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Non-Determinism in the Narrative Structure of Video Games
Non-Determinism in the Narrative Structure of Video Games Marcello Arnaldo Picucci Thesis submitted in fulfillment of the requirements for the degree of Doctor of Philosophy School of English Literature, Language and Linguistics Newcastle University July 2015 Abstract At the present time, computer games represent a finite interactive system. Even in their more experimental forms, the number of possible interactions between player and NPCs (non-player characters) and among NPCs and the game world has a finite number and is led by a deterministic system in which events can therefore be predicted. This implies that the story itself, seen as the series of events that will unfold during gameplay, is a closed system that can be predicted a priori. This study looks beyond this limitation, and identifies the elements needed for the emergence of a non-finite, emergent narrative structure. Two major contributions are offered through this research. The first contribution comes in the form of a clear categorization of the narrative structures embracing all video game production since the inception of the medium. In order to look for ways to generate a non-deterministic narrative in games, it is necessary to first gain a clear understanding of the current narrative structures implemented and how their impact on users’ experiencing of the story. While many studies have observed the storytelling aspect, no attempt has been made to systematically distinguish among the different ways designers decide how stories are told in games. The second contribution is guided by the following research question: Is it possible to incorporate non-determinism into the narrative structure of computer games? The hypothesis offered is that non-determinism can be incorporated by means of nonlinear dynamical systems in general and Cellular Automata in particular. -
Monitor 13. Júní 2013
MONITORBLAÐIÐ 24. TBL 4. ÁRG. FIMMTUDAGUR 13. JÚNÍ 2013 MORGUNBLAÐIÐ | mbl.is FRÍTT EINTAK TÓNLIST, KVIKMYNDIR, SJÓNVARP, LEIKHÚS, LISTIR, ÍÞRÓTTIR, MATUR OG ALLT ANNAÐ FYRIR STERKAR OG HREINAR TENNUR fyrst&fremst FIMMTUDAGUR 13. JÚNÍ 2013 MONITOR 3 Óskum ritstjóra vorum og frú til hamingju með frumburðinn! MÆLIR MEÐ... Á NETINU Fótboltahrellirinn Gunnar á Völlum hefur síðastliðin tvö sumur kætt DAVÍÐ ARNAR knattspyrnuáhugamenn með Á 30 SEKÚNDUM frumlegum Fyrstu sex: 190988. myndbands- Uppáhaldsíþrótt: Snjóbretti. innslögum Uppáhaldsbrettamerki: Mintsnow. um Pepsi- Besta brettasvæði landsins: Bláfjöll. deild karla. Uppáhaldsskyndibiti: Domino‘s. Innslögin hafa gjarnan einkennst af ástríðu Gunnars fyrir íþróttinni og er þar gjarnan stutt milli hláturs og gráturs. Gunnar er nú snúinn aftur og verður með innslög á heimasíðu RÚV í sumar. Fyrsti þátturinn fer í loftið á morgun, föstudag, og verður sjáanlegur á ruv.is/gunnar. FYRIR VINI HEMMA OG VALDA Kaffi- og öldurhúsið Nýlenduvöru- verzlun Hemma og Valda tilkynnti á Facebook-síðu sinni í vikunni að staðnum verði lokað í lok vikunnar. Fyrir vikið verður blásið til kveðjuteit- is á morgun, föstudag, þar sem vinum og velunnurum staðarins er boðið að kveðja staðinn með grillsprengdum pylsum og drykk í hönd. Umræddir vinir og velunnar- Mynd/Styrmir Kári ar kveðja staðinn líklega með trega en fyrirvari lokunarinnar var með skemmra lagi en ástæða hennar ku vera að nýr eigandi hússins hafi Ögra fólki á góðan hátt ekki viljað endurnýja leigusamning. Netþátturinn Og hvað? með Davíð Arnari Oddgeirssyni og Emmsjé Gauta verður frumsýndur á MonitorTV í kvöld „Það má búast við dóti sem fólk hefur ekki séð áður og við eigum Varð til í sumaratvinnuleysi mögulega eftir að ögra einhverjum aðeins. -
Video Games and Costume Art -Digitalizing Analogue Methods of Costume Design
Video Games and Costume Art -digitalizing analogue methods of costume design Heli Salomaa MA thesis 30 credits Department of Film, Television and Scenography Master’s Degree Programme in Design for Theatre, Film and Television Major in Costume Design Aalto University School of Arts, Design and Architecture Supervisor: Sofia Pantouvaki Advisors: Petri Lankoski, Maarit Kalmakurki 2018 Aalto University, P.O. BOX 11000, 00076 AALTO www.aalto.fi Master of Arts thesis abstract ! Author Heli Salomaa Title of thesis Video Games and Costume Art - digitalizing analogue methods of costume design Department Department of Film, Television and Scenography Year 2018 Number of pages 100 Language English Degree programme Master's Degree Programme in Design for Theatre, Film and Television, Major in Costume Design Abstract This thesis explores ways of integrating a costume professional to the character art team in the game industry. The research suggests, that integrating costume knowledge into the character design pipeline increases the storytelling value of the characters and provides tools for the narrative. The exploration of integrating a costume professional into game character creation as a process is still rare and little information of costume in games and experiences in transferring an analogue character building skillset into a digital one can be found, therefore this research was generated to provide knowledge on the subject. The research's main emphasis is on immersion-driven AAA-games that employ 3D-graphics and human characters and are either photorealistic or represent stylized realism. Technology for depicting reality is advancing and digital industries have become aware of the extensive skills required to depict increasingly realistic worlds. -
Roles of Female Video Game Characters and Their Impact on Gender Representation
Roles of female video game characters and their impact on gender representation. Author: Paulina Ewa Rajkowska Thesis Supervisor: Else Nygren Master's Thesis Submitted to the Department of Informatics and Media Uppsala University, May 2014 For obtaining the Master's Degree of Social Science In the field of Media and Communication Studies Table of Contents Abstract ...................................................................................................................................... 4 1. Introduction .................................................................................................................... 5 2. Background Information ................................................................................................ 5 What are video games? .................................................................................................. 5 Important terms .............................................................................................................. 7 Evolution of games ......................................................................................................... 8 3. Literature review: ......................................................................................................... 12 Media Effects: .............................................................................................................. 12 The concept of Gender ................................................................................................. 13 Gender in video games ................................................................................................ -
Dérives Postmodernes Du Jeu Vidéo AAA Remember Me
Jeu vidéo et santé psychosociale Journées recherche du Montpellier In Game 2015 Dérives postmodernes du jeu vidéo AAA Remember Me < Emmanuelle Jacques > Laboratoire : RIRRA 21 MCF en Arts plastiques [email protected] < RESUME > Dans cette communication est effectué une analyse sociocritique des processus créatifs du jeu vidéo Remember Me du studio Dontnod Enterteinment. Apparait dans cette œuvre mainstream un imaginaire postmoderne qui résiste aux intentions émancipatrices et critiques d’Alain Damasio. Encapsulé dans un processus industriel, cet auteur de science-fiction va être confronté à une autocensure de l’équipe et une forte inertie dans la réalisation du jeu vidéo Remember Me, initialement nommé Adrift, proche du concept de dérive situationniste. Au cours de sa réalisation, le jeu changera d’orientation idéologique, par respect inconscient d’une sorte de cahier des charges tacite à tout jeu vidéo désireux de se positionner dans la catégorie des jeux AAA. La méthodologie sociocritique postule l’existence de relations entre la création, l’histoire et le contexte sociétal par l’intermédiaire de sociolectes et du concept de sujet culturel. C'est-à-dire que cette réalisation vidéoludique porte en elle dans ses formes et son expressivité, des lacunes et les contradictions de notre société néolibérale. L’enquête sur le processus de création et réalisation montre à travers les conflits et controverses, quelques pathologies sociales de notre société néolibérale. < ABSTRACT > In this paper, a sociocritical analysis of the creative processes of the video game Remember Me by the Dontnod Enterteinment studio is carried out. Appears in this mainstream work a postmodern imagination that resists the emancipatory and critical intentions of Alain Damasio. -
'N' Andy: the Colour Blind Ideology in Video Game Voice Acting
Document generated on 09/30/2021 2:10 p.m. Loading The Journal of the Canadian Game Studies Association Avatar 'n' Andy The Colour Blind Ideology in Video Game Voice Acting Philip Miletic Volume 13, Number 21, Summer 2020 Article abstract Despite recent criticisms that call out blackface in video game voice acting, the URI: https://id.erudit.org/iderudit/1071450ar term “blackface” was and still is seldomly used to describe the act of casting DOI: https://doi.org/10.7202/1071450ar white voice actors as characters of colour. As a result, the act of blackface in video game voice acting still occurs because of colorblind claims surrounding See table of contents the digital medium and culture of games. In this paper, I position blackface in video game voice acting within a technological and cultural history of oral blackface and white sonic norms. I focus on three time periods: the Publisher(s) Intellivision Intellivoice and the invention of a "universal" voice in video games; early American radio in the 1920s-1930s and the national Canadian Game Studies Association standardization of voice; and colorblind rhetoric of contemporary game publishers/devs and voice actors. ISSN 1923-2691 (digital) Explore this journal Cite this article Miletic, P. (2020). Avatar 'n' Andy: The Colour Blind Ideology in Video Game Voice Acting. Loading, 13(21), 34–54. https://doi.org/10.7202/1071450ar Copyright, 2020 Philip Miletic This document is protected by copyright law. Use of the services of Érudit (including reproduction) is subject to its terms and conditions, which can be viewed online. https://apropos.erudit.org/en/users/policy-on-use/ This article is disseminated and preserved by Érudit. -
008NAG August 2013
SOUTH AFRICA’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE Vol. 16 Issue FIVE PC / PLAYSTATION / XBOXXBOX / NINTENDNINTENDOO E3 SUPPLEMENT 32 pages cover all the new games for the next year and beyond NEXT GENERATION TRICK SHOT E3 PREVIEWS 8 INCLUDING Titanfall Command & Conquer The Evil Within Mad Max Murdered: Soul Suspect Watch Dogs E3 supplement brought to you by Editor Michael “RedTide“ James [email protected] Contents Assistant editor Geoff “GeometriX“ Burrows Regulars Staff writer 8 Ed’s Note Dane “Barkskin “ Remendes 10 Inbox Features 14 Bytes Contributing editor Lauren “Guardi3n “ Das Neves 53 home_coded 28 INTO THE PIXEL 2013 64 Everything Else Technical writer Essence of the art Neo “ShockG“ Sibeko Every year at E3, striking works of art from around the video game world are selected to be displayed in all International correspondent Opinion their glory at the Into the Pixel exhibit. This year’s E3 Miktar “Miktar” Dracon 14 I, Gamer saw the tenth anniversary of the renowned exhibition, and it did not disappoint. We’ve collected all the 16 The Game Stalker Contributors featured artworks within the pages of this magazine Rodain “Nandrew” Joubert 18 The Indie Investigator for you to marvel at. Walt “Shryke” Pretorius 20 Miktar’s Meanderings Miklós “Mikit0707 “ Szecsei 69 Hardwired Pippa “UnexpectedGirl” Tshabalala 98 Game Over 44 FIFA 14 Tarryn “Azimuth “ Van Der Byl Soccer! Football! UNICORN JUGGLING! All of these Adam “Madman” Liebman things are deemed incredibly important by the Wesley “Cataclysm” Fick Previews Council of Elders, and so we embarked on a quest to Art director 34 Watch_Dogs discover more. -
Female Characters in Video Games
FEMALE CHARACTERS IN VIDEO GAMES Representation and Character Types Juho Matias Puro Bachelor’s thesis May 2016 Degree Programme in Media ABSTRACT Tampereen ammattikorkeakoulu Tampere University of Applied Sciences Degree Programme in Media and Arts PURO, JUHO MATIAS: Female Characters in Video Games Representation and Character Types Bachelor's thesis 55 pages May 2016 In the recent years there has been a large social movement to indicate different problems in society and culture, whether it is unequal representation, sexism, racism or prejudices, aiming at a more broad, open culture with improved equality on all fronts. Inspired by this movement, the purpose of this thesis is to take a critical look at how women are represented in modern Western video games, and give a summary of the problems. The thesis looks at the most prominent subjects, such as numerical representation and how video games represent female characters, using concepts and terms such as the male gaze and male as norm. The aim is to give a broad look at the overall situation. The focus is also put on different female character types, representation of sexuality and gender traits, with numerous character examples. The main method of evaluating the current state is data collecting, comprising of numerous articles, books, studies and lectures, as well as the thesis author’s work history as a reviewer of video games and video game industry. After evaluating the current situation, the thesis also includes a game project called Roar, designed to showcase a game concept with a variety of different female characters. The story, themes and game mechanics are designed to supplement the character arc of the female hero. -
Enkät. Kvinnliga Hjältar I Spel
nrik v He d a apa l sk Ma DEN KVINNLIGA HJÄLTEN I DATASPELSNARRATIV Hur spelare uppfattar en kvinnlig protagonist THE FEMALE HERO IN VIDEO GAME NARRATIVE How Gamers Perceive a Female Protagonist Examensarbete inom huvudområdet Medier, estetik och berättande Grundnivå 30 högskolepoäng Vårtermin 2015 Jennie Sörensen Handledare: Torbjörn Svenson Examinator: Christo Burman Sammanfattning Datorspel idag utvecklas oftast av män för män. Detta leder till att utbudet av spelhjältar är väldigt snävt, nästan alla spelhjältar är män. Detta examensarbete handlar om hur kvinnliga hjältar framställs i datorspel och hur de uppfattas av spelare. Arbetet fokuserar på spelarens vy och vilka drag de helst ser hos kvinnliga hjältar. Undersökningen handlar om de narratologiska aspekterna hos en karaktär, och den är gjord i samarbete med en systerundersökning som fokuserar på de visuella aspekterna hos den samma. Det har framställt ett antal kvinnliga hