Playing in Fractal Universes: Thinking with Scalable Patterns in Interdisciplinary Game Studies
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Nordic Game Is a Great Way to Do This
2 Igloos inc. / Carcajou Games / Triple Boris 2 Igloos is the result of a joint venture between Carcajou Games and Triple Boris. We decided to use the complementary strengths of both studios to create the best team needed to create this project. Once a Tale reimagines the classic tale Hansel & Gretel, with a twist. As you explore the magical forest you will discover that it is inhabited by many characters from other tales as well. Using real handmade puppets and real miniature terrains which are then 3D scanned to create a palpable, fantastic world, we are making an experience that blurs the line between video game and stop motion animated film. With a great story and stunning visuals, we want to create something truly special. Having just finished our prototype this spring, we have already been finalists for the Ubisoft Indie Serie and the Eidos Innovation Program. We want to validate our concept with the European market and Nordic Game is a great way to do this. We are looking for Publishers that yearn for great stories and games that have a deeper meaning. 2Dogs Games Ltd. Destiny’s Sword is a broad-appeal Living-Narrative Graphic Adventure where every choice matters. Players lead a squad of intergalactic peacekeepers, navigating the fallout of war and life under extreme circumstances, while exploring a breath-taking and immersive world of living, breathing, hand-painted artwork. Destiny’s Sword is filled with endless choices and unlimited possibilities—we’re taking interactive storytelling to new heights with our proprietary Insight Engine AI technology. This intricate psychology simulation provides every character with a diverse personality, backstory and desires, allowing them to respond and develop in an incredibly human fashion—generating remarkable player engagement and emotional investment, while ensuring that every playthrough is unique. -
Virtual Worlds, Real Leaders: Online Games Put the Future of Business Leadership on Display
cyan mag yelo black MAC Virtual Worlds, Real Leaders: Online games put the future of business leadership on display A Global INTERNATIONAL BUSINESS MACHINES CORPORATION NEW ORCHARD ROAD, ARMONK, NY 10504 Innovation ® © International Business Machines Corporation 2007 Outlook All Rights Reserved 2.0 Report SERIOSITY, INC. 2370 WATSON CT., SUITE 110, PALO ALTO, CA 94303 ™ 881832IMPO.Cover1832IMPO.Cover NNC4C4 66/20/07/20/07 112:15:522:15:52 AAMM cyan mag yelo black MAC 881832IMPO.Cover1832IMPO.Cover NNC2C2 66/20/07/20/07 112:16:082:16:08 AAMM mag yelo CG11 MAC GIO 2.0 Report “ If you want to see what business leadership may look like in three to fi ve years, look at what’s happening in online games.” — Byron Reeves, Ph.D.,≠ the Paul C. Edwards Professor of Communication at Stanford University and Co-founder of Seriosity, Inc. 1 881832IMPO.Text1832IMPO.Text NN0101 66/20/07/20/07 112:51:412:51:41 AAMM cyan mag yelo black MAC Game On As the business world becomes more distributed and virtual, do online games offer lessons on the future of leadership? 2 881832IMPO.Text1832IMPO.Text NN0202 66/20/07/20/07 112:51:422:51:42 AAMM cyan yelo black CG11 MAC GIO 2.0 Report What’s next? It’s the simple question that businesses spend millions trying to answer every year, all with the goal of learning what the business world of the future will look like. But there are some elements of this future that are already falling into place. For example, we know that business is becoming increasingly global. -
VU Research Portal
VU Research Portal Higher-order reified adaptive network models with a strange loop Treur, Jan published in Network-Oriented Modeling for Adaptive Networks: Designing Higher-Order Adaptive Biological, Mental and Social Network Models 2020 DOI (link to publisher) 10.1007/978-3-030-31445-3_8 document version Publisher's PDF, also known as Version of record document license Article 25fa Dutch Copyright Act Link to publication in VU Research Portal citation for published version (APA) Treur, J. (2020). Higher-order reified adaptive network models with a strange loop. In J. Treur (Ed.), Network- Oriented Modeling for Adaptive Networks: Designing Higher-Order Adaptive Biological, Mental and Social Network Models (pp. 187-208). (Studies in Systems, Decision and Control; Vol. 251). Springer International Publishing AG. https://doi.org/10.1007/978-3-030-31445-3_8 General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal ? Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. -
Block Universes and Strange Loop Phenomena In
