Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiences
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Becoming Human? Ableism and Control in <Em>Detroit: Become
Human-Machine Communication Volume 2, 2021 https://doi.org/10.30658/hmc.2.7 Becoming Human? Ableism and Control in Detroit: Become Human and the Implications for Human- Machine Communication Marco Dehnert1 and Rebecca B. Leach1 1 The Hugh Downs School of Human Communication, Arizona State University, Tempe, AZ, USA Abstract In human-machine communication (HMC), machines are communicative subjects in the creation of meaning. The Computers are Social Actors and constructivist approaches to HMC postulate that humans communicate with machines as if they were people. From this perspective, communication is understood as heavily scripted where humans mind- lessly apply human-to-human scripts in HMC. We argue that a critical approach to com- munication scripts reveals how humans may rely on ableism as a means of sense-making in their relationships with machines. Using the choose-your-own-adventure game Detroit: Become Human as a case study, we demonstrate (a) how ableist communication scripts ren- der machines as both less-than-human and superhuman and (b) how such scripts manifest in control and cyborg anxiety. We conclude with theoretical and design implications for rescripting ableist communication scripts. Keywords: human-machine communication, ableism, control, cyborg anxiety, Computers are Social Actors (CASA) Introduction Human-Machine Communication (HMC) refers to both a new area of research and concept within communication, defined as “the creation of meaning among humans and machines” (Guzman, 2018, p. 1; Fortunati & Edwards, 2020). HMC invites a shift in perspective where CONTACT Marco Dehnert • The Hugh Downs School of Human Communication • Arizona State University • P.O. Box 871205 • Tempe, AZ 85287-1205, USA • [email protected] ISSN 2638-602X (print)/ISSN 2638-6038 (online) www.hmcjournal.com Copyright 2021 Authors. -
DETROIT: BECOME HUMAN Author of the Review QUANTIC DREAM: Detroit: Become Human (Playstation 4 Ver- Sion)
BIBLIOGRAPHY The state of Online Gaming – 2018. Market Research. [online]. [2020-03-22]. Available at: <https:// www.limelight.com/resources/white-paper/state-of-online-gaming-2018/>. DETROIT: BECOME HUMAN Author of the review QUANTIC DREAM: Detroit: Become Human (PlayStation 4 ver- sion). [digital game]. Tokyo, San Mateo, CA : Sony Interactive Kateryna Nykytchenko, CSc. Entertainment, 2018. Kyiv National Linguistic University Faculty of Translation Studies Velyka Vasylkivska 73 Łukasz P. Wojciechowski 036 80 Kyiv UKRAINE “I’ve learned a lot since I met you, Connor. Maybe there’s something to this… Maybe [email protected] you really are alive. Maybe you’ll be the ones to make the world a better place… Go ahead, and do what you gotta do.” Hank Anderson, police lieutenant (human) works with his part- ner, Connor (android). Detroit: Become Human by author David Cage is a third-person adventure, similar to the previous games from the studio Quantic Dream1, Heavy Rain2 or Beyond: Two Souls3. And, just like the previous ones, they put a strong emphasis on ramifications of the story, choosing replicas of dialogues or emotional settings, which significantly affect the story and thus create more endings as well. The game follows the implementation of the three rules of robotics by Isaac Asimov that ensure the obedience of androids and their inability to hurt their human owners. The game follows the story of three androids, two of whom are beginning to show signs of faultiness and who strive to cope with their artificial origin, their human needs, wishes and desires. Those androids that ‘wake up’ and evolve beyond their original settings by the CyberLife company are referred to as ‘deviants’. -
Two Souls and Detroit: Become Human Are Avai- Lable on Steam
PARIS, JUNE 18 2020 HEAVY RAIN, BEYOND: TWO SOULS AND DETROIT: BECOME HUMAN ARE AVAI- LABLE ON STEAM. The Detroit: Community Play Twitch extension and two Stream Packs are also available for free at DetroitCom- munityPlay.com. Quantic Dream’s official eshop launches today preorders for the Detroit: Become Human Collector’s Edition on PC Quantic Dream S.A. announces the availability of its flagship titles on PC, on the online digital distribution service Steam: Heavy RainTM, Beyond: Two SoulsTM and Detroit: Become HumanTM. These three games are available directly on their dedicated Steam pages: • Heavy Rain : https://store.steampowered.com/app/960910/Heavy_Rain • Beyond: Two Souls : https://store.steampowered.com/app/960990/Beyond_Two_Souls • Detroit: Become Human : https://store.steampowered.com/app/1222140/Detroit_Become_Human Heavy RainTM and Beyond: Two SoulsTM are each available for 19,90€. Detroit: Become HumanTM is available for 39,90€. The Detroit: Become Human Collector’s Edition, exclusive to PC, is now available for preorders on the official Quan- tic Dream eshop: https://shop.quanticdream.com/products/detroit-become-human-collectors-edition This limited edition, with only 2500 units available worldwide, contains an exclusive set of 3 pins featuring key icons from the game, as well as a new 27-cm statue of the Android “Kara”, set atop a base illuminated by a halo of LED lights, with integrated movable robot arms. Meanwhile, the Detroit: Community Play experience is also making its debut and is available here: DetroitCommunityPlay.com Announced during the first-ever Quantic Stream on the studio’s official Twitch channel at twitch.com/QuanticDream, this interactive stream extension for the PC version of Detroit: Become HumanTM was designed by the team behind the game and is exclusively available for Twitch. -
