessions. However, he appro- priated it exclusively for exploration of the base-game (and not optimization); despite this, he showed interest in the tool for optimization of games. Creativ- ity Support Index self-report shows the designer found AGE ‘Very Good’ in supporting his design, particularly for exploration of the design-space. Besides this, the designer also found the tool useful for structuring the design process, warranting this change to his design practice as valuable in of itself. Together, results from these experiments establish the tool’s feasibility and potential usefulness. Additionally, we report several findings with respect to how procedural content generation methods might be framed in game design processes – including a taxonomy that clarifies human and computational ac- tor roles, and the recurring theme of Exploration as a use-case beyond player experience optimization – as additional scientific contributions from this project. Keywords: User Experience, Video Games, Game Design, Procedural Con- tent Generation vi UNIVERSIDADE DE COIMBRA Resumo Faculdade de Ciências e Tecnologia da Universidade de Coimbra Departamento de Engenharia Informática PhD The Authorial Game Evolution Tool por RUI CRAVEIRINHA As melhores práticas de design e produção de videojogos frequentemente envolvem um processo iterativo de prototipagem e avaliação através de play- testing, cujo objectivo é afinar a experiência de jogador. Este processo pode ser difícil, longo, caro, e não existe uma base teórica sólida para o suportar. Para amenizar o processo, propomos uma ferramenta de Evolução Autoral de Jogos (de nome AGE), um sistema que permite a designers usar geração de conteúdo procedimental para explorar e optimizar videojogos, de forma a que estes medeiem uma forma pretendida de experiência de jogador. O funcionamento do AGE é simples: designers pegam num jogo base e definem um número de Variações de Jogo sobre as quais um gerador de conteúdo procedural pode operar. Simultaneamente, definem Objectivos de Design ao estabelecer valores alvo para um número de indicadores de experiência. O AGE deixa então que jogadores experimentem variações do jogo original geradas procedimentalmente, até encontrar uma que medeie com sucesso a experiência alvo. Tal capacita os designers ao fornecer-lhes uma forma mais eficaz de criar video jogos que medeiam as experiências de jogador que eles pretendem. A presente dissertação foca-se no AGE e no processo de Investigação Cien- tífica por Design realizado para o desenhar. São aqui detalhadas as leituras críticas da literatura científica que o informaram, bem como as experiências em que o mesmo design foi estudado e refinado. vii A primeira experiência consistiu em usar a abordagem AGE para resolver um problema de design hipotético: encontrar uma boa combinação de valores para 8 parâmetros de design, de forma a atingir 3 valores para indicadores de experiência. Empregando um algoritmo de busca simples para a geração de parâmetros, e usando 25 jogadores para testar resultados, o AGE foi capaz de gerar jogos cujos indicadores de experiência se assemelhavam com os valores alvo pretendidos. Assim, os resultados indicam que esta abordagem pode ser usada para resolver problemas de design simples. Duas sessões de Design Participatório seguiram-se onde designers de jogo desenvolveram um protótipo do interface do AGE. Análise do discurso destas sessões demonstra que os designers debateram-se com a necessidade de imag- inar em como usar o AGE para desenhar jogos, e tiveram dificuldades em entender a sua terminologia e forma de funcionamento. Adicionalmente, os de- signers propuseram diversas alterações ao AGE; fundamentalmente, a proposta para um caso de uso de Exploração, onde ao invés de optimizar a experiência do jogador, AGE seria usado para experimentar diferentes variações do mesmo jogo, mapeando assim o espaço de design circundante. A identificação destes problemas foi usada para rever a ferramenta, o seu modo de uso, interface, que culminou no desenvolvimento de um protótipo completo. Finalmente, um caso de estudo foi realizado que ilustra como processo cria- tivo de design de jogo suportado pelo AGE se pode desenvolver. Um designer pegou num jogo-base e usou AGE para o evoluir para um novo design de jogo ao longo de 4 sessões de design. No entanto, ele apenas o apropriou para a ex- ploração do jogo-base (ao invés de optimização); apesar desse facto, demonstrou interesse na ferramenta para a optimização de jogos. Resultados de um relatório de auto-avaliação (denominado Index de Suporte à Criatividade) indicam que achou o AGE ‘Muito Bom’ no suporte à sua actividade criativa, particularmente no que concerne a exploração do espaço de design. Mormente, o designer achou a ferramenta útil para a estruturação do processo de design, considerando tal mudança à sua prática de design como valiosa em si. viii Juntos, estes resultados estabelecem a aplicabilidade da ferramenta, bem como a sua potencial utilidade. Reportamos ainda diversas contribuições adi- cionais sobre como métodos de geração procedimental podem ser enquadrados em processos de design de jogo – incluindo uma taxonomia que clarifica os papéis dos actores humano e computacional, e o tema recorrente da Exploração enquanto caso de uso além da optimização de experiência de jogador. Palavras-Chave: Experiência do Utilizador, Videojogos, Design de Jogo, Geração de Conteúdo Procedimental ix Acknowledgements To my girlfriend, partner and greatest friend, Claudia Madeira, and to my family, especially my Parents, for their immense love, support, and for always being there, To Supervisor Licinio Roque, for guiding me in this arduous journey.
Recommended publications
  • Video Games Mit Eurer Kaufentscheidung Am Rung Ja Mittlerweile Erschienen Ist — Apropos, Wie Entsorgt Kiosk Bzw
    iz“ he ER u NEW SR ne c Sn sw im 6/3 Silent Hill Vor EN; a Small Soldiers —-- ine 2 Tomb Raider III °‘ Das beste Spiel aller Zeiten! Zelda Ausführlicher Mega-Test. Über 50 Zeida-Tips’im ‚Heft Das Warten hat ein a a8 = Nreameast auf dem Markt Die Zukunft ist Sbsichärt 01 Ill 1:E © SIUrEJelg] 5 x Special zur Automaten-Messe in Japan * Großer Zubehör-Test zu Weihnachten INN 391062 306503 4 Be Sa IE WE SIE2 EINABIL TAT: TE NA tee LrystatiDynamıı. 1958 % The %Heartles; Pan Ei ao nern DER VERRATEN (@) DIE BRAUT GERAUBT MM) DAS HERZ ENTRISSEN Da DER Ia’a N [na 3 namuuıı MAIL Dal NUR BAz Ki] | an yi Br‘ 1: I j | Y AN N) w U; | Burn . Ad DidiNd I, Mr u => EC, (AB ENDE JANUAR GERT DIE HÖLLE LOS) eIDOoOSs a a a a nn eureka, es ist vollbracht! Wieder einmal stehen wir an kundtun. Der zweite besondere Freu-Grund betrifft die erlese- IH dem Punkt, wo wir sagen können: "Ein weiterer Jahrgang nen Gaben, die uns der Importgott beschert hat: Zelda ist end- ist komplett, zwölf Ausgaben sind unter Dach und Fach lich soweit und Segas Dreamcast ebenso — was für ein genia- gebracht" (wobei in unseren Köpfen immer von Januar-Ausga- les Fest, liebe Leut'! Außerdem trudeln im Dezember auch be bis Januar-Ausgabe gerechnet wird, da diese ja noch voll immer allerlei hübsche Glückwunschkarten sowie Jahresab- im alten Jahr produziert wird). schluß-Goodies ein. Da uns niemand nachsagen soll, wir teil- Speziell Ende 1998 mischen sich aber unter das triumphale ten unsere Schätze nicht, und weil das X-Mas-Card-Editorial Jahresende-wir-ham’s-geschafft-und-kriegen-bald-Weihnachts- vor drei Jahren schon mal so gut ankam, haben wir die fünf geld-Gefühl noch ein paar andere freudige Emotionen, Zum schönsten Einsendungen herausgepickt, eingescannt und auf einen ist da natürlich die Freude darüber, endlich ganz legal dieser Seite abgeladen.
    [Show full text]
  • Japan Booth : Palais 01 - Booth 23.01 INTRODUCTION Japan Booth Is Organized by JETRO / UNIJAPAN with the Support from Agency for Cultural Affairs (Goverment of Japan)
    JA P A N BOOTH 2 O 1 6 i n C A N N E S M a y 1 1 - 2 O, 2 O 1 6 Japan Booth : Palais 01 - Booth 23.01 INTRODUCTION Japan Booth is Organized by JETRO / UNIJAPAN with the support from Agency for Cultural Affairs (Goverment of Japan). JETRO, or the Japan External Trade Organization, is a government-related organization that works to promote mutual trade and investment between Japan and the rest of the world. Originally established in 1958 to promote Japanese exports abroad, JETRO’s core focus in the 21st century has shifted toward promoting foreign direct investment into Japan and helping small to medium-sized Japanese firms maximize their global business potential. UNIJAPAN is a non-profit organization established in 1957 by the Japanese film industry under the auspice of the Government of Japan for the purpose of promoting Japanese cinema abroad. Initially named “Association for the Diffusion of Japanese Film Abroad” (UniJapan Film), in 2005 it joined hands with the organizer of Tokyo International Film Festival (TIFF), to form a combined, new organization. CONTENTS 1 Asmik Ace, Inc. 2 augment5 Inc. 3 CREi Inc. 4 Digital Frontier, Inc. 5 Gold View Co., Ltd 6 Hakuhodo DY music & pictures Inc. (former SHOWGATE Inc.) 7 nondelaico 8 Open Sesame Co., Ltd. 9 POLYGONMAGIC Inc. 10 Production I.G 1 1 SDP, Inc. 12 STUDIO4˚C Co., Ltd. 13 STUDIO WAVE INC. 14 TOHOKUSHINSHA FILM CORPORATION 15 Tokyo New Cinema, Inc. 16 TSUBURAYA PRODUCTIONS CO., LTD. 17 Village INC. CATEGORY …Action …Drama …Comedy …Horror / Suspense …Documentary …Animation …Other SCREENING SCHEDULE Title Day / Starting Time / Length of the Film / Place Asmik Ace, Inc.
    [Show full text]
  • Mukokuseki and the Narrative Mechanics in Japanese Games
    Mukokuseki and the Narrative Mechanics in Japanese Games Hiloko Kato and René Bauer “In fact the whole of Japan is a pure invention. There is no such country, there are no such peo- ple.”1 “I do realize there’s a cultural difference be- tween what Japanese people think and what the rest of the world thinks.”2 “I just want the same damn game Japan gets to play, translated into English!”3 Space Invaders, Frogger, Pac-Man, Super Mario Bros., Final Fantasy, Street Fighter, Sonic The Hedgehog, Pokémon, Harvest Moon, Resident Evil, Silent Hill, Metal Gear Solid, Zelda, Katamari, Okami, Hatoful Boyfriend, Dark Souls, The Last Guardian, Sekiro. As this very small collection shows, Japanese arcade and video games cover the whole range of possible design and gameplay styles and define a unique way of narrating stories. Many titles are very successful and renowned, but even though they are an integral part of Western gaming culture, they still retain a certain otherness. This article explores the uniqueness of video games made in Japan in terms of their narrative mechanics. For this purpose, we will draw on a strategy which defines Japanese culture: mukokuseki (borderless, without a nation) is a concept that can be interpreted either as Japanese commod- ities erasing all cultural characteristics (“Mario does not invoke the image of Ja- 1 Wilde (2007 [1891]: 493). 2 Takahashi Tetsuya (Monolith Soft CEO) in Schreier (2017). 3 Funtime Happysnacks in Brian (@NE_Brian) (2017), our emphasis. 114 | Hiloko Kato and René Bauer pan” [Iwabuchi 2002: 94])4, or as a special way of mixing together elements of cultural origins, creating something that is new, but also hybrid and even ambig- uous.
    [Show full text]
  • Sega Dreamcast
    Sega Dreamcast Last Updated on September 24, 2021 Title Publisher Qty Box Man Comments 18 Wheeler: American Pro Trucker Sega 18 Wheeler: American Pro Trucker: Dreamcast Collection Sega 21: Two One Princess Soft 21: Two One: Limited Edition Princess Soft 21: Two One: Dreamcast Collection Princess Soft 3D Adventure Construction: Dreamstud!o Sega Advanced Daisenryaku 2001 Sega Advanced Daisenryaku: Europe no Arashi - Doitsu Dengeki Sakusen Sega Advanced Daisenryaku: Sturm uber Europa - Der deutsche Blitzkrieg Sega Aero Dancing CSK Aero Dancing F CSK (CRI) Aero Dancing F: Dreamcast Collection CSK (CRI) Aero Dancing F: Todoroki Tsubasa no Hatsu Hikou CSK (CRI) Aero Dancing featuring Blue Impulse CSK (CRI) Aero Dancing i CSK (CRI) Aero Dancing i: Jikai Saku Made Matemasen CSK (CRI) Aero Dancing: Todoroki Taichoo no Himitsu Disc CSK (CRI) After… ~Wasureenu Kizuna~ Pionesoft (Kaga Tech) After… ~Wasureenu Kizuna~: Limited Edition Pionesoft (Kaga Tech) Aikagi: ~Hidamari to Kanojo no Heyagi~ NEC Interchannel Aikagi: ~Hidamari to Kanojo no Heyagi~: Limited Edition NEC Interchannel Air NEC Interchannel Airforce Delta Konami Airforce Delta: Dreamcast Collection Konami Akihabara Dennou-gumi Pata Pies! Sega Angel Present NEC Interchannel Angel Wish: Kimi no Egao ni Chu! Pionesoft (Kaga Tech) Angel Wish: Kimi no Egao ni Chu!: Special Pack Pionesoft (Kaga Tech) Animastar AKI Ao no 6-gou: Saigetsu Fumachibito ~Time and Tide~ Sega Aoi Hagane no Kihei: Space Griffon Panther Software Armed Seven JoshProd, Play Asia Atelier Marie & Elie: Salburg no Renkinjutsushi
    [Show full text]
  • Narrative Mechanics
    Beat Suter, René Bauer, Mela Kocher (eds.) Narrative Mechanics Media Studies | Volume 82 Beat Suter (PhD), born in 1962, works as lecturer and researcher in game design at the Zurich University of the Arts (ZHdK) and manages GameLab and Game Ar- chive. He has a PhD in literary studies. René Bauer, born in 1972, studied German philology and literary studies, biolo- gy and computer linguistics at the University of Zurich. He works as lecturer, re- searcher, and head of master education in game design at the Zurich University of the Arts (ZHdK). Mela Kocher (PhD), born in 1972. After publishing her dissertation in 2007 on aes- thetics and narratology in video games, she spent two years on a post-doc project at the University of California, San Diego. Today she works as senior researcher in game design at the Zurich University of the Arts (ZHdK). Beat Suter, René Bauer, Mela Kocher (eds.) Narrative Mechanics Strategies and Meanings in Games and Real Life This book has been supported by the Zurich University of the Arts, its GameLab and its subject area Game Design. Open Access has been funded by its Media and Information Centre. Bibliographic information published by the Deutsche Nationalbibliothek The Deutsche Nationalbibliothek lists this publication in the Deutsche National- bibliografie; detailed bibliographic data are available in the Internet at http:// dnb.d-nb.de This work is licensed under the Creative Commons Attribution 4.0 (BY) license, which means that the text may be remixed, transformed and built upon and be copied and re- distributed in any medium or format even commercially, provided credit is given to the author.
    [Show full text]
  • Playstation®Portable) Become Available in Japan from April
    HIGHLY ANTICIPATED UMD®VIDEO TITLES FOR PSP® (PLAYSTATION®PORTABLE) BECOME AVAILABLE IN JAPAN FROM APRIL Tokyo, March 3, 2005 – Sony Computer Entertainment Inc. (SCEI) announced today that from April 2005, highly anticipated UMD®Video software titles for PSP® (PlayStation®Portable) will become available from various content developers/publishers for the Japanese market. In addition to the broad range of PSP®Game software already available in the market, UMD Video software titles will dynamically enhance the joy of PSP entertainment experience. PSP is a new handheld entertainment system that brings together a wide variety of entertainment content including game, music, and movies in one platform, adopting the newly developed compact but high-capacity optical disc, UMD® (Universal Media Disc) as its storage medium. Since its launch in Japan in December 2004, the PSP handheld system has enjoyed excellent sales with shipments reaching 1.18 million units as of end of February 2005, and 26 exciting game titles are already available in the market. Widely supported by a broad range of users as well as creators from all over the world, PSP will be launched on March 24th 2005 in North America. In order to expand the PSP entertainment experience, SCEI has been inviting various companies in the entertainment industry, and to date, 27 leading content developers/publishers have agreed to support UMD. Some of these companies have already announced their commitment to release specific music and movie titles from April and more and more attractive UMD Video software titles are expected to become available continuously. -more- 1/4 2-2-2-2 Highly Anticipated UMD Video Titles for PSP Become Available in Japan from April SCEI has also gained support from 5 companies offering authoring services to content developers/publishers.