STRANGE TIME: BLOCK UNIVERSES AND STRANGE LOOP PHENOMENA IN TWO NOVELS BY KURT VONNEGUT by Francis C. Altomare IV A Thesis Submitted to the Faculty of The Dorothy F. Schmidt College of Arts and Letters in Partial Fulfillment of the Requirements for the Degree of Master of Arts Florida Atlantic University Boca Raton, Florida August 2010 ACKNOWLEDGEMENTS The author wishes to express his most sincere thanks to those instrumental in the completion of this thesis, especially Dr. Thomas Martin, Dr. Steven Blakemore, and Dr. Don Adams, all of whose comments and guidance were invaluable in its preparation. In addition, he would like to thank Dr. Nicholas Reboli, Dr. Douglas R. Hofstadter, and Dr. Thomas Goodmann for providing crucial inspiration for this project. The support of Joanne Weiner and the author's colleagues at Private Tutoring Services, Inc. is also greatly appreciated. Lastly, the author would like to thank his family for their unyielding support during the completion of this manuscript. iii ABSTRACT Author: Francis C. Altomare IV Title: Strange Time: Block Universes and Strange Loop Phenomena in Two Novels by Kurt Vonnegut Institution: Florida Atlantic University Thesis Advisor: Dr. Thomas L. Martin Degree: Master of Arts Year: 2010 Einsteinian relativity forever altered our understanding of the metaphysics of time. This study considers how this scientific theory affects the formulation of time in postmodern narratives as a necessary step toward understanding the relationship between empirical science and literary art. Two novels by Kurt Vonnegut, The Sirens of Titan and Slaughterhouse-Five, exemplify this synthesis. Close readings of these texts reveal an underlying temporal scheme deeply informed by relativity. -
Mmozine Issue 9
FREE! NAVIGATE Issue 9 | January 2009 FREE FOOTBALL MANAGER LIVE FOR A YEAR + LOADS OF SEGA STUFF! + PREVIEWED Darkfall MMOZine The old school revival Free Magazine For MMO Gamers. Read it, Print it, Send it to your mates is close at hand EXCLUSIVE #1 + REVIEWED Football Manager Live It’s time to really get the EXCLUSIVE #2 season started LEADING THE CHARGE OF THE FREE! + LONG TERM TEST THE MINES OF MORIA ATLANTICA ONLINE BACK TO BASICS Delving deep inside Earth and beyond in this World Of LOTRO’s latest expansion magical combat MMOG Warcraft The Journey Begins CONTROL NAVIGATE |02 Contents WIN! QUICK FINDER DON’T MISS! A GRAPHICS Every game’s just a click away This month’s highlights… CARD! Global Agenda Darkfall Welcome Infinity: The The Chronicles Quest for Earth of Spellborn RUNES Shin Megami Lord of the to Darkfall Tensei Rings Online: When in comes to choosing an online world, OF MAGIC Enter the light Champions Online Mines of Moria most of us are happy to pay monthly charges, Horsing around for free Free Realms Football believing that a more consistent experience is Stargate Worlds Manager Live guaranteed when equal fees apply to all. The Tabula Rasa Atlantica Online misnomer over ‘free-2-play’ games is that they are Tears Saga shoddy in comparison, when the truth is that f2p EVE Online: games still require sustainable levels of investment. Apocrypha The difference is that those who can’t or won’t Runes of Magic pay are still allowed in, while those with money can pay extra and buy in-game luxuries. -
Innovation Management in the Massively Multiplayer Online Game Industry Master Thesis
Innovation management in the Massively Multiplayer Online game industry Master Thesis Copenhagen Business School 2013 CM – SOL Strategy, Organization and Leadership Hand in date: 14.10.13 STU 180.009 Pages: 85 Supervisor: Niels Bjorn Andersen Thorkell Olafur Arnason _________________________________ 1 Abstract The video game industry had its start in the 1970s where it began as few amateur programmers creating video games over the span of several weeks. Today this industry has revenues of billions of dollars in the United States alone and its projects are larger and create more revenue than the movie industry. The consumers are no longer boys in their teens but rather men and women in their 30s. One part of the video game industry is a different from the rest, with games focusing on team-work and socializing in a persistent world. This is the Massively Multiplayer Online game or MMO. Millions of people pay subscription to play these games, to access the world of the game. But as these games are ever changing the developers must continually iterate on these games and innovate in order to keep the player interested. In this industry I look for an answer to the question: “How does a Massively Multiplayer Online game company manage the innovation of a product?”. To answer this question I begin by applying Van de ven et al.’s Process Model to the innovation process of a new MMO. This new MMO is Dust 514, the latest game from CCP Games, the developers and publishers of EVE Online, an MMO that came out in 2003 and is still growing every year, with 500.000 players in 2013. -
Users in Control: Episode 11 a Fresh Perspective on Accessibility
