Creating Video Games for the Visually Impaired Anthony Russo, Neal
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III. Here Be Dragons: the (Pre)History of the Adventure Game
III. Here Be Dragons: the (pre)history of the adventure game The past is like a broken mirror, as you piece it together you cut yourself. Your image keeps shifting and you change with it. MAX PAYNE 2: THE FALL OF MAX PAYNE At the end of the Middle Ages, Europe’s thousand year sleep – or perhaps thousand year germination – between antiquity and the Renaissance, wondrous things were happening. High culture, long dormant, began to stir again. The spirit of adventure grew once more in the human breast. Great cathedrals rose, the spirit captured in stone, embodiments of the human quest for understanding. But there were other cathedrals, cathedrals of the mind, that also embodied that quest for the unknown. They were maps, like the fantastic, and often fanciful, Mappa Mundi – the map of everything, of the known world, whose edges both beckoned us towards the unknown, and cautioned us with their marginalia – “Here be dragons.” (Bradbury & Seymour, 1997, p. 1357)1 At the start of the twenty-first century, the exploration of our own planet has been more or less completed2. When we want to experience the thrill, enchantment and dangers of past voyages of discovery we now have to rely on books, films and theme parks. Or we play a game on our computer, preferably an adventure game, as the experience these games create is very close to what the original adventurers must have felt. In games of this genre, especially the older type adventure games, the gamer also enters an unknown labyrinthine space which she has to map step by step, unaware of the dragons that might be lurking in its dark recesses. -
Bullet Physics and the Blender Game Engine
92801c06.qxd 5/14/08 1:54 PM Page 271 Bullet Physics and the Blender Game Engine Blender is a unique 3D animation suite in that it contains a full-featured game engine for the creation of games and other free-standing inter- active content. Nevertheless, in spite of its core of devoted fans, the game engine is an all-too- often overlooked feature of Blender. 271 I B In this chapter, you’ll learn the basics of work- ULLET ing with BGE and Bullet Physics to the point P HYSICSANDTHE that you can easily create dynamic rigid body animations, which can then be used in the Blender animation environment you’re accus- B LENDER tomed to. If you are new to BGE, you will be G surprised by how much amazing functionality it AME will open up for you. If not, this chapter should E NGINE provide some interesting ideas for how to inte- grate real-time generated physics simulations with rendered animations. Chapter Contents 6 The Blender Game Engine Rigid body simulation and Ipos Constraints,ragdolls,and robots 92801c06.qxd 5/14/08 1:54 PM Page 272 The Blender Game Engine It goes without saying that for people who are mainly interested in creating games, the game engine is one of Blender’s major attractions. The BGE is widely used by hobbyist game creators, and lately its appeal has begun to broaden to larger game projects. Luma Studios used BGE to create their prototype racing game ClubSilo, shown in Figure 6.1. The Blender Institute, the creative production extension of the Blender Foundation, is currently planning “Project Apricot,” which will use BGE in conjunction with the Crystal Space game development kit and other open source tools in producing an open game of professional quality to be released under the Creative Commons license. -
Download Twisty Little Passages: an Approach to Interactive Fiction
TWISTY LITTLE PASSAGES: AN APPROACH TO INTERACTIVE FICTION DOWNLOAD FREE BOOK Nick Montfort | 302 pages | 01 Apr 2005 | MIT Press Ltd | 9780262633185 | English | Cambridge, Mass., United States Slashdot Top Deals I got about a quarter of the way into this and had to stop. In Montfort's words, Infocomwhich was founded June 22, by Lebling, Blank, Anderson, and seven other MIT alumni, "began work on the foundation of IF while the plot of ground that it was to be built upon had not been completely surveyed. Slashdot Apparel is back! Genre fiction is a type of literature, and trying to actually seperate one from the other is a fool's errand. I think what you may be getting at is the fact that writing a compelling IF world is literally NP hard. Hitchhiker's Guide project, which began in February and was slated ambitiously to be completed by the following Christmas. Friend Reviews. Instead, what this book really is is a very comprehensive history of the form. There's really not that much meat there; Montfort goes into a detailed history and categorization of riddles that isn't all that relevant to IF. Played them, loved them, but goddam that transparent crystal 3D mze was a killer. Nick Montfort. Montfort then discusses Adventure Twisty Little Passages: An Approach to Interactive Fiction its precursors including the I Ching and Dungeons and Dragonsand follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. The reviewer's memory of Monty Python's a little weak. -
New Adventures Introduced At
March, 1988 Vol. V, #3 $2.00 New Adventures Introduced at CES By Shay Addams Flu-stricken Tom Snyder and not-yet Blubbermen (Steve Meretzky), Gamma ctivision kicked off the first day of flu-stricken Peter Reynolds presented an Force in Pit of a Thousand Screams (Amy the Winter Consumer Electronics overview and example of lnfoComics. Briggs) and ZorkQuest: Assault on Egreth AShow in Las Vegas with a press ''We wanted to do something that Castle (Elizabeth Langosey)-feature conference where President Bruce Davis wouldn't be just for 14-year-old boys and comic book themes and will even be sold announced a deal with Telecomsoft to 35-year-old men," Snyder sneezed, "to in comic book and toy stores. Snyder's distribute all the Firebird and Rainbird create a kind of computer game that even company developed the concept and titles formerly handled by Firebird my mother would play." InfoComics will creates the graphics, and Infocom is Licensees. Davis also said Activision just have no puzzles or goals-by assuming a producing the programs, which are bought Triton, a direct-marketing firm, to different character's persona at key supposed to last four to five hours and sell launch direct mail sales (so start watching intersections of the plot, you change your for $12 suggested retail. InfoComics will that mail box). perspective rather than the story itself. be released for Apple, IBM/100% com Next, Infocom President Joel Berez patibles andC 64/128 in March. announced Infocom's "three-part strat "A French Film Director's Dream" . After the press conference, Sandy Ward egy," which is already in progress: Panning, zooming and other cinematic showed off Micro Illusions' Land of supporting existing adventure fans, with techniques are combined with "minimalist Legends on the Amiga. -
Wild Kratts®: Ocean Adventure! Now Open!
Summer/Fall 2019 News and Events for Members, Donors, and Friends WILD KRATTS®: OCEAN ADVENTURE! NOW OPEN! The Strong Unearths Rare Atari Footage through Digital Preservation Efforts While digitizing U-Matic tapes (an analog videocassette format) in The Strong’s Atari Coin-Op Division collection, museum curators and library staff recently discovered a wide range of never-before-seen footage—including video of Atari’s offices and manufacturing lines, its arcade cabinet construction practices, and company-wide staff celebrations. The footage also includes gameplay of many of Atari’s popular titles, as well as video concepts for games never released. The video collection offers an unprecedented look at the inner-workings of Atari at its height at a time that it helped to lay the groundwork for the modern video game industry. The museum’s digitization efforts are made possible, in part, by a grant from the Rochester Regional Library Council. Screenshot from unearthed Atari footage. Fairy Magic Storybook Summer Through October 31 Weekdays, July 8–August 30 • 11 a.m.–3 p.m. Take a magical stroll through Spend the summer with your favorite storybook characters! Listen to Dancing Wings Butterfly story readings at 2 p.m., take pictures with featured characters, and Garden. Listen to enchanting enjoy activities based on their stories. music as you walk among hundreds of butterflies and July 8–12: How Do Dinosaurs…? whimsical flowers, including Meet the Dinosaur from Jane Yolen’s popular series, orchids and begonias, and recreate story scenes with toy dinosaurs, and make check out fairy house doors a dinosaur headband and feet. -
Shaping Stories and Building Worlds on Interactive Fiction Platforms
Shaping Stories and Building Worlds on Interactive Fiction Platforms The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Mitchell, Alex, and Nick Monfort. "Shaping Stories and Building Worlds on Interactive Fiction Platforms." 2009 Digital Arts and Culture Conference (December 2009). As Published http://simonpenny.net/dac/day2.html Publisher Digital Arts and Culture Version Author's final manuscript Citable link http://hdl.handle.net/1721.1/100288 Terms of Use Article is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use. Shaping Stories and Building Worlds on Interactive Fiction Platforms Alex Mitchell Nick Montfort Communications and New Media Programme Program in Writing & Humanistic Studies National University of Singapore Massachusetts Institute of Technology [email protected] [email protected] ABSTRACT simulates an intricate, systematic world full of robots, made of Adventure game development systems are platforms from the components and functioning together in curious ways. The world developer’s perspective. This paper investigates several subtle model acts in ways that are mechanical and nested, making the differences between these platforms, focusing on two systems for code’s class structure seemingly evident as one plays the game. In interactive fiction development. We consider how these platform contrast, Emily Short’s Savoir-Faire (2002), written in Inform 6 differences may have influenced authors as they developed and of similar complexity, exhibits less obvious inheritance and systems for simulation and storytelling. Through close readings of compartmentalization. -