    [Show full text]
  • Download Exhibition-Description & Gamography (10MB)
    About the exhibition RULEZ FOR THE MAGIC CIRCLE Games are control systems that are excepti- of the player, the game and its world become a onally motivating. From simple motivational magical reality. This new reality forms a magic techniques such as clearing or aligning game circle where only the rules of the game apply designers develop cybernetic control systems («Huizinga»). In this circle it is possible to fly (such as «Tetris») that are gradually getting («REZ»), to save your cities from nuclear mis- more complex. The simplest and most complete siles («Missile Command»), to destroy worlds control system in game mechanics is the con- («Ikaruga»), or to color worlds («Wizball») – tinual challenge for the player and his avatar. and you can even rise from the dead («Golden The game provides the player with a specific Axe»). challenge: In «Tetris» falling blocks and overflo- wing containers. And it offers opportunities for It remains uncertain though if the player acqui- action to tackle the problem. In «Tetris» you can res the rules that were designed for him. The move and rotate the blocks. In a next step the question remains: Does the player encounter game evaluates the player‘s decision. Correct the intended game experience or does he awa- decisions are rewarded. In «Tetris» a line disap- ken entirely different mechanisms to life as in pears, you get positive sound, points and more games like «FAR» and «LSD: Dream Simulator»? playtime. However the game punishes wrong decisions. In «Tetris» you get an obstructed Concept: situation, gloomy sounds, and game over. As a Beat Suter, René Bauer, Philomena Schwab, player, if you are perfectly challenged, conser- GameLab ZHdK vatively punished and well rewarded you may feel like floating through the game («Flow», Magic Circle Concept: Csíkszentmihályi / Scheurer).
    [Show full text]
  • WHETHER You're LOOKING to COMPLETE the FUL SET
    COLLECTORS' CORNER! WHETHER You’re lOOKING TO COMPLETE THE FUL SET, COLLECT ALL THE GAMES PUBLISHED IN THE FOUR MAIN TERRITORIES, OR MORE MODESTLY LIST THE TITLES YOU OWN, THE COLLECTor’s CORNER WAS MADE FOR YOU. TITLE PAGE ALTERNATE TITLE RELEASE RELEASE RELEASE DEVELOPER PUBLISHER DATE JP DATE NTSC DATE PAL 2020 SUPER BASEBALL 10 MONOLITH K AMUSEMENT LEASING (JP) / TRADEWEST (US) 3 NINJAS KICK BACK 10 l l MALIBU INTERACTIVE SONY IMAGESOFT 3×3 EYES JÛMA HÔKAN 10 l SYSTEM SUPPLY N-TECH BANPRESTO 3×3 EYES SEIMA KÔRINDEN 10 l NOVA GAMES YUTAKA GREAT BATTLE III (THE) 114 l SUN L BANPRESTO 4-NIN SHÔGI 10 l PLANNING OFFICE WADA PLANNING OFFICE WADA 7TH SAGA (THE) 10 ELNARD (JP) l PRODUCE GAMEPLAN21 (JP) / ENIX AMERICA (US) 90 MINUTES: EUROPEAN PRIME GOAL 11 J.LEAGUE SOCCER PRIME GOAL 3 (JP) l l NAMCO NAMCO (JP) / OCEAN (EU) A.S.P AIR STRIKE PATROL 11 DESERT FIGHTER (EU) l l OPUS SETA (JP-US) / SYSTEM 3 (EU) AAAHH!!! REAL MONSTERS 12 l l l REALTIME ASSOCIATES VIACOM NEW MEDIA ABC MONDAY NIGHT FOOTBALL 11 l l KÛSÔ KAGAKU DATA EAST ACCELE BRID 11 l Gl ENKI TOMY ACE O NERAE! 11 l TELENET JAPAN TELENET JAPAN ACME ANIMATION FACTORY 12 l PROBE SOFTWARE SUNSOFT ACROBAT MISSION 12 l l MICRONICS TECHIKU ACTION PACHIO 12 l C-LAB COCONUTS JAPAN ACTRAISER 13 l QUINTET ENIX (JP-EU) / ENIX AMERICA (US) ACTRAISER 2 14 ACTRAISER 2: CHINMOKU E NO SEISEN (JP) l l l QUINTET ENIX (JP) / ENIX AMERICA (US) / UBISOFT (EU) ADDAMS FAMILY (THE) 14 l l l OCEAN MISAWA (JP) / OCEAN (EU-US) ADDAMS FAMILY (THE): PUGSley’S SCAVENGER HUNT 14 l l l OCEAN OCEAN ADDAMS FAMILY VALUES 14 l l OCEAN OCEAN ADVANCED DUNGEONS & DRAGONS: EYE OF THE BEHOLDER 15 l Cl APCOM CAPCOM ADVENTURES OF BATMAN & ROBIN (THE) 15 l l KONAMI KONAMI ADVENTURES OF DR.
