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Game Oscars, Recap, and Evaluation
"Every creative act is open war against The Way It Is. What you are saying when you make • “Everything should be as simple as something is that the universe is possible, but not simpler.” – Einstein • Occam (of Razor fame – parsimony, not sufficient, and what it really economy, succinctness in needs is more you. And it does, logic/problem-solving) actually; it does. Go look outside. • “Entities should not be multiplied more You can’t tell me that we are than necessary” • “Of two competing theories or done making the world." explanations, all other things being equal, -Tycho Brahe, Penny Arcade the simpler one is to be preferred.” • Mikhail Kalashnikov (of AK-47 fame) • “All that is complex is not useful. All that is useful is simple.” • “Perfect is the enemy of good” • https://en.wikipedia.org/wiki/Perfect_is_ the_enemy_of_good Course Recap & Game Oscars 2019-11-25 CIOS: The Course Instructor Opinion Survey • Please do CIOS: http://gatech.smartevals.com • Disclaimers: https://www.academiceffectiveness.gatech.edu/resources/cios/ • Please complete. I take them seriously and use them to improve my methods • Should only take 10 to 15 minutes, tops. • Surveys are anonymous, and instructors do not see survey results until 5 days after grades are due. Also, please address comments directly to your instructors. Comments for your regular instructors are shared only with those instructors (not with school chairs or other administrators, as they see the numerical results only), while comments for your TAs are shared with both the TA and their supervising instructor. Announcements • HW 8 due December 2, 23:55 • FINAL EXAM: • Friday, December 6, here. -
LUDIC VISUALS the Visualizations of Game Mechanics
LUDIC VISUALS The Visualizations of Game Mechanics Laura Laakso Master’s Thesis Master of Arts in New Media New Media: Game Design and Production Department of Media School of Arts, Design and Architecture Aalto University 2019 P.O. BOX 31000, 00076 AALTO www.aalto.fi Master of Arts thesis abstract Author Laura Laakso Title of thesis Ludic Visuals: The Visualizations of Game Mechanics Advisor Laura Valojärvi Supervisor Miikka Junnila Department Department of Media Degree program New Media: Game Design and Production Year 2019 Number of pages 167 Language English BSTRACT A There is a lot of systemic information in games, but its visual expression has been a relatively under-researched phenomenon. Earlier research tends to pair the visual presentation of games together with the game narrative. However, game mechanics can also be expressed visually. In this thesis, game mechanics are the parts that form the game system such as the rules, the events, and the pieces of a game. This thesis studies how game mechanics are visualized. My research hypothesis suggests that there are components that consist of both game- mechanical and visual aspects. I have named them ludic visuals. This research identifies and explores the presence of ludic visuals in games from the perspective of what is available for a player. This thesis is largely based on previous game research and various theories of perception and experiencing. The experience of being inside a gameworld is deemed similar to the experience of being inside the real world, which made it possible to approach ludic visuals as functional parts of gameworlds. -
How to Know If It Is Art ? the Case of Video Games
How to know if it is art ? / P Krajewski – Juin 2018 How to know if it is art ? The case of video games Pascal Krajewski Context : Proposal for : Pascal Krajewski et Jorge Martins Rosa, Convocarte N°6-7: Ars Ludens, l'art, le jeu et le ludique, 1st trimester 2019. Index Table of contents: Prolegomena to the question Enrolment in an institutional artistic context Analogy with reputed concomitant arts Integration into an extended fine arts system Identification of universal art markers Election of (Ur) masterpieces Highlighting art compatible principles Conclusion: “to do as if” 1 / 17 How to know if it is art ? / P Krajewski – Juin 2018 How to know if it is art ? The case of video games What good would it be to demonstrate that video game is an art ? Or is not ? Why trying