Evaluation of Existing Resources (Study/Analysis)
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DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? . -
Gaming Systems and Features of Discovery Centre Station 1
Gaming systems and features of Discovery Centre Station 1: XBox 1 with Remote The Book of Unwritten Tales 2 Wii U and Wii U Remote Braid Playstation 4 with Remote The Bridge Gaming PC with Gaming keyboard and The Cat and the Coup mouse Cave Story+ Downloaded games in station 1 include: Closure 7 Grand Steps, Step 1: What Ancients Begat Cogs 140 Coil AaAaAA!! – A Reckless Disregard for Colosse Gravity Colour Bind ABE VR Crawl Achron Cube & Star: An Arbitrary Love AltscpaceVR Dayz Amnesia: The Dark Descent Deep Under the Sky Analogue: A Hate Story Desktop Dungeons A Story About My Uncle Destinations B.U.T.T.O.N. Dinner Date Bad Hotel Dream Banished The Dream Machine Bastion The Dream Machine: Chapter 3 The Beginner’s Guide The Dream Machine: Chapter 4 Besiege The Dream Machine: Chapter 5 Between IGF Demo Dungeon of the Endless Bientôt l’été Dust: An Elysian Tail Bigscreen Beta Elegy for a Dead World BioShock Infinite Endless Legend The Binding of Isaac: Rebirth Ephemerid: A Musical Adventure BIT.TRIP RUNNER Estranged: Act 1 BlazeRush Carleton University Library and the Discovery Centre September 2019 Euro Truck Simulator 2 Interstellar Marines Evoland Intrusion 2 Evoland 2 Invisible, Inc. Fallout Jamestown Fallout 2 Joe Danger Fallout Tactics Keep Talking and Nobody Explodes Farming Simulator 17 Kentucky Route Zero Flotilla LA Cops FLY’N Legend of Dungeon The FOO show Life is Strange The Forest LIMBO Fotonica Lisa Frozen Synapse Little Inferno FTL: Faster than -
PROGRAMMING LEARNING GAMES Identification of Game Design Patterns in Programming Learning Games
nrik v He d a apa l sk Ma PROGRAMMING LEARNING GAMES Identification of game design patterns in programming learning games Master Degree Project in Informatics One year Level 22’5 ECTS Spring term 2019 Ander Areizaga Supervisor: Henrik Engström Examiner: Mikael Johannesson Abstract There is a high demand for program developers, but the dropouts from computer science courses are also high and course enrolments keep decreasing. In order to overcome that situation, several studies have found serious games as good tools for education in programming learning. As an outcome from such research, several game solutions for programming learning have appeared, each of them using a different approach. Some of these games are only used in the research field where others are published in commercial stores. The problem with commercial games is that they do not offer a clear map of the different programming concepts. This dissertation addresses this problem and analyses which fundamental programming concepts that are represented in commercial games for programming learning. The study also identifies game design patterns used to represent these concepts. The result of this study shows topics that are represented more commonly in commercial games and what game design patterns are used for that. This thesis identifies a set of game design patterns in the 20 commercial games that were analysed. A description as well as some examples of the games where it is found is included for each of these patterns. As a conclusion, this research shows that from the list of the determined fundamental programming topics only a few of them are greatly represented in commercial games where the others have nearly no representation. -
A Scripting Game That Leverages Fuzzy Logic As an Engaging Game Mechanic
Fuzzy Tactics: A scripting game that leverages fuzzy logic as an engaging game mechanic ⇑ Michele Pirovano a,b, Pier Luca Lanzi a, a Dipartimento di Elettronica, Informazione e Bioingegneria Politecnico di Milano, Milano, Italy b Department of Computer Science, University of Milano, Milano, Italy 1. Introduction intelligent. The award-winning game Black & White (Lionhead Studios, 2001) leverages reinforcement learning to support the Artificial intelligence in video games aims at enhancing players’ interaction with the player’s giant pet-avatar as the main core of experience in various ways (Millington, 2006; Buckland, 2004); for the gameplay. Most of the gameplay in Black & White (Lionhead instance, by providing intelligent behaviors for non-player charac- Studios, 2001) concerns teaching what is good and what is bad ters, by implementing adaptive gameplay, by generating high- to the pet, a novel mechanic enabled by the AI. In Galactic Arms quality content (e.g. missions, meshes, textures), by controlling Race (Hastings, Guha, & Stanley, 2009), the players’ weapon prefer- complex animations, by implementing tactical and strategic plan- ences form the selection mechanism of a distributed genetic algo- ning, and by supporting on-line learning. Noticeably, artificial rithm that evolves the dynamics of the particle weapons of intelligence is typically invisible to the players who become aware spaceships. The players can experience the weapons’ evolution of its presence only when it behaves badly (as demonstrated by the based on their choices. In all these games, the underlying artificial huge amount of YouTube videos showing examples of bad artificial intelligence is the main element that permeates the whole game intelligence1). -