A Game Engine for the Blind
Bachelor in Computer Science and Engineering 2016/2017 Bachelor Thesis Designing User Experiences: a Game Engine for the Blind Álvaro Cáceres Muñoz Tutor/s: Teresa Onorati Thesis defense date: July 3rd, 2017 This work is subject to the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International Public License. Abstract Video games experience an ever-increasing interest by society since their incep- tion on the 70’s. This form of computer entertainment may let the player have a great time with family and friends, or it may as well provide immersion into a story full of details and emotional content. Prior to the end user playing a video game, a huge effort is performed in lots of disciplines: screenwriting, scenery design, graphical design, programming, opti- mization or marketing are but a few examples. This work is done by game studios, where teams of professionals from different backgrounds join forces in the inception of the video game. From the perspective of Human-Computer Interaction, which studies how people interact with computers to complete tasks [9], a game developer can be regarded as a user whose task is to create the logic of a video game using a computer. One of the main foundations of HCI1. is that an in-depth understanding of the user’s needs and preferences is vital for creating a usable piece of technology. This point is important as a single piece of technology (in this case, the set of tools used by a game developer) may – and should have been designed to – be used on the same team by users with different knowledge, abilities and capabilities. -
A Chronicle of Map Interfaces in Games
Maps, Navigation and Transportation: Find a way DIS ’20, July 6–10, 2020, Eindhoven, Netherlands Paper to Pixels: A Chronicle of Map Interfaces in Games Z O. Toups,1,3 Nicolas LaLone,4 Katta Spiel,5 Bill Hamilton2,3 1Play & Interactive Experiences for Learning Lab / 2Participatory Live Experiences Laboratory 3Computer Science Department, New Mexico State University, Las Cruces, NM, USA 4Bridge Lab, Department of Information Systems and Quantitative Analysis, College of Information Science and Technology, University of Nebraska at Omaha, Omaha, NE, USA 5e-Media Research Lab, KU Leuven, BE & Centre for Teacher Education, University of Vienna, AT [email protected], [email protected], [email protected], [email protected] ABSTRACT More than physical navigation, maps navigate the complex Game map interfaces provide an alternative perspective on and dynamic world of human culture. Maps on news media the worlds players inhabit. Compared to navigation applica- show political and socio-economic divides. Maps can show us tions popular in day-to-day life, game maps have different where people like ice cream over frozen yogurt or can be used affordances to match players’ situated goals. To contextualize by sports commentators showing us where specific athletes and understand these differences and how they developed, we have placed a ball or puck over time. present a historical chronicle of game map interfaces. Starting Despite that ubiquity, maps in and of themselves are generally from how games came to involve maps, we trace how maps static, a relic of the paper to which they owe their creation. are first separate from the game, becoming more and more There is so much more that maps can provide users given the integrated into play until converging in smartphone-style inter- growing ubiquity of computation and the increasing digital faces. -
Chapter 1 Introduction
I. Introduction This is it. This is your story. It all begins here... Auron (FINAL FANTASY X) Compared to film and especially to books, computer games are a very young medium. The first computer game SPACEWAR! dates from 1962. It was programmed to run on a DEC PDP-11. As these computers were quite costly2, it was not until the commercial breakthrough of the integrated circuit (IC) at the beginning of the 1970s that commercial computer games became a viable option3. At first, they could only be found in Arcade halls, but by the early 1980s they had also found their way into our homes. Nowadays, of course, we cannot imagine a world without computer games, a fact that made Nicholson Baker recently write: “I’d never held a video-game controller until last fall. Which is a pretty sad admission, as if I’d said in 1966 that I’d never watched ‘Bonanza’ or heard a song by the Rolling Stones” (2010, p. 53). Between the early 1980s and today, computer games have come a long way. If we look back at game history we can see that the original two categories of computer games — i.e. visual action based games that stem from SPACEWAR!, and maze-like story games that started with the 1975-76 game THE COLOSSAL CAVE ADVENTURE — grew into a multitude of games and game genres. In the beginning the maze-like story games seemed to remediate literature (as interactive fiction or electronic novels), particularly since they only consisted of text. When graphics were added (especially full motion video), their descendants were seen as a remediation of film (interactive cinema)4. -
