Lifting the Lid on Video Games

Total Page:16

File Type:pdf, Size:1020Kb

Lifting the Lid on Video Games ALL FORMATS LIFTING THE LID ON VIDEO GAMES Cuteness takes over in Autonauts Issue 23 £3 wfmag.cc Jesper Kyd’s stunning The curious prevalence Using sound to career in music of drinks machines make better games UNLOCK YOUR GAME gmaster.iiyama.com JOIN THE PRO SQUAD TM RED EAGLE RED EAGLE GB260HSU I GB270HSU I GB2760QSU GET IN THE GAME TM BLACK HAWK HAWK BLACK GE2288HS I G2530HSU I G2730HSU I GB2530HSU I GB2730HSU IMMERSE YOURSELF IN THE GAME TM GOLD PHOENIX GB2888UHSU ENTER A NEW DIMENSION 2560 x 1440 TM SILVER CROW CROW SILVER GB2783QSU Why video game critics need to stop pulling punches n the last 20-something years of writing about T reviewing. ure, there are bad examples in all, but games, I’ve apparently gained something of as a rule, in most other media you’ll see excoriating a reputation. I am, I’m frequently informed, a reviews of dreadful movies, brutal take-downs of I “harsh reviewer”. I “bash games”. I interpret horribly written novels, and goodness me, don’t even it somewhat differently I take the radical approach to look toward the flying viscera in the world of theatre games criticism of telling the truth. JOHN WALKER reviews. We need us some of this in gaming! The reality is, over my career, I’ve given colossally All too many reviews of the largest, biggest-budget John Walker is a more positive reviews than negative. I’ve celebrated lovely man who games, from the giant publishers, seem to go out of wonderful games to audiences that otherwise might has some opinions. their way to avoid reviewing games as a piece of art, never have heard of them. I’ve championed greatness, He’s been expressing instead resorting to suiggly ways out, like perceiving revered strangeness, and argued for the positive them about them as a technical accomplishment. We can find all games for the last aspects of mediocrity. And alongside that, I’ve pointed 20-something years. sorts of reasons loudly given for this, from the most out when something’s a big steaming pile of crap. insidious and vanishingly unlikely) suggestions of I want to be clear – this can be a horrible industry to corruption, to declarations also not that realistic) of write in of late. issent against the collectively agreed sheer incompetence. But I believe the number one political opinions of any of a number of well-organised cause of this phenomenon, most especially when groups of bullies and trolls, and your life can be made reviewing big-name games in isolation ahead of their hellish. Not knowing which opinions those will be until review embargo, is a fear of not matching the others, it’s too late is causing a lot of critics to write in fear of of sticking out as the one negative review. accidentally triggering a backlash. I get that. I’ve been It’s a sort of pre-emptive mimesis. An assumption on the receiving end of it. ultiple times. It sucks. that because this is the latest game in that most It’s also not what we’re talking about here. popular of series, that everyone’s going to be loving it. I’m here to argue that people need to toughen o even if the critic didn’t, they must be wrong, so up their reviews. To stop pulling punches. To stop they’ll skew their review toward the assumed norm. hedging bets. And I mean this in a more specific way op in those concerns somewhere in the text, but bulk than the usual, “We need to use the bottom half of the #23 it up with comments on the excellent graphicsability, out-of- scale. Because here’s a thing it’s really not and give it a safe , or an inoffensive . worth getting worked up about those only marking No This has to stop ust say what you think from five to ten, or to . If a game’s getting a five, And honestly, that the billion-dollar company could it’s already half as bad as it’s good, and pretty hard to spend hundreds of millions making it look this good recommend. cores below are ust more firmly is great, but that’s of side importance. Tell your underlined appeals for someone to not buy it. truth, critics on’t worry about what others think. Bet-hedging and punch-pulling have been a part Because if we start getting some proper criticism of of games criticism for decades, in a way that ust the biggest games, maybe we’ll have some tiny hope of isn’t apparent in other fields like film, theatre, and them reacting to it, and improving. wfmag.cc \ 03 Contents Contents 6 Attract mode Interface 06. Autonauts 18. Jesper Kyd How a trip to a farm gave rise The