Aesthetic Illusion in Digital Games
Aesthetic Illusion in Digital Games Diplomarbeit zur Erlangung des akademischen Grades eines Magisters der Philosophie an der Karl‐Franzens‐Universität Graz vorgelegt von Andreas SCHUCH am Institut für Anglistik Begutachter: O.Univ.‐Prof. Mag.art. Dr.phil. Werner Wolf Graz, 2016 0 Contents 1 Introduction ................................................................................................................ 2 2 The Transmedial Nature of Aesthetic Illusion ......................................................... 3 3 Types of Absorption in Digital Games .................................................................... 10 3.1 An Overview of Existing Research on Immersion and Related Terms in the Field of Game Studies ........................................................................................... 12 3.2 Type 1: Ludic Absorption ..................................................................................... 20 3.3 Type 2: Social Absorption .................................................................................... 24 3.4 Type 3: Perceptual Delusion ................................................................................ 26 3.5 Type 4: Aesthetic Illusion .................................................................................... 29 3.6 Comparing and Contrasting Existing Models of Absorption ........................... 30 4 Aesthetic Illusion in Digital Games ......................................................................... 34 4.1 Prerequisites and Characteristics of Aesthetic Illusion -
The Rise and Fall of Introversion Software
Another Castle THE GAMING MAGAZINE OF IMPERIAL COLLEGE LONDON The Rise and Fall of Introversion Software ISSUE 0 2 3 Back in 2008, Tom Roberts, Azfarul Contents Islam and Michael Cook launched Another Castle, a multi-format gaming magazine. In their first issue, they secured an interview with Peter 4 The Fall and Rise of Introversion Cale Tilford Molyneux, an industry behemoth at the time. Gaming has changed a lot since then An Imperial Success Story An Imperial Success Story (Peter Molyneux all but disappeared into the ether) From Uplink to Darwinia From Uplink to Darwinia and the way we write about games has changed Beyond Prison Architect Beyond Prison Architect too. Kieron Gillen (comic book writer and former music and games journalist) published the manifesto for New Games Journalism in 2004, which set out a new way of thinking and discussing games, where 10 Eight Games Under Eight Minutes Cale Tilford a reviewer’s personal experience was core to their analysis and reflection. In the past half-decade numerous publications (from Kill Screen to Feminist 12 Half-Life 2 Revisited Harry Mitchell Frequency) and existing publications have adopted these ideas. Now it’s the turn of Imperial students to continue this great exploration of gaming culture. 13 Interpreting The Sims Fred Fyles This issue is my attempt to resurrect interest in games journalism at Imperial and it’s a project that is far from finished (hence issue zero). It begins with an 18 The History of Storytelling Dani Hernandez Perez interview with Mark Morris, an Imperial graduate who helped found Introversion Software, telling the story in Videogames of a games company that has seen unprecedented success despite almost going bankrupt after the release of one of their games. -
Amd A10 7700K
SOUTH AFRICA’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE APRIL 2014 WIN A PC / PLAYSTATIPLAYSTATIONONON / XBOXXBBOX / NINTENDONININTN ENNDODO / LLIFESTYLEIIFFEESSTYTYLELE PS4 EIGHT REVIEWS INCLUDING Castlevania: Lords of Shadow 2 Final Fantasy XIII: Lightning Returns Plants vs. Zombies: Garden Warfare Thief IT’S CLASSIC! IT’S MODERN! COULD THIS BE EVERYTHING WE WANT IN AN FPS? PUBLISHER Michael “RedTide“ James [email protected] CONTENTS EDITOR Geoff “GeometriX“ Burrows geoff @nag.co.za ART DIRECTOR Chris “SAVAGE“ Savides STAFF WRITERS Dane “Barkskin “ Remendes Tarryn “Azimuth “ van der Byl REGULARS CONTRIBUTING EDITOR Lauren “Guardi3n “ Das Neves 8 Ed's Note 10 Inbox TECHNICAL WRITER Neo “ShockG“ Sibeko 14 Bytes 26 home_coded INTERNATIONAL 74 Mosh Pit CORRESPONDENT Miktar “Miktar” Dracon CONTRIBUTORS OPINION Rodain “Nandrew” Joubert Miklós “Mikit0707 “ Szecsei 14 Miktar’s