    [Show full text]
  • Introduction Immediately Before My Eyes Are a Vast Number of Rings
    Introduction Immediately before my eyes are a vast number of rings, apparently made of extremely fine steel wire, all constantly rotating in the direction of the hands of a clock; these circles are concentrically arranged, the innermost being infinitely small, almost point-like, the outermost being about a meter and a half in diameter. The spaces between the wires seem brighter than the wires themselves. Now the wires shine like dim silver in parts. Now a beautiful light violet tint has developed in them. As I watch the center seems to recede into the depth of the room, leaving the periphery stationary, till the whole assumes the form of a deep funnel of wire rings. – Anonymous participant, Knauer and Maloney, 1913 These words relate the experience of a participant in a scientific study, who sees visual hallucinations while tumbling down the rabbit hole under the influence of the drug mescaline. Mescaline is an alkaloid chemical compound that is found naturally in peyote (Lophophora williamsii): a small spineless cactus that is common to the southwestern United States and Mexico. Among Native Americans such as the Tarahumaras, Kiowas, Comanches and indigenous peoples of Mexico such as the Cora people and Huichol, peyote is valued for its visionary properties and is considered to be a religious sacrament. In these traditions, the top of the cactus is cut off and dried to form ‘mescal buttons’, which are later eaten in a ritual context. The use of peyote is believed to date back at least 6000 years (Terry et al., 2006), and is known to have been used in Pre-Columbia Mexico by the Aztecs1.
    [Show full text]
  • Lsd Dream Emulator
    LSD DREAM EMULATOR 1 INDICE INTRO 1 Fonti principali 1 GAME DESIGN 9 Concept 9 Morfologia dell’ambiente di gioco 9 Esplorazione 12 Linking 13 NPC 14 The Gray Man 16 STATI DEL SOGNO 17 Texture 17 Audio Patterns 18 SCOPO DEL GIOCO 20 Grafico 20 Video 21 Poesie e notazioni 21 Flashback 22 ESPERIENZA DI GIOCO 23 Bad Trip 23 Slot machien dell’orrore 23 Fandom e fenomeno mediatico 24 EMULATORI ED EMULAZIONI 25 Doppio pirata 25 Remaking 25 Giuseppe Zagaria MESSAGGIO 26 Computer Games docente Emanuele Bertoni NTA - AABB @ Urbino NOTE E RIFERIMENTI 29 a.a. 2013/2014 In copertina Mascotte e logo originali 2 3 4 5 INTRO È il 1998. Fonti Principali A Novembre la SEGA rilascerà la sua Wikipedia ultima console, la Dreamcast, in Giap- en.wikipedia.org/wiki/LSD_(video_game) pone. Su Playstation titoli come Tekken, Wikia Tomb Raider e Crash Bandicoot assis- dreamemulator.wikia.com tono al rilascio del loro terzo episodio. È l’anno di nascita di saghe cult come Tumblr Grand Theft Auto, Diablo, Half-Life, fuckyeahlsddreamemulator.tumblr.com MediEvil e Oddworld. Metal Gear: Sol- id è già vecchio di un anno e Spyro the Dragon di un mese quando il 22 Ottobre la Asmik Ace Entertainement rilascia in Giappone, e solo in Giappone, uno dei titoli più oscuri e fraintesi della sto- ria della console. LSD: Dream Emulator è il controverso tentativo di trasporre in chiave video- ludica l’universo onirico di un essere Copertina ed interno della confezione. umano. Classificato come “Psychological hor- ror, Exploration game, Avant-garde” da Wikipedia, è più presente sulla rete di quanto non sia stato presente nelle console dal suo rilascio al 2010, anno in cui è stato rilasciato sul Playsta- tionNetwork giapponese.