The Best Websites for Downloading and Playing Classic and New Text Adventure Games
The Best Websites for Downloading and Playing Classic and New Text Adventure Games Before computers could handle graphical games, there were text adventure games. The games are interactive stories, so playing a text adventure game is like being part of a book in which you affect the story. Text adventure games are also referred to as “interactive fiction.” Interactive Fiction (IF) is actually a more accurate term for text adventure games, because these games can cover any topics, such as romances or comedies, not just adventures. They can also simulate real life. Even though computers can now handle intensely graphical games, playing text adventure games can still be fun. It’s like reading a good book and getting lost in the universe of the story, except you become the hero or heroine and affect the ending of the story. We’ve collected some links to websites where you can download classic and new text adventure games or play them online. There are also some free tools available for creating your own text adventure games. We even found a documentary about the evolution of computer adventure games and some articles about the art and craft of developing the original text adventure games. Web-Adventures Web-Adventures[1] allows you to play classic text adventure games online for free in your browser. You don’t need to install any applets or plugins or enable JavaScript. You can even play some of these games in a browser on mobile devices. The very first text adventure game from the late 1970’s, Colossal Cave Adventure, is available on this site. -
Reverberations: How Modern Video Game Design
REVERBERATIONS: HOW MODERN VIDEO GAME DESIGN RELIES ON AUDIO AND HAPTIC COMMUNICATION TO ENFORCE RHETORICS OF PROCEDURE AND PLAY by Saunder Waterman Bachelor of Arts (Honours), University of King’s College, 2018 Supervisor: Dr. John Shiga A Major Research Paper presented to Ryerson University in partial fulfillment of the requirements for the degree of Master of Professional Communication In the program of Communications Toronto, Ontario, Canada, 2020 ©Waterman, 2020 Author’s Declaration I hereby declare that I am the sole author of this MRP. This is a true copy of the MRP, including any required final revisions. I authorize Ryerson University to lend this MRP to other institutions or individuals for the purpose of scholarly research. I further authorize Ryerson University to reproduce this MRP by photocopying or by other means, in total or in part, at the request of other institutions or individuals for the purpose of scholarly research. I understand that my MRP may be made electronically available to the public. ii Abstract Modern video games are increasingly becoming a more mature and respected form of storytelling and art. The way in which games can interact with players provides those players with a control over their product that is unmatched by literature or cinema. Games communicate with players in many direct and indirect ways. This paper explores how audio and haptic modes of communication are employed by different types of video games to support both elements of gameplay and the themes and rhetoric that a game possesses. Specifically, this paper focuses on how Super Smash Bros. Ultimate and Legend of Zelda: Breath of the Wild express different aspects of control and procedural rhetoric through audio and haptic communication. -
Ficções Interativas Entre a Literatura E a Computação
Ficções interativas Entre a literatura e a computação Janos Biro Esta obra é livre e deve permanecer livre. Pode e deve ser reproduzida no todo ou em parte, além de ser liberada a sua distribuição. Este livreto foi escrito, impresso e montado de modo independente em Goiânia-GO com os recursos coletivos da Impressora Anarquista (@impanark) e está disponível em PDF gratuitamente. O mercado editorial é injusto, apoie produções independentes. Como citar este livro: LEITE, Janos B. M. Ficções interativas: Entre a literatura e a computação. Contrafatual, 2020. Contrafatual, 2020 contrafatual.com Ficções interativas: Entre a literatura e a computação Sumário Apresentação ............................................................................................ 4 O que são ficções interativas? .................................................................. 5 Exemplos de ficções interativas ............................................................... 7 Como jogar ficções interativas ............................................................... 10 Como criar ficções interativas ............................................................... 11 História das ficções interativas .............................................................. 14 Teoria das ficções interativas ................................................................. 21 Apresentação Sou atraído por livros e por computadores desde antes de aprender a escrever. É uma relação que mal consigo compreender. Descobri o mundo das ficções interativas em 1999, e antes disso tinha