Meanderingserings Pippa “UnexpectedGirl” Tshabalala 16 I, Gamer Delano “Delano” Cuzzucoli Matt “Sand_Storm” Fick 18 The Game Stalkerer 56 Hardwired FEATURES PHOTOGRAPHY 82 Game Over Chris “SAVAGE“ Savides 36 WOLFENSTEIN: THE NEW Dreamstime.com Fotolia.com ORDER. MEIN LEBEN! PREVIEWS “There ain’t no school like the old SALES EXECUTIVE school.” That’s how it goes, right? Cheryl “Cleona“ Harris 32 The Elder Scrolls Online Or did we just fail hard at being [email protected] 34 WildStar youthful and hippity-hopping? +27 72 322 9875 Does it even matter? Either way, MARKETING AND Wolfenstein: The New Order PROMOTIONS MANAGER REVIEWS eagerly partakes of the old school Jacqui “Jax” Jacobs of fi rst-person shooter-ising. [email protected] 44 Reviews: Introduction And boy, does it look positively +27 82 778 8439 44 Mini review: Fable: scrumptious. -
Zachtronics Industries' Spacechem
gamasutra.com http://www.gamasutra.com/view/feature/172250/postmortem_zachtronics_.php?print=1 Postmortem: Zachtronics Industries' SpaceChem By Zach Barth [Zach Barth, developer of the cult indie puzzle hit SpaceChem explains what went into creating such a complex, nuanced game -- while still working a day job -- and also what held back the game from finding the audience it might otherwise have found.] Shortly after releasing TheCodexofAlchemicalEngineering, a Flash game about building machines that create and transform alchemical compounds, I started thinking about a chemistry- themed sequel. Since Codex was already a simplified model of molecular bonding, expanding into chemistry proper would provide more mechanics (such as multiple bonds between atoms) and puzzles (different compounds, from simple ones like water to more complicated ones like benzene). Despite this, making immediate sequels is not in my nature, so I set the idea aside and moved on. About a year later I visited GasWorksPark in Seattle and was inspired by its derelict chemical processing pipeline. Thinking back to the idea for a chemistry-inspired Codex sequel, it occurred to me to combine the low-level manipulations of the Codex with a high-level pipeline construction mechanic. The idea for SpaceChem was born! The idea evolved over the next six months, picking up a cosmic horror story with boss battles in the process. I started developing the game in my spare time with a coworker from my day job, eventually growing the team to seven people before shipping SpaceChem. The Codex of Alchemical Engineering , the predecessor to SpaceChem. Believe it or not, it's actually harder! What Went Right 1. -
GOG-API Documentation Release 0.1
GOG-API Documentation Release 0.1 Gabriel Huber Jun 05, 2018 Contents 1 Contents 3 1.1 Authentication..............................................3 1.2 Account Management..........................................5 1.3 Listing.................................................. 21 1.4 Store................................................... 25 1.5 Reviews.................................................. 27 1.6 GOG Connect.............................................. 29 1.7 Galaxy APIs............................................... 30 1.8 Game ID List............................................... 45 2 Links 83 3 Contributors 85 HTTP Routing Table 87 i ii GOG-API Documentation, Release 0.1 Welcome to the unoffical documentation of the APIs used by the GOG website and Galaxy client. It’s a very young project, so don’t be surprised if something is missing. But now get ready for a wild ride into a world where GET and POST don’t mean anything and consistency is a lucky mistake. Contents 1 GOG-API Documentation, Release 0.1 2 Contents CHAPTER 1 Contents 1.1 Authentication 1.1.1 Introduction All GOG APIs support token authorization, similar to OAuth2. The web domains www.gog.com, embed.gog.com and some of the Galaxy domains support session cookies too. They both have to be obtained using the GOG login page, because a CAPTCHA may be required to complete the login process. 1.1.2 Auth-Flow 1. Use an embedded browser like WebKit, Gecko or CEF to send the user to https://auth.gog.com/auth. An add-on in your desktop browser should work as well. The exact details about the parameters of this request are described below. 2. Once the login process is completed, the user should be redirected to https://www.gog.com/on_login_success with a login “code” appended at the end. -
Design and Implementation of Robo : an Applied Game for Teaching