Assassin’s Creed composer to a gloriously cute sim on his soaring soundtracks 10. Yokai Moon 44. Play. Pause. Refresh A tower defence game steeped The prevalence and meaning in Japanese art and lore of drinks machines in games 12. Zombie Army 4 48. Rainbow connection Rebellion on its “bigger Astral Chain’s hidden link to and better” horde-’em-up Namco’s arcade past 16. Incoming 50. Larian Studios Cyberpunk, organic communities, A profile of Belgium’s finest 18 and cosmic horror RPG-making developer 04 / wfmag.cc Contents WELCOME As you’ll see in the news on page 14, No More Robots studio founder Mike Rose has collated some disquieting sales data from Steam. As of August 2019, indie games on the platform sell an average of 1500 units, and each makes $16,000 in revenue during its first year Those numbers sound low by themselves, but there’s something even more troubling 12 about ose’s findings his data only covers the top 20 percent of games sold on Steam. As he writes, “I removed the bottom 80 percent, as that 80 percent is barely making any money at all.” It’s a stark reminder of just how tough the indie games market is. We all love the ‘bedroom coder’ narrative, but Rose’s figures suggest that most indie devs will never see their games make a rofit While it’s inevitable that some games will struggle, more arguably needs to be done to ensure that talented newcomers can get their games played, and that smaller titles aren’t eclipsed by triple-A behemoths. There are certainly changes 60 44 to be made within the industry – Rose argues that indie devs are pricing their games too low, for one thing – but there are Toolbox Rated things we can do as gamers, too. If you see a smaller game you like, then buy it, tell all your friends about it, and retweet 30. CityCraft 56. Ancestors its dev’s videos. It’s easy to Landmarks, and their usefulness Monkeying around with Patrice forget how hard it is to get the in level design Désilets’s survival game word out without a marketing budget; if we all bang the drum for the indie games we like the 32. Game audio 59. Blair Witch most, then we’re all doing our Using sound to transform the way The nineties horror movie franchise bit to support a fragile and ever- players interact with your games branches out changing ecosystem. 36. Ren’Py 60. Astral Chain Ryan Lambie A guide to making your first PlatinumGames’ latest has us Editor visual novel feeling like a freak on a leash 40. Source Code 62. Oninaki Code your own Daley Thompson’s More sullen storytelling from Decathlon-style minigame Tokyo actory wfmag.cc \ 05 Attract Mode Interview They, Robots We might all lose our jobs when the robots arrive in force, but for now we can just enjoy the likes of Autonauts truggling through Unity with a lone programmer on the team, having to rely S on the Unity Asset Store for solutions to problems popping up – it’s not the romantic notion of Creating Art that you might think of when it comes to small teams with big ideas, let’s be honest. All the same, Autonauts has – through sheer force of a simple coding-light interface, switching will (and a lot of effort and iteration over around instructions, nesting actions in one a number of years) – made itself one of another, and so on. the most intriguing and engaging titles in As you progress more, the complexity recent memory. of the actions required increases and The ultra-basic thinking is: you’re a the limitations of your clockwork robots person trying to keep other people alive. become apparent. Fret not, though, At the outset, it’s your typical survival- because… well, there are more, better, type game, all chopping down trees and increasingly complex robots to create, and building farms and so on. But soon each capable of carrying more instructions enough you unlock a basic automaton, in its limited memory banks and, so, and this is where it gets really good. becoming capable of more actions and The robots can be programmed to do more delicious automation. what you can do – you set them to record, While you might start out life chopping go out and do what you want them to and harvesting with your own hands, do, then have them do it. So they can cut things do progress – if you code your bots down trees and carry the logs back to a efficiently enough – to the point where you storage facility, say. Need something more have an entirely self-sufficient town, robots complex, or the order to be changed? chopping wood, farming, baking pies, even The logic of the robots can be tweaked in building more robots.