to link it to a discipline is not even eyeing ? Do we wonder if sport is art ? No, sport is sport, and that sounds OK to anyone. Yet, even sport do use occasionally some artistic terms : this player is an artist; that gesture was almost art; such game will stay as a masterpiece of great game; such a sport, played at this level of skills, is reaching art (fencing, skying); and eventually some sports do deserve the adjective of “artistic” since they aim at the beauty of a sequence and not the efficiency of a gesture (figure skating, synchronized swimming). Sport could – by chance, temporarily or specifically – produce “artistic” results, when they prove a perfect mastery allied to a gracious beauty. And even then, they remain sports, because, by vocation, they don't aim at being art. -
Universidade Do Estado Do Rio De Janeiro Centro De Educação E Humanidades Instituto De Letras
Universidade do Estado do Rio de Janeiro Centro de Educação e Humanidades Instituto de Letras Simone Silva Campos Jogos eletrônicos: ficções e playgrounds filosóficos? Rio de Janeiro 2019 Simone Silva Campos Jogos eletrônicos: ficções e playgrounds filosóficos? Tese apresentada como requisito parcial para obtenção do título de Doutor ao Programa de Pós-Graduação em Letras da Universidade do Estado do Rio de Janeiro. Área de concentração: Estudos de Literatura. Orientador: Prof. Dr. João Cezar de Castro Rocha Rio de Janeiro 2019 CATALOGAÇÃO NA FONTE UERJ/REDE SIRIUS/BIBLIOTECA CEH/B C198 Campos, Simone Silva. Jogos eletrônicos: ficções e playgrounds filosóficos? / Simone Silva Campos. – 2019. 222 f.: il. Orientador: João Cezar de Castro Rocha. Tese (doutorado) – Universidade do Estado do Rio de Janeiro, Instituto de Letras. 1. Jogos eletrônicos – Teses. 2. Literatura e tecnologia – Teses. 3. Literatura e sociedade – Teses. 4. Literatura e antropologia – Teses. 5. Literatura e filosofia – Teses. 6. Retórica antiga – Teses. 7. Dialética – Teses. 8. Ficção – Teses. I. Rocha, João Cezar de Castro. II. Universidade do Estado do Rio de Janeiro. Instituto de Letras. III. Título. CDU 82-3:[004:793.7] Bibliotecária: Eliane de Almeida Prata. CRB7 4578/94 Autorizo, apenas para fins acadêmicos e científicos, a reprodução total ou parcial desta tese, desde que citada a fonte. ________________________________________ _________________ Assinatura Data Simone Silva Campos Jogos eletrônicos: ficções e playgrounds filosóficos? Tese apresentada como requisito parcial para obtenção do título de Doutor, ao Programa de Pós-Graduação em Letras da Universidade do Estado do Rio de Janeiro. Área de concentração: Estudos de Literatura. Aprovada em 1º de Julho de 2019. -
NG18 Program (Screen)
PROGRAM 2018 PROGRAM#nordicgame 2017 #nordicgame Welcome to Nordic Game 2018 It’s a great pleasure to welcome you to this fifteenth edition of Nordic Game, the only conference in the world with a dedicated focus on the entire Nordic games industry. Over the years we’ve evolved from a humble regional conference into a truly global industry event, as our vision of a strong, united games community and the values so many of us share - openness, innovation and diversity - have resonated with games industry professionals around the world, and they have been welcomed into our extended family. Of course, we continue to proudly celebrate the sheer quality and variety of games developed in the Nordic countries, and this year’s Nordic Game Awards (Thursday, 24 May from 18:00 in the Unreal Theatre) once again reflects the imagination and vitality of developers from the region we call home. However, our rapidly changing, interconnected industry doesn’t allow us to rest on our laurels, and our opening keynote (Wednesday, 23 May at 11:00 in the Unreal Theatre) brings together a panel of leaders from some of our most prominent Nordic studios to explore key challenges and opportunities for game developers moving forward. True to the many values we share with our extended global family, we’re also introducing a string of talks - the Impact sessions - that delve beyond the albeit important business and technical aspects of game development, to encourage all of us to think more deeply about the real impact of the games we create - and how we create them - on our world. -