Politecnico di Milano Scuola di Ingegneria Industriale e dell’Informazione Corso di Laurea Magistrale in Ingegneria Informatica Dipartimento di Elettronica, Informazione e Bioingegneria Design and implementation of Robo3: an applied game for teaching introductory programming Advisor: Ing. Daniele Loiacono Author: Filippo Agalbato 850481 Academic Year 2016–2017 Abstract This work discusses the design and implementation of Robo3, a web game to teach programming skills, to be used as a supplement during introductory programming courses. The game helps students to visualize and understand the effects of the code they write; at the same time it allows the instructor to easily author levels on the topic of their choice and to gather data on players’ performance, which can be visualized in aggregate form by a companion dashboard environment. Sommario Questa tesi discute la progettazione e l’implementazione di Robo3, un gioco web volto a insegnare a programmare, il cui scopo è di essere usato come strumento di supporto nei corsi di introduzione alla programmazione. Il gioco permette agli studenti di vedere e capire gli effetti dell’esecuzione del codice da loro scritto; allo stesso tempo, permette a chi tiene il corso di creare facilmente nuovi livelli sugli argomenti che ritiene utili e raccoglie dati sull’andamento dei giocatori, che possono poi essere esaminati in forma aggregata tramite un ambiente dashboard specializzato creato appositamente. Gli ultimi anni hanno visto una crescita nell’importanza data alle com- petenze informatiche e di programmazione, che sempre più vengono usate da molti nella vita di tutti i giorni. In aggiunta a ciò si è assistito a un incremen- to nell’uso e nell’efficacia di metodi di insegnamento alternativi, come l’uso di giochi applicati all’ambito in questione, in funzione di supporto all’inse- gnamento tradizionale. -
Viewing the Critics
REVIEWING THE CRITICS: EXAMINING POPULAR VIDEO GAME REVIEWS THROUGH A COMPARATIVE CONTENT ANALYSIS BEN GIFFORD Bachelor of Arts in Journalism Cleveland State University, Cleveland, OH May, 2009 submitted in partial fulfillment of requirements for the degree MASTER OF APPLIED COMMUNICATION THEORY AND METHODOLOGY at the CLEVELAND STATE UNIVERSITY May, 2013 THESIS APPROVAL SCHOOL OF COMMUNICATION This thesis has been approved for the School of Communication and the College of Graduate Studies by: ________________________________________________________________________ Thesis Committee Chairperson – print name ________________________________________________________________________ Signature School of Communication ________________________________________________________________________ (Date) ________________________________________________________________________ Committee Member – print name ________________________________________________________________________ Signature School of Communication ________________________________________________________________________ (Date) ________________________________________________________________________ Committee Member – print name ________________________________________________________________________ Signature School of Communication ________________________________________________________________________ (Date) ii In memory of Dr. Paul Skalski, You made friends wherever you went, and you are missed by all of them. iii ACKNOWLEDGEMENTS First, I would like to acknowledge to efforts of my original -
Develop Design Thinking, Celebrate Earth Day, Diagnose Autism & More
Develop Design Thinking, Celebrate Earth Day, Diagnose Autism & More April 1, 2015 In Partnership With: IN THIS ISSUE Grants, Competitions and Other "Winning" Opportunities Resource Roundup Professional Development Plus Mobile Learning Journey STEM Gems Worth-the-Surf Websites Grants, Competitions and Other "Winning" Opportunities Encourage Careers in Science Research Stand Up To Cancer (SU2C) and PBS LearningMedia have announced The Emperor Science Award Program, an initiative that will encourage disadvantaged high school students to pursue careers in science, with particular emphasis on cancer research, through a year of mentorship with a scientist from a leading research institution or industry. The education initiative is being launched in connection with Ken Burns Presents Cancer: The Emperor of All Maladies, a three-part, six-hour film on the history of cancer that will air on PBS on April 1. Students may apply for awards or may be nominated by teachers. The first 100 awardees (high school students from Title I or similarly “economically disadvantaged” schools) will receive $1,500 grants as well as one-on-one science mentoring over the course of a year or an intensive summer schedule. Students will be connected with science mentors from a host of high-profile medical research centers, universities and industry leaders in cancer diagnosis and treatment. Students will be provided with electronic tablets to enhance their studies and extend the reach of mentors of major research institutions to students in rural and suburban communities. In the coming months, information about The Emperor Science Awards will be posted on www.cancerfilms.org and www.su2c.org.