    [Show full text]
  • Printer Friendly
    Sony PlayStation 2 Last Updated on October 2, 2021 Title Publisher Qty Box Man Comments .hack Vol. 1 & Vol. 2: PlayStation 2 the Best Namco Bandai Games .hack//Akushou Heni Vol. 2 Bandai .hack//frägment Bandai .hack//G.U. Vol. 1: Saitan Bandai Namco Games .hack//G.U. Vol. 1: Saitan: PlayStation 2 the Best Bandai Namco Games .hack//G.U. Vol. 2: Kimi Omou Koe Namco Bandai Games .hack//G.U. Vol. 2: Kimi Omou Koe: PlayStation 2 the Best Namco Bandai Games .hack//G.U. Vol. 3: Aruku Youna Hayasa de Namco Bandai Games .hack//G.U. Vol. 3: Aruku Youna Hayasa de : PlayStation 2 the Best Namco Bandai Games .hack//Kansen Kakudai Vol. 1 Bandai .hack//Shinshoku Osen Vol. 3 Bandai .hack//Vol. 3 X Vol. 4: PlayStation 2 the Best Namco Bandai Games .hack//Zettai Houi Vol. 4 Bandai 0 Story Enix 007: Everything or Nothing Electronic Arts 007: Everything or Nothing: EA Best Hits Electronic Arts 007: Nagusame no Houshuu Square Enix 007: Nightfire Electronic Arts 120-en no Haru: 120 Yen Stories Interchannel 18 Wheeler: American Pro Trucker Acclaim Japan 2002 FIFA World Cup Electronic Arts Victor 2006 FIFA World Cup EA Sports 2006 FIFA World Cup: FIFA Fussball-Weltmeisterschaft 2006 EA Sports 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate! Chunsoft 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate!: Perfect Edtion, Best Edition Chunsoft 3D Kakutou Tsukuru 2 Enterbrain 3LDK: Shiawase Ni Narouyo Princess Soft 3LDK: Shiawase Ni Narouyo: Limited Edition Princess Soft 7 Blades Konami 7 Blades: Konami the Best Konami A Ressha de Ikou 6 Artdink A.C.E.
    [Show full text]
  • Sega Dreamcast
    Sega Dreamcast Last Updated on October 1, 2021 Title Publisher Qty Box Man Comments 18 Wheeler: American Pro Trucker Sega 18 Wheeler: American Pro Trucker: Dreamcast Collection Sega 21: Two One Princess Soft 21: Two One: Limited Edition Princess Soft 21: Two One: Dreamcast Collection Princess Soft 3D Adventure Construction: Dreamstud!o Sega Advanced Daisenryaku 2001 Sega Advanced Daisenryaku: Europe no Arashi - Doitsu Dengeki Sakusen Sega Advanced Daisenryaku: Sturm uber Europa - Der deutsche Blitzkrieg Sega Aero Dancing CSK Aero Dancing F CSK (CRI) Aero Dancing F: Dreamcast Collection CSK (CRI) Aero Dancing F: Todoroki Tsubasa no Hatsu Hikou CSK (CRI) Aero Dancing featuring Blue Impulse CSK (CRI) Aero Dancing i CSK (CRI) Aero Dancing i: Jikai Saku Made Matemasen CSK (CRI) Aero Dancing: Todoroki Taichoo no Himitsu Disc CSK (CRI) After… ~Wasureenu Kizuna~ Pionesoft (Kaga Tech) After… ~Wasureenu Kizuna~: Limited Edition Pionesoft (Kaga Tech) Aikagi: ~Hidamari to Kanojo no Heyagi~ NEC Interchannel Aikagi: ~Hidamari to Kanojo no Heyagi~: Limited Edition NEC Interchannel Air NEC Interchannel Airforce Delta Konami Airforce Delta: Dreamcast Collection Konami Akihabara Dennou-gumi Pata Pies! Sega Angel Present NEC Interchannel Angel Wish: Kimi no Egao ni Chu! Pionesoft (Kaga Tech) Angel Wish: Kimi no Egao ni Chu!: Special Pack Pionesoft (Kaga Tech) Animastar AKI Ao no 6-gou: Saigetsu Fumachibito ~Time and Tide~ Sega Aoi Hagane no Kihei: Space Griffon Panther Software Armed Seven JoshProd, Play Asia Atelier Marie & Elie: Salburg no Renkinjutsushi
    [Show full text]