Fahrenheit and the Premature Burial of Interactive Movies Jonathan Lessard Eludamos
Vol. 3, No. 2 (2009) http:/www.eludamos.org Fahrenheit and the premature burial of interactive movies Jonathan Lessard Eludamos. Journal for Computer Game Culture. 2009; 3 (2), p. 195-205 Fahrenheit and the premature burial of interactive movies JONATHAN LESSARD The role reserved for interactive movies in video game histories can usually be summed up like this: a short-lived experiment having created such great expectations that can only be compared to the consequent disappointment. The genre is pretty much considered dead and the appellation ‘interactive movie’ is even pejoratively used to describe games with too many non-interactive narrative sequences. The lesson to be learned from the experience, it seems, is that mixing video games and cinema can only lead to a product that is both a bad movie and a bad game. Interactive movies are, in the best cases, last-gen material. Yet, almost ten years after the release of the last ‘major’ interactive movie games like Gabriel Knight: The Beast Within (Sierra On-Line 1995) or Pandora Directive (Access Software, 1996), a game is published claiming to be “a unique combination of gaming and cinematography […]”.1 The game is Fahrenheit (Quantic Dream 2005), published in North America as Indigo Prophecy. This ‘original’ concept seems to please since the game reaches top positions of best-selling charts and now exceeds 700 000 copies sold. 2 Critical reception is also very positive if we are to believe the compiled scores from Metacritic.com: 85% and Mobygames.com: 83%. In his post-mortem published in the Game Developer journal, David Cage (2006) insists on the game’s special blend of cinema and video games: The cinematographic approach in Indigo Prophecy was an essential aspect of the game concept from the very beginning. -
The Player in Detroit: Become Human (2018)
„Acta Humana” 9 (2018) Mgr Agata Waszkiewicz Uniwersytet Marii Curie-Skłodowskiej e-mail: [email protected] (Trans)humanism and the Postmodern Identities: the Player in Detroit: Become Human (2018) Introduction: from humanism to posthumanism Detroit: Become Human is a third-person adventure game released in 2018 exclusively for the PlayStation 4 console. Published by the Quantic Dream studio it is the newest game written and directed by David Cage, after such critically ac- claimed games as Fahrenheit (2005), Heavy Rain (2010) and Beyond: Two Souls (2013), all of which share the strong emphasis on the branching storyline, choice regarding both dialogue options, and the decisions on a grand scale, affecting the narrative, and, consequently, multiple endings (Lebowitz, Klug 2011). The game follows the three “deviant” androids placed around the android rebellion, but shown from their three distinctly different points of view. While the gameplay al- lows the player to freely explore the environment through the controlled character, most of the interactions, including the fight sequences, base on the so called Quick Time Event (QTE) system. Furthermore, the games adapt to the player’s choices, offering different outcomes and multiple endings. The player choices do have grave consequences: each of the three main player-controlled characters, Kara, Marcus, and Connor, can die during various points of the gameplay and each character’s death has different impact. Despite the rather complex branching narrative, of- fering a multitude of possible outcomes, endings, and influencing the characters in meaningful ways, the game offers a rather predictable storyline without the depth of some of its predecessors from variety of media, which strive to juxtapose the artificial origin of the androids with their human needs, wishes, and desires. -
Player's Choices Impact on Music in Beyond: Two Souls Henna
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by UTUPub DIRECT AND INDIRECT IMPACT: Player’s Choices Impact on Music in Beyond: Two Souls Henna-Juulia Riikonen Pro Gradu Thesis University of Turku School of History, Culture and Arts Studies Musicology June 2020 The originality of this thesis has been checked in accordance with the University of Turku quality assurance system using the Turnitin OriginalityCheck service. UNIVERSITY OF TURKU School of History, Culture and Arts Studies/ Faculty of Humanities RIIKONEN HENNA-JUULIA: Direct and Indirect Impact: Player’s Choices impact on Music in Beyond: Two Souls Master’s thesis, 69 p., 2 appendix pages Musicology June 2020 This thesis investigates how the player’s choices in the story-centric game Beyond: Two Souls (Quantic Dream 2013) impact the game’s music. I approach the subject through audiovisual analysis and analytical play. I use terminology that has been established in earlier videogame and film studies. On top of mapping changes and their relationship to the player’s choices I also analyse how these choices reflect the game’s story and its characters. The thesis states that the player can impact the music in two ways: directly and indirectly. Player can have a direct impact on the music when they are offered to choose music accompanying the gameplay or have a chance to interact with an instrument whereas the player impacts the music indirectly through choices that do not indicate changes in music. In other words when the player impacts the music directly, they make what Elizabeth Medina-Gray calls musical choices, whereas indirect impact happens while making non-musical choices. -