Users in Control: Episode 11 A Fresh Perspective on Accessibility Game Access: All About EVE by Mike Phillips I’m a sci-fi geek. I make no allusions toward oth- enormous variety of gameplay options, giving no erwise. I adored Star Wars until Lucas went insane two players the same experience. So, what does and wrecked it. My girl and I fell in love watching that mean exactly? Well, in EVE, players take Battlestar Galactica and Doctor Who. I own Firefly on the role of pilot at the helm of their very own the complete series on DVD. I read Ender’s Game starship. Players can command anything from small in a crazy three-day marathon. I’ve seen A Scan- scout ships, to industrial mining frigates, to deadly ner Darkly sixteen times, fivein the theater. That’s battlecruisers. There are endless ways to live in right, I’m a lunatic. As far as Mac gaming goes, the world of EVE. For instance, one can journey however, sci-fi pickings have been historically slim, the galaxy smuggling contraband from one sector especially for SwitchXS users. There’s Starcraft, to another, mine asteroid fields for profit, or even then we have Starcraft. We also have Starcraft – oh, play the outlaw, killing other players in cold-blood. EVE Online lets players customize their ships to fit their and Knights of the Old Republic. Now, though, we The depth of EVE is absolutely amazing; there’s gameplay style have a brand-new contender, EVE Online. definitely no questioning it. Yet, gameplay aside, EVE Online is the most recent massively multi- is it playable for SwitchXS users? Short answer: with the keyboard mainly reserved for interface player online game (MMOG) to hit Mac OS X. -
We Happy Few –
We Happy Few – E La Pillola Va Giù Come tutti sappiamo, We Happy Few, è un titolo dalla storia travagliata, presentato ormai nel lontano 2015 e arrivato in questi giorni, ben diverso da quanto prospettato. La campagna Kickstarter atta a finanziare il progetto è stata una manna per Compulsion Games ma anche una spada di Damocle, in quanto, dopo vari rinvii, l’uscita del titolo non poteva più esser posticipata. Terminato il lungo periodo di early access, Wellington Wells è pronta per essere esplorata, un’isola avvolta dal mistero ma anche da tanti elementi da rifinire. Sembra talco, ma non è… Inghilterra, 1960, ma non quello che pensate: la Seconda Guerra Mondiale è stata vinta dalla Germania e, come in altre ucronie, questo ha portato molti cambiamenti nella società. Ma c’è una città particolare, un luogo isolato, che ha deciso di dimenticare il passato vivendo in allegria e spensieratezza: Wellington Wells è la vera protagonista del titolo, propriocome Rapture per Bioshock, anche se con le dovute proporzioni. Tra gli abitanti circola una speciale “medicina”, la Joy, capace di regalare subito benessere, rendendo luminosa anche una lugubre giornata; ed ecco quindi che la città pullula di vita, lontana dalle tragedie vissute durante il conflitto, cui nessuno sembra ricordarsene. A dir la verità, questo espediente non è nuovo: si pensa subito al Soma di Brave New World di Aldous Huxley, ma anche a Naruto e al suo Tsukuyomi Infinito o persino a Code Geass: Lelouch of the Rebellion e alla droga Refrain. Come rendere dunque originale un espediente narrativo già abusato in numerose opere? Ci pensa il comparto artistico a mettere una pezza, ma anche la caratterizzazione dei protagonisti con i loro dialoghi a renderci quasi alieni di fronte alle bizzarie che ci troveremo davanti. -
Gödel's Quintessential Strange Loop
Chapter 16 IAASL – Chapter 10: G¨odel’s Quintessential Strange Loop These are questions for chapter 10 of Douglas Hofstadter’s new book “I am a Strange Loop” 16.1 G¨odel’s Theorem The purpose of this reading was to get an intuitive idea of the steps involved in the proof of G¨odel’s first incompleteness theorem. I will be following Hofstadter’s presentation because I believe it is accessible and also does not betray the spirit of the proof. I cannot possibly provide G¨odel’s original proof in two hours, but I will provide references for further inquiry. Below are some references worth noting. 16.2 References “G¨odel’s Proof” by Ernest Nagel, James R. Newman — This was the book which originally • inspired Douglas Hofstadter. Very accessible. “The Unknowable” by Gregory J. Chaitin. Accessible at www.umcs.maine.edu/~chaitin • /unknowable/ — Chaitin is a remarkable mathematician and originator of algorithmic infor- mation theory. Here he implements a proof in LISP. Highly recommended. Appropriate for undergraduates. “G¨odel’s Theorem: an Incomplete Guide to its Use and Abuse” by Torkel Franz`en — A must • buy for anyone wishing to cut the fat regarding the popularization of G¨odel’s incompleteness theorems. Good, but requires a little mathematics. “Fundamentals of Mathematical Logic” by Peter G. Hinman — I used this as a textbook for • my Math Logic and Recursion Theory class as an undergrad. Not very friendly to the faint of heart, but mathematical precise and sweeping in its treatment. Has pretty much everything. 48 16.3 Questions 1. -
Paradoxical Indie Games