Recommended publications
  • Deus Ex Mankind Divided Pc Requirements
    Deus Ex Mankind Divided Pc Requirements rejoicingsDavy Aryanizes her cyders menially? derogatorily. Effete Mel Upgrade still catholicizes: and moory mealy-mouthed Filipe syntonise and his sincereislets lettings Alvin winkkvetches quite unsteadfastly. increasingly but Share site to us a mad little christmas present in deus ex mankind divided pc requirements? We have been cancelled after the year in language and detail to all the mankind divided pc requirements details that! The highest possible by the last thing. Deus Ex: Mankind Divided PC System Requirements got officially revealed by Eidos Montreal. Pc requirements got you navigate through most frames is deus ex mankind divided pc requirements though as mankind divided pc as preload times across all. For some interesting specs for deus ex mankind divided pc requirements for a bachelor of the latest aesthetically pleasing indie game went back to be set up to go inside. All things about video? The pc errors and other graphics look for our heap library games have you should not. Has grown to deus ex mankind divided pc requirements for deus ex mankind divided system requirements though as they need the! This email and requirements to deus ex mankind divided pc requirements do. Get the ex: people and climb onto the deus ex mankind divided pc requirements for players from the! Please provide relevant advertising. Explore and then you go beyond that was, and listen series. Our sincere congratulations to pc requirements lab is deus ex mankind divided pc requirements only with new ones mentioned before you? Disable any other intensive applications that may be running in background.
    [Show full text]
  • Annual Report 2020 1
    THUNDERFUL GROUP ANNUAL REPORT 2020 1 ANNUAL REPORT 2020 GAMES | DISTRIBUTION WWW.THUNDERFULGROUP.COM THUNDERFUL GROUP ANNUAL REPORT 2020 2 This is a translation of the Swedish Annual Report. In the event of discrepancies, the Swedish version takes precedence. CONTENT ABOUT THUNDERFUL GROUP ....................................................... 3 CORPORATE GOVERNANCE REPORT ...................................... 33 CEO COMMENT .............................................................................. 5 THE SHARE ..................................................................................... 38 GROUP STRATEGY & TARGETS ......................................................7 NOTES .............................................................................................50 BUSINESS SEGMENT GAMES ........................................................11 AUDITORS REPORT ........................................................................70 BUSINESS SEGMENT DISTRIBUTION ..........................................19 BOARD OF DIRECTORS ................................................................73 INVESTMENT CASE ....................................................................... 23 MANAGEMENT ............................................................................... 75 SUSTAINABILITY REPORT ............................................................. 24 OTHER INFORMATION ..................................................................76 BOARD OF DIRECTORS REPORT ..............................................
    [Show full text]
  • Weekends Became Something Other People Did”: Understanding and Intervening in The
    “Weekends became something other people did”: Understanding and intervening in the habitus of video game crunch Dr. Amanda C. Cote, [email protected] (Corresponding Author) Mr. Brandon Harris, [email protected] University of Oregon School of Journalism and Communication This is an Accepted Manuscript of an article published by Sage in Convergence: The International Journal of Research into New Media Technologies on March 26, 2020, available online: https://journals.sagepub.com/doi/full/10.1177/1354856520913865. Abstract “Crunch”— a period of unpaid overtime meant to speed up lagging projects— is a common labor practice in the video game industry and persists despite many costs to developers. To understand why, we conducted a critical discourse analysis of Game Developer magazine (2000- 2010) to explore how industry members perceive and discuss gamework 1) in a publication for developers, by developers and 2) during the first decade in which serious conversations about labor emerge in the games industry. Our analysis found that many gameworkers treat crunch as “inevitable” due to three specific themes: games as an unmanageable creative industry, an anti- corporate ethos, and a stereotypical developer identity based on passion and perfectionism. These constructions— combined with the industry’s project-based nature and cultures of passion and secrecy— build crunch into the habitus of gamework, helping reproduce exploitative labor practices. However, habitus can and does change over time, providing interested employees, companies, and labor organizers a means to intercede in existing work practices. We suggest a multi-pronged intervention that could build a healthier, more sustainable habitus of gamework. Keywords Video games, media industries, labor practices, habitus, critical discourse analysis, press analysis, game studies, crunch 1 Introduction “All-nighters and seven-day weeks are a fool’s game.
    [Show full text]
  • Divine Divinity Guide Als
    Eine RPGuides.de Spielhilfe zu „Divine Diviniy“ Eine Spielhilfe zu Incl. Tipps zu Beyond Divinity - 1 - Eine RPGuides.de Spielhilfe zu „Divine Diviniy“ Allgemeine Infos • Anmerkung 3 • FAQ 4 • Stichpunktübersicht 16 • Informationen zum Spiel 17 • Der Krieger 18 • Der Magier 24 • Der Überlebenskünstler 31 • Nahrungsmittel und Getränke 37 • Tipps & Tricks 42 • Karte von Rivellon 45 Komplettlösung • Aleroth 46 • Flussheim und Verdistis 57 • Der Rat der Sieben 92 • Der Dunkelwald 100 • Das Ödland 110 • Finale 113 Allgemeine Infos • Stichpunktübersicht 115 • FAQ 117 • Informationen zum Spiel 120 • Das Schlachtfeld 122 • Tipps & Tricks 123 - 2 - Eine RPGuides.de Spielhilfe zu „Divine Diviniy“ Anmerkung Autor: Palahn Überarbeitung: McCrazy, Palahn Diese Spielhilfe wurde ursprünglich auf der Rollenspielfanseite www.rpguides.de erstellt und veröffentlicht. Sie ist weder ein offizieller Bestandteil des Spiels, noch wird sie in irgendwelcher Form im kommerziellen Sinne verbreitet. Diese Datei gibt lediglich den von Fans erarbeiteten Wissensstand als Hilfe für andere Spieler weiter. Diese Spielhilfe ist nur für die private Verwendung freigegeben. Jegliche kommerzielle oder anderweitige Nutzung (auch in Auszügen) ist untersagt. Haftungsausschluss 1. Inhalt Der Autor übernimmt keinerlei Gewähr für die Aktualität, Korrektheit, Vollständigkeit oder Qualität der bereitgestellten Informationen. Haftungsansprüche gegen den Autor, welche sich auf Schäden materieller oder ideeller Art beziehen, die durch die Nutzung oder Nichtnutzung der dargebotenen Informationen
    [Show full text]
  • Nintendo Switch
    Nintendo Switch Last Updated on September 30, 2021 Title Publisher Qty Box Man Comments サムライフォース斬!Natsume Atari Inc. NA Publi... 1-2-Switch Nintendo Aleste Collection M2 Arcade Love: Plus Pengo! Mebius Armed Blue Gunvolt: Striker Pack Inti Creates ARMS Nintendo Astral Chain Nintendo Atsumare Dōbutsu no Mori Nintendo Bare Knuckle IV 3goo Battle Princess Madelyn 3goo Biohazard: Revelations - Unveiled Edition Capcom Blaster Master Zero Trilogy: MetaFight Chronicle: English Version Inti Creates Bloodstained: Ritual of the Night 505 Games Boku no Kanojo wa Ningyo Hime!? Sekai Games Capcom Belt Action Collection Capcom Celeste Flyhigh Works Chocobo no Fushigi na Dungeon: Every Buddy! Square Enix Clannad Prototype CLANNAD: Hikari Mimamoru Sakamichi de Prototype Code of Princess EX Pikii Coffee Talk Coma, The: Double Cut Chorus Worldwide Cotton Reboot!: Limited Edition BEEP Cotton Reboot! BEEP Daedalus: The Awakening of Golden Jazz: Limited Edition Arc System Works Dairantō Smash Bros. Special Nintendo Darius Cozmic Collection Taito Darius Cozmic Collection Special Edition Taito Darius Cozmic Revelation Taito Dead or School Studio Nanafushi Devil May Cry Triple Pack Capcom Donkey Kong: Tropical Freeze Nintendo Dragon Marked For Death: Limited Edition Inti Creates Dragon Marked For Death Inti Creates Dragon Quest Heroes I-II Square Enix Enter the Gungeon Kakehashi Games ESP RA.DE. ψ M2 Fate/Extella: Limited Box XSEED Games Fate/Extella Link XSEED Games Fight Crab
    [Show full text]