Game Narrative Review Overview Characters
Game Narrative Review Game Title: Heavy Rain Platform: PS3 Genre: Adventure/Interactive Drama Release Date: February 23rd, 2010 Developer: Quantic Dream Publisher: Sony Game Writer/Creative Director/Narrative Designer: David Cage Author of this review: Benjamin Nourse Miller School: Carnegie Mellon Entertainment Technology Center Overview Heavy Rain is psychological thriller that focuses on the efforts of four protagonists as they try to discover the identity of a serial killer known as the Origami Killer, capture him, and save the life of Shaun Mars, a child that he has abducted. The entire game takes place within the modern world and while the characters encounter extreme situations, their actions are all heavily grounded in reality. The game is broken into chapters where the player controls one character at a time unraveling parts of the story and driving the narrative forward along many different possible paths and outcomes. Players control characters from a third-person point of view and interact with the game-world through the use of innovative, contextually positioned, real-time interactive prompts. All of the interactive mechanics deepen the connection between the actions characters take in the game-world and how those actions are completed in the real world. The player's actions not only control whether they succeed in their goals or, in many cases, die trying, but they also control the character's personalities and their perceptions of others. Heavy Rain is a game that is squarely focused on delivering a compelling, interactive experience to emotionally engage a player through its strong narrative and innovative interactive systems. Characters The player controls one of the game’s four main characters during each chapter and switches back and forth between them through the majority of the narrative. -
Irrevocability in Games
IRREVOCABILITY IN GAMES Interactive Qualifying Project Report completed in partial fulfillment of the Bachelor of Science degree at Worcester Polytechnic Institute, Worcester, MA Submitted to: Professor Brian Moriarty Daniel White Michael Grossfeld 1 Abstract This report examines the history and future application of irrevocability in video games. Decision making is an essential part of playing video games and irrevocability negates replayability by disallowing alternate decisions. We found that successful games with this theme exhibit irreversibility in both story and game mechanics. Future games looking to use irrevocability well must create an ownership that the player feels towards the experience by balancing these two mechanics. 2 Table of Contents IRREVOCABILITY IN GAMES .............................................................................................................. 1 Abstract .................................................................................................................................................... 2 Table of Contents ................................................................................................................................... 3 Part One: Concept of Irrevocability ................................................................................................ 4 Introduction .......................................................................................................................................................... 4 Part Two: Chronology of Irrevocability ........................................................................................ -
OF US, PLAYERS Pathways in the Diffusion of Digital Gaming: Relocations, Pervasiveness, Gamification Edited by the Editors at GAME
ISSN 2280-7705 The Italian Journal www.gamejournal.it Associazione Culturale LUDICA of Game Studies Games as Art, Media, Entertainment Issue 01, 2012 – volume 1 JOURNAL (PEER-REVIEWED) ALL OF US, PLAYERS Pathways in the diffusion of digital gaming: relocations, pervasiveness, gamification Edited by the Editors at GAME GAME JOURNAL – Peer-Reviewed Section Issue 01 – 2012 GAME Journal Games as Art, Media, Entertainment G|A|M|E is an international, peer-reviewed, free access games studies journal. G|A|M|E publishes one monographic issue per year A PROJECT BY SUPERVISING EDITORS Associazione Culturale LUDICA Antioco Floris (Università di Cagliari), Roy Menarini (Università di Udine), Leonardo Quaresima (Università di Udine) Reggio Calabria IT & London UK HQ: Via Vittorio Veneto 33 89123 Reggio Calabria, Italy EDITORS Offices: 52 Kelly Avenue, London SE15 5LH, UK Stefano Baschiera (Queen’s University, Belfast), Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Università di Bologna), Adam Gallimore In association with (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), filmforumfestival.it Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador (Università Cattolica, Milano) WITH THE PATRONAGE OF Università di Cagliari ADVISORY BOARD Dipartimento di Storia, Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College -