Paradoxical Indie Games A Critical Study of Game Violence in Multitudinous Indie Games David ten Cate (6294294) Honours Bachelor Thesis Media and Culture 2019-2020, 4th term Utrecht University Supervisor Joost Raessens Annotation Style Chicago Notes and Bibliography 11540 words June 26, 2020 Image on the cover: A big climate strike in Hamburg, Germany on September 20, 2019.1 Added to the original photo is the shooting interface of September 12th: A Toy World (2003). 1 “IN PICTURES: Germany takes to the streets in global climate strike,” The Local, accessed June 25, 2020, https://www.thelocal.de/20190920/in-pictures-germany-takes-to-the-streets-in-the-global-climate-strike. 2 Table of Contents Abstract.................................................................................................................................4 Honours Justification ...........................................................................................................5 Introduction ..........................................................................................................................6 CHAPTER I: Towards a Critical Understanding of Game Violence .................................9 1.1 Conceptualizing Game Violence ..................................................................................... 10 1.2 Explicit Violence: Playing the Soldier............................................................................. 13 1.3 Implicit Violence: The Multitudinous Indie and its Symbolic Violence ........................... 15 1.4 Games -
7 Multi-Player Online Role-Playing Games
7 Multi-Player Online Role-Playing Games Mark Chen; Riley Leary; Jon Peterson; David Simkins This chapter describes multiplayer online role-playing games (MORPGs) where players participate through networked connections to collectively build a narrative or experience with a game that persists independent of who is logged in. We discuss two main traditions of these games (see Chapter 8 for an emerging tradition): 1. Multi-User Dungeons (MUDs), and 2. Massively Multiplayer Online Role-Playing Games (MMORPGs). MUDs and MMORPGs generally allow for a “massive” amount of players—sometimes hundreds, thousands, or tens of thousands of players who simultaneously engage in the same game. Most MUDs and MMORPGs feature worlds where players log in at any time to visit, providing players with a persistent world independent of who is logged in. A variety of agents are at play shaping the multiplayer online RPG form. Creators have introduced novel game systems or narratives while dealing with the affordances of what everyone agrees is an RPG, but creators are also constrained by the technologies of their time rather than inherent limitations in RPGs. There also exists a parallel history in non-digital RPGs and computer role-playing games (CRPGs) that influence the online games. Thus the evolution of MORPGs is not channeled through just one tradition. Thankfully, first-hand accounts of the history of the multiplayer online RPG industry (Bartle, 2010) and first-hand accounts of design and management decisions for specific games (e.g. Morningstar & Farmer, 1991; Curtis, 1996; Mulligan & Patrovsky, 2003) exist. One thing these accounts lack is scrutiny from scholars across multiple disciplines, studying specific player phenomena in online gaming, so this chapter complements the historical timeline with notable scholarly research on player behavior and community engagement. -
VCU Open 2014 Round #5
VCU Open 2014 Round 5 Tossups 1. This character contrasts himself with a slave who "Sleeps in Elsyium" and "Doth rise and help Hyperion to his horse." While discussing a person who is "but a man," he says "the violet smells to him as it doth to me." This character claims "It yearns me not if men my garments wear; / Such outward things dwell not in my desires." After advising "imitate the action of the tiger," he exclaims "the game's afoot!" In a speech, this character imagines names, "familiar in his mouth as household words," that will "be in their flowing cups freshly rememb'red." In that speech, he says "The fewer men, the greater share of honor" and addresses "We few, we happy few, we band of brothers." For 10 points, name this Shakespearian character who delivers the St. Crispin's Day speech before the Battle of Agincourt. ANSWER: Henry V [or Prince Hal; or Harry; prompt on Henry] 252-14-67-05101 2. After having an affair with a shop girl named Ada, one character with this profession is saved by his uncle Gottfried and dismissed by his childhood hero Hassler. Count Andrea Marcosini tries to get a man with this profession drunk after falling in love with his wife Marianna in a short story by Honoré de Balzac. Due to a printer's error, a biography of a moody hypochondriac with this profession is mixed with the autobiography of Tomcat Murr in a work by E. T. A Hoffmann. This profession of Jean-Christophe Krafft and Johannes Kreisler was shared by a man who wrote a "little phrase" that comes to represent the love of Charles Swann and Odette de Crécy.