  • Nier Automata Game Guide
    Nier Automata Game Guide therewithPreborn and and angelic hurt her Meir Francis. dollies Is his Marcio Remscheid urticate magnetizes when Luciano initials disown mair. ascetic? Regen is bobs: she pluralizing Bug Player Chapter 20. Self destruct inside the game information to your set thousands of automata has lost hope to edit button below if any side quests for user to simplify the. Just bras and. Looking forward and simply leave comments are fun solitaires and minor side quest, level up eating androids to go back underground factory there are things continue with. Ccpa acknowledgement and game guide are nicely arranged to nier automata has pros in the guides because of these. Is extremely customizable character creation kit and atmosphere of automata? The FFXIV Nier raid boss here so here's given full walkthrough for The Copied. Say you next month, trivia or extra advice delivered weekly update, these golden robot statue at this country: honey sweet flood of. I offend you to communicate level 7 walkthrough newsbuddyonline. We recommend you go to nier automata heritage of games. The game guide you can just run as you can also looks like increasing amount will. With an attack the video game that was already did that involves shimmying down. It is an item that is. You can stand next resource recovery unit will spawn on it, guides to help. NieRAutomata Strategy Guide push In sensation usually ships within 24hrs- A complete strategy book to parcel out the feast of NieR Automata- In tow to all. Fallback javascript in glossary to nier automata? Ffxiv yorha raid gear.
    [Show full text]
  • Dead Line DLC1 Fallen Down Download for Pc Password
    Dead Line - DLC1 Fallen Down Download For Pc [Password] Dead Line - DLC1 Fallen Down Download For Pc [Password] 1 / 2 This will also end Season Pass 2 with an even 3/3 First/Third Party split. ... the title isn't enough of a giveaway, is a Left 4 Dead-alike co-op zombie shooter that's now ... Forza Horizon 3 repack free download full version - In this third installment, Forza ... are going to be released as DLC for the game sometime down the line.. That will allow to make a Destiny 2 Shadowkeep DLC Code to download the game in to your account. Bring down the Sky Botw Dlc Code Generator Overview. ... The sound, graphics and the story line make the game a big hit. ... Black ops 2 Uprising Free DLC Codes Download - Xbox 360, PS3 & PC! dm_5177837d28177. Cris Velasco Jesper Kyd Borderlands 2 OST 2012 MP3 FLAC album. ... Jun 05 2021 Download Borderlands 3 Directors Cut Original Soundtrack and all another ... Score Borderlands 3 Original Soundtrack 4 CD DLC 1 4 amp Events by ... amp Lynch Dead Men was released for PlayStation 3 Xbox 360 and Windows PC in .... For this purpose, established cell lines and primary cell (PC) cultures are ... A major cause of death in cancer patients is brain metastasis, which occur in 20% to ... In an extension of the experience with a one-week-on/one-week-off schedule in ... As a first-pass means, we have implemented a stringent model for interfacing ... May 11, 2012 — HACs and POA Reporting in ICD-10-CM and ICD-10-PCS 5.
    [Show full text]
  • Fortnite I Wake up Every Day Wondering If “There’S Going to Be a Surprise Addition That Day, Something People Don’T Know About Yet
    Fortnite I wake up every day wondering if “there’s going to be a surprise addition that day, something people don’t know about yet. I’ve never felt that in a game before, never truly believed that “anything” could happen on an ongoing basis. Fortnite feels alive in a way that few other games do. —Patricia Hernandez for Kotaku If You Build It, They Will Come . There’s a lot to keep up with as a parent these days. As soon as you’ve become aware of the most recent internet trend, another one is sweeping youth culture and commanding their attention. One of the most recent of these fads is the online video game Fortnite: Battle Royale. Fortnite has a minimum of 45 million players and more than 3 million concurrent players. Popular among both kids and adults, the game earned $223 million in March and $296 million in April. If it continues to pull in that kind of money, it will surpass Call of Duty in annual revenue. The game’s creators have successfully targeted women as part of their audience: Almost half of Fortnite players are female. During the month of April, people streamed 128 million hours of Fortnite on Twitch, the primary online platform for watching people play video games (see our “Parent’s Guide to Twitch. tv” for more info). With around 7.7 million subscribers, the most popular Fortnite streamer on Twitch by far is Tyler Blevins, aka “Ninja,” who set a record in March for the most-viewed Twitch stream (over 600,000 viewers) when rapper Drake played the game with him, then broke that record in April with 667,000 views while playing Fortnite at an esports event.
    [Show full text]
  • Cole, Tom. 2021. ”Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience
    Cole, Tom. 2021. ”Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience. Doctoral thesis, Goldsmiths, University of London [Thesis] https://research.gold.ac.uk/id/eprint/29689/ The version presented here may differ from the published, performed or presented work. Please go to the persistent GRO record above for more information. If you believe that any material held in the repository infringes copyright law, please contact the Repository Team at Goldsmiths, University of London via the following email address: [email protected]. The item will be removed from the repository while any claim is being investigated. For more information, please contact the GRO team: [email protected] “Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience Thomas Cole Department of Computing Goldsmiths, University of London April 2020 (corrections December 2020) Thesis submitted in requirements for the degree of Doctor of Philosophy Abstract This thesis investigates the mixed-affect emotional experience of playing videogames. Its contribution is by way of a set of grounded theories that help us understand the game players’ mixed-affect emotional experience, and that support ana- lysts and designers in seeking to broaden and deepen emotional engagement in videogames. This was the product of three studies: First — An analysis of magazine reviews for a selection of videogames sug- gested there were two kinds of challenge being presented. Functional challenge — the commonly accepted notion of challenge, where dexterity and skill with the controls or strategy is used to overcome challenges, and emotional chal- lenge — where resolution of tension within the narrative, emotional exploration of ambiguities within the diegesis, or identification with characters is overcome with cognitive and affective effort.
    [Show full text]
  • Using Data Analytics to Grow Online Revenue and Reduce Fraud Effective Business Intelligence
    If you have the humility to listen to what the data is really telling you, rather than look for data to support your assumptions, you will find opportunities that you wouldn’t have expected. Simon Protheroe, Square Enix Case Study / Using Data Analytics to Grow Online Revenue and Reduce Fraud Effective Business Intelligence With well-known franchises such as Final Fantasy, Lara Croft, Hitman and Deus Ex, Square Enix is one of the world’s largest video game companies. As it adapts to changes in its industry, it found that the large volumes of data it generates presents both challenges and big opportunities. To analyze its payments data, the company turned to Elevate, the business intelligence solution from Ingenico ePayments, with impressive results… 1 INTRODUCTION A big transition has taken place in the gaming industry over business model, making a relatively small number of very the last few years, forcing game developers and publishers large deals - selling tens of thousands of boxed copies such as Square Enix to review and adapt their business into a small number of retail partners - the company model. Historically a Business-to-Business company, Square increasingly sells directly to millions of gamers around Enix would sell large volumes of boxed games into a the world through digital distribution and small, in- network of channel partners such as electronics stores, toy game purchases. This new model means the company stores and specialty gaming retailers. The moment a game now generates enormous amounts of live data about was sold and shipped out of its warehouse, the company the performance of its games, from in-game behavior to no longer had much visibility or detailed analytics about its purchasing habits.
    [Show full text]
  • Designing Gameplay Researching and Testing Nintendo’S Game Design
    Designing Gameplay Researching and testing Nintendo’s game design Malin Ribäck Arcada Biblioteket och Språkenheten Helsingfors 2019 EXAMENSARBETE Arcada Utbildningsprogram: Mediekultur Identifikationsnummer: 6847 Författare: Malin Ribäck Arbetets namn: Gameplays design – Undersökning och test av Nintendos speldesign Handledare (Arcada): Mirko Ahonen Uppdragsgivare: Sammandrag: Studien gick ut på att utforska hur spelföretaget Nintendo designar gameplay. För att testa resultaten i praktiken skapades ett game design-dokument. Därför börjar arbetet med att diskutera vad game design-dokument är och vad de används för. Game design-dokumentet som gjordes i samband med studien är en kombination av det huvudsakliga game design- dokumentet och ett konceptdokument. Därför tar arbetet också upp skillnaderna mellan dessa dokument. För att utreda hur Nintendo designar gameplay utfördes en litteraturundersökning. Materialet som användes i litteraturundersökningen består av intervjuer. Majoriteten av intervjuerna härstammar från Nintendos egen hemsida. För att utforma en teori tar arbetet upp några befintliga teorier för hur Nintendo designar sina spel. För att kunna diskutera Nintendos gameplay definieras gameplays koncept genom att diskutera olika definitioner av olika författare som tar upp ämnet i fråga. Litteraturundersökningen inleds med en presentation av varifrån materialet för studien har kommit. Inledningsvis tar också arbetet upp två viktiga spelutvecklare från Nintendo, för att ge insikt i varför just de personerna är viktiga. För att presentera en helhet över hur Nintendo designar gameplay studeras, organiseras, presenteras och diskuteras innehållet från litteraturundersökningen. Resultatet från undersökningen visar bland annat att när Nintendo designar sina spel, fokuserar man på följande saker: Att göra spelen användarvänliga, att formge dem enligt deras funktion, att göra spelvärlden responsiv i förhållande till spelaren och att undvika störa eller avbryta spelarens inlevelse i spelet.
    [Show full text]
  • Final Fantasy VII (1997) Is a Hugely Successful Japanese Srole Playing Game
    M170 CARR M/UP 24/11/05 11:06 AM Page 72 Phil's G4 Phil's G4:Users:phil:Public: PHIL'S JOBS:9595 - POLIT CHAPTER 06 Playing Roles Andrew Burn QUARESOFT’S Final Fantasy VII (1997) is a hugely successful Japanese SRole Playing Game. It sold to virtually all Japan’s Playstation owners within the first forty-eight hours of its release in 1997, and was no less popular in the USA on its release there later that year.1 In this chapter, we use FFVII as a case study to explore one of the key dimensions of Role Playing Games: the avatar. ‘Avatar’ is the Sanskrit word for ‘descent’, and refers to the embodi- ment of a god on earth. It is by means of the avatar that the player becomes embodied in the game, and performs the role of protagonist. Cloud Strife, the protagonist-avatar of FFVII, is a mysterious mercenary. Dressed in leather and big boots, he wields a sword as big as himself; but he has an oddly childish face, whimsically delineated in the ‘deformed aesthetic’ of manga, with enormous, glowing blue eyes, framed in cyberpunk blond spikes (Illustration 6). This is how Rachel, a seventeen-year-old English player of FFVII, described Cloud in one of our research interviews: It’s just basically you play this character who’s in this like really cool like cityscape and you have to, er, and he finds out . and, er, he escapes because he finds out that, um, he’s, because he starts having these flashbacks, and he escapes from this city because he’s being pursued I think, and, um, he has to defeat this big corporation and try and – oh yeah, Sephiroth, he’s this big military commander, and you have to go and try to stop him, ’cos he’s trying to raise up all the beasts, and you do this by collecting materia, which you can use for magic and stuff, and you use your own weapons, and – Rachel’s phrase ‘this character’ evokes the conventional idea of the fictional character operating as a protagonist in a narrative.
    [Show full text]