For Immediate Release New Speakers Added to 2013 Dice
FOR IMMEDIATE RELEASE NEW SPEAKERS ADDED TO 2013 D.I.C.E. SUMMIT LINE-UP Interactive Industry Insiders from Disney Interactive, Rovio, and others to Discuss Trends in Mobile, Free- to-Play, Transmedia Development CALABASAS, Calif. – Jan. 10, 2013 – The Academy of Interactive Arts & Sciences (AIAS) today confirmed a new round of speakers for the 2013 D.I.C.E. (Design, Innovate, Communicate, Entertain) Summit, which will be held at the Hard Rock Hotel and Casino Las Vegas, Feb. 5-8, 2013. This line-up of industry luminaries will tackle topics shaping the future of interactive entertainment – from building a mobile blockbuster to the evolution of gaming. Speakers at the annual D.I.C.E. Summit have historically set the tone for what’s to come in the interactive entertainment industry, and the 2013 lineup continues that legacy. Recently confirmed speakers for the 2013 D.I.C.E Summit include: • Warren Spector, veteran electronic game designer/producer at Junction Point Studios, a division of Disney Interactive. Spector will speak on “Hey, You kids! Get Outta My Yard! or The Graying of Gaming,” discussing the impact of aging on gamers, developers, and the medium. He will examine how the graying of gaming affects game content, player commitment, design philosophy, gaming platforms, mainstream media interactions and, the future! • Petri Järvilehto, Executive Vice President of Games at Rovio, will speak on “The Age of the Mobile Blockbuster: Launching Angry Birds Star Wars.” He will present how Rovio is transforming the industry with blockbuster simultaneous launches that synchronize gaming, consumer goods, and animation to create expansive entertainment experiences. -
Of Detroit: Become Human (2018)
Pobrane z czasopisma New Horizons in English Studies http://newhorizons.umcs.pl Data: 20/11/2019 22:18:51 New Horizons in English Studies 4/2019 CULTURE & MEDIA • Izabela Tomczak AdAm mickiewicz Univeristy of PoznAń [email protected] America’s Digital Messiah(s) of Detroit: Become Human (2018) Abstract. The article explores the relation between biblical archetypes existing in American popular video games. In analyzing a blockbuster title, Detroit: Become Human developed by Quantic Dream studio in 2018, the text establishes three examples of the representation of a new model of messiahs/ prophets in a digital context. The entire narrative revolves around undermining binary oppositions, as between religion and technology, mass culture and high culture, and Christ/Antichrist. To account for this fluidity, the major concept employed to discuss particular aspects of the games’ characters is Beebee’s definition of hybrid messiahs. Keywords: intermedia, gameUMCS studies, religious studies, myth, digital religion, popular culture Introduction In creating a framework for an interpretative analysis of video games, critics frequently incorporate tools previously reserved for literary or film studies. Thus, it comes as no sur- prise that many authors favor an interdisciplinary, or even an intermediate approach, in particular when discussing the narrative (Atkins 2003; Jones 2008; Sharp 2015). Some- what following this tradition, this article is largely inspired by Northop Frye’s (1976) study of romance, which, as the title suggests, the author views as The Secular Scripture. In assuming that traditional games, much like religious acts or sport events, are, in fact, “rituals”, Frye established a relationship between the secular (entertainment) and the sa- cred (sacraments). -
In the Supreme Court of the United States ______
No. 08-1448 In the Supreme Court of the United States ______________ ARNOLD SCHWARZENEGGER, et al., Petitioners, v. ENTERTAINMENT MERCHANTS ASSOCIATION, et al., Respondents. ______________ On Writ of Certiorari to the United States Court of Appeals for the Ninth Circuit ______________ BRIEF OF AMICI CURIAE INTERNATIONAL GAME DEVELOPERS ASSOCIATION AND ACADEMY OF INTERACTIVE ARTS AND SCIENCES IN SUPPORT OF RESPONDENT ______________ CHRISTOPHER J. WRIGHT Counsel of Record TIMOTHY J. SIMEONE MARK D. DAVIS WILTSHIRE & GRANNIS LLP 1200 18th Street, N.W. Washington, D.C. 20036 (202) 730-1300 [email protected] SEPTEMBER 17, 2010 i TABLE OF CONTENTS Page TABLE OF AUTHORITIES ........................................ ii INTEREST OF AMICUS CURIAE............................. 1 INTRODUCTION AND SUMMARY .......................... 2 ARGUMENT ............................................................... 4 I. VIDEOGAMES ARE AN IMPORTANT MEDIUM OF ARTISTIC EXPRESSION PROTECTED BY THE FIRST AMENDMENT. ................................................... 4 A. The Universe of Modern Videogames. ......... 5 B. The Cultural Significance of Games. ........... 9 II. ANALYSIS OF INDIVIDUAL VIDEOGAMES ILLUSTRATES THAT GAMES, LIKE LITERATURE AND FILM, ARE A SERIOUS MEDIUM OF EXPRESSION EXPLORING COMPLEX MORAL AND SOCIAL ISSUES. ...................... 15 A. Red Dead Redemption. ............................... 15 B. Assassins Creed II. .................................... 20 C. Heavy Rain. ................................................. 25 D. BioShock.