Independent Video Games and the Games ‘Indiestry’ Spectrum: Dissecting the Online Discourse of Independent Game Developers in Industry Culture By
Independent Video Games and the Games ‘Indiestry’ Spectrum: Dissecting the Online Discourse of Independent Game Developers in Industry Culture by Robin Lillian Haislett, B.S., M.A. A Dissertation In Media and Communication Submitted to the Graduate Faculty of Texas Tech University in Partial Fulfillment of the Requirements for the Degree of DOCTOR OF PHILOSOPHY Approved Dr. Robert Moses Peaslee Chair of Committee Dr. Todd Chambers Dr. Megan Condis Dr. Wyatt Philips Mark Sheridan Dean of the Graduate School December, 2019 Copyright 2019, Robin Lillian Haislett Texas Tech University, Robin Lillian Haislett, December 2019 ACKNOWLEDGMENTS This is the result of the supremely knowledgeable Dr. Robert Moses Peaslee who took me to Fantastic Fest Arcade in 2012 as part of a fandom and fan production class during my doctoral work. This is where I met many of the independent game designers I’ve come to know and respect while feeling this renewed sense of vigor about my academic studies. I came alive when I discovered this area of study and I still have that spark every time I talk about it to others or read someone else’s inquiry into independent game development. For this, I thank Dr. Peaslee for being the catalyst in finding a home for my passions. More pertinent to the pages that follow, Dr. Peaslee also carefully combed through each malformed draft I sent his way, narrowed my range of topics, encouraged me to keep my sense of progress and challenged me to overcome challenges I had not previously faced. I feel honored to have worked with him on this as well as previous projects. -
UN LINE-UP 2019 RICHE EN ACTION ET ÉMOTION Tous Publics Avec Avertissement Tous
UN LINE-UP 2019 RICHE EN ACTION ET ÉMOTION Tous publics avec avertissement Tous Distribution : SEVEN 7 73, rue de Courcelles 75008 Paris Tél. : 01 56 43 12 00 - Fax : 01 56 43 12 52 email : [email protected] Informations et visuels non contractuels www.sevensept.com PUB LINEUP S7 MM1 Double 2E 3E Trim 2019.indd Toutes les pages 13/02/2019 14:45 UN LINE-UP 2019 RICHE EN ACTION ET ÉMOTION Tous publics avec avertissement Tous Distribution : SEVEN 7 73, rue de Courcelles 75008 Paris Tél. : 01 56 43 12 00 - Fax : 01 56 43 12 52 email : [email protected] Informations et visuels non contractuels www.sevensept.com PUB LINEUP S7 MM1 Double 2E 3E Trim 2019.indd Toutes les pages 13/02/2019 14:45 LES COURSES DU FUTUR ! 26 MARS 2019 SOMMAIREMM1 N255/ FÉVRIER 2018 NEWS 14 REPÈRES DOSSIER : RÉINVENTION DOSSIER DU RETAIL Le retail ne peut plus se contenter des RÉINVENTION DU RETAIL / 14 anciennes recettes. Il doit se réinventer - Alexei Kounine - Selligent - « Retailers : êtes-vous prêt à vous réinventer ? » grâce à de nouvelles idées. Tour d’horizon (Microsoft) des concepts et outils qui pourraient augurer - Qunkai Liu - Alibaba d’un avenir radieux. - La 2e vie du smartphone : un secteur en pleine expansion - Mediaclinic, un 5e magasin pour cette nouvelle franchise 38 - Patrick Richard - Recommerce. 2018 : NOUVEAU DOSSIER CES / 26 MILLÉSIME RECORD - French Tech et EGP au CES 2019 POUR LE CINÉMA - Asus ROG réinvente les codes du gaming au CES - Pixminds en vedette au CES MONDIAL - Les biens techniques franchissent la barre du milliard 2018 a été à nouveau un très bon cru pour les salles de cinéma. -
Several Developers About Their Own Opinions On
Index About the Project and KeenGamer ….....……………………………………………………. 1 Past and Present An Introduction to the Future of Gaming ………...……………...…… 3 Chapter 1 The Future of Video Games Distribution .…...………….……………. 8 Chapter 2 The Future of Virtual Reality Games ….…………………………….. 27 Chapter 3 The Future of Gaming for Social Good ……………………………... 41 Chapter 4 The Future of Video Game Platforms .................................................. 51 Chapter 5 The Future of eSports ........................................................................... 59 Chapter 6 11 Companies that May Build the Road to the Future ......................... 75 Chapter 7 Additional Interviews ........................................................................... 90 Afterword ............................................................................................................. 106 Credits ............................................................................................................. 109 www.keengamer.com © KeenGamer s.r.o. About the Project and KeenGamer I am sure that you are wondering what KeenGamer is and who wrote this eBook. And why should you read it, am I right? Firstly, you are already reading it, which is great and we thank you for your interest. Let‘s be short here and let you dive into more interesting chapters than this one. KeenGamer is just a website for gamers, where you can find all the things you would expect: news, reviews, guides, interviews and much more around great AAA games but also about unknown indie titles. One day, we asked ourselves with the team about what else we could do to enrich our content and differentiate us from our competitors. And because we love games and are all keen to know the future, we realized that everyone is asking all the time what the heck will happen in gaming in few years from now. Certainly there are many theories. That is where we stepped in and tried to provide the most optimistic, pessimistic and realistic points of view on several aspects of the gaming industry. -
Special Topics: Game Oscars
Game Oscars 2018-04-19 Announcements • HW 8 due Apr 22, 23:55 • Extra Credit 1: MOBA competition: Due Apr 22, 23:55 • Extra Credit 2 • The plan is to run the study the weeks of April 16th and 23rd. • https://www.cc.gatech.edu/~surban6/2018sp-gameAI/extra-credit.html • https://tinyurl.com/level-design-study-times • FINAL EXAM: • Thursday, April 26, here. 2:50 PM ‐ 5:40 PM • Like midterm: can bring 2 pages, 5.5”x11”, both sides • Similar in nature to midterm. Learning and action prediction 1. N-grams: Increasing the window size helps initially, but hurts later. Why? 2. What is a hierarchical N-gram and what does it do? 3. What are the 4 processes, each beginning with an "R", commonly used to describe the CBR methodology? 4. The ______ metric is used to find the problem/solution pair in the casebase most related to the new problem, by comparing the relatedness of the features of the new problem to the features of known problems in the casebase. 5. What are some advantages of CBR? Disadvantages? 6. A foundational assumption in CBR is that "Similar problems have _________ __________". ~9minutes in – https://www.youtube.com/watch?v=Etj5ykJugwU CBR: Takeaway 1. Sometimes natural (e.g., law, diagnosis) 2. Cases simplify knowledge acquisition • Easier to obtain than rules • Captures/shares people’s experiences 3. Good for some types of tasks • When perfect models are not available • Faulty equipment diagnosis • Online sales • Legal reasoning • Games 4. Commercial applications • Help-desk systems (e.g., Inference corp.: +700 clients) 5. -
The Design of Indie Games, a Different Paradigm
THE DESIGN OF INDIE GAMES, A DIFFERENT PARADIGM by Enrique Alejandro Pérez Domínguez, “KIX” A dissertation presented to Bayreuth University in fulfillment of the requirements for the degree of PhD First Supervisor Prof. Dr. Jochen Koubek Second Supervisor Prof. Dr. Jens Junge 1 Diese Dissertation von der Friedrich-Naumann-Stiftung für die Freiheit mit Mitteln des Bundesministeriums für Bildung und Forschung gefördert wurde. 2 Dedicated to Koala and Koali 3 SUMMARY This dissertation explores thoroughly the design of the so-called indie games. It portrays in detail the design activities undertaken by indie designers and the design context in which indie games are devised. With this knowledge, a comparison with game design as it has been formulated by academics and game industry veterans is undertaken. This with the purpose of finding out if the design of indie games represents a different paradigm in regard to game design. This work takes the reader through a series of chapters providing the epistemological context to analyze comparatively the design of indie games and game design. The indie games movement is defined and contextualized within indie cultures and put in perspective in relation with mainstream games. The historical and theoretical foundations of game design are also covered. And to get an understanding around what designing implies, theories from the disciplines of design, engineering, architecture and product design are explained. Thirty award-winning designers of indie games at Indiecade and the Independent Games Festivals of the Game Developers Conference participated in this research providing accounts on their repertoire of design activities. These accounts were analyzed using design theoretical standpoints and then composed as a case of study to be compared with game design. -
『Gorogoa』 (Annapurna Interactive) Platform: Nintendo Switch / Xbox One / Ios / Android OS / PC
Press Release September 20, 2018 Game Designers Award 2018 『Gorogoa』 (Annapurna Interactive) Platform: Nintendo Switch / Xbox One / iOS / Android OS / PC Computer Entertainment Supplier’s Association (CESA) Japan Game Awards 2018 (JGA 2018), organized by the Computer Entertainment Supplier’s Association (CESA; Chairman: Hideki Hayakawa), has selected Gorogoa (Annapurna Interactive) as the winner of the Game Designers Award for 2018. The head judge, Mr. Masahiro Sakurai (President of Sora Ltd.) explains the reasons for selecting this title as follows: Gorogoa is a puzzle game in which users progress by moving layers of images, laying them side by side or on top of each other. That description, by itself, may make it seem like a game commonly available, but the splendid art, the unexpected solution, the mysterious story progression and presentation without the use of any text—this software is filled with virtues unique to itself. The Game Designers Award recipient is selected with the utmost emphasis on originality. However, if a title has not become known, it would not be voted for. I don’t think too many people have played Gorogoa. However, many of the judges had played it and awarded it many votes, making it the winner this year for both the number of votes awarded and the number of fans on the panel of judges. For sure, this title is unlike any other. The recipient of this year’s Game Designers Award was selected by 10 top creators representing Japan based on criteria such as creativity and originality. The Game Designers Award will continue to select highly creative works as an indicator for the future growth of the games industry. -
Boutique Indie: Annapurna Interactive and Contemporary Independent Game
Boutique Indie: Annapurna Interactive and Contemporary Independent Game Development Felan Parker, University of Toronto The Game Awards are one of the most prominent awards shows in mainstream gaming culture, celebrating fan-beloved and commercially successful games each December. In 2018, the Mobile Game category included PlayerUnknown’s Battlegrounds and Fortnite: Battle Royale, two wildly popular multiplayer action games, but neither won. Seemingly against all odds and much to the consternation of some gamers, they lost to Florence, a quiet, emotionally resonant game about a romantic relationship, published by a relatively new but already influential actor in the field of independent games, Annapurna Interactive (Patange, 2018). This apparent upset is symptomatic of broader changes in the industry and culture of digital games, in which indie games, once considered a marginal phenomenon, “not only compete with established ‘AAA’ hegemons but also converge with the latter in hybrid configurations and reciprocal dependencies” (de Peuter and Young 2019, 2). Annapurna Interactive is a branch of the independent film company Annapurna Pictures, dedicated to financing and publishing “personal, emotional, and original games that push the boundaries of interactive content and encourage artists to bring new visions to the medium” (Annapurna Pictures, 2016). Although the entry of a Hollywood company into the game industry is nothing new (Brookey, 2010), there is something unique about Annapurna’s approach. Rather than expanding on existing franchises and intellectual properties as is the norm, they publish original games by independent developers in an eclectic variety of genres. Through their well-financed operations, 1 meticulous curatorial and promotional strategies, and distinctive branding, I contend that Annapurna Interactive is fostering a conception of games as a legitimate cultural form that challenges conventional cultural categories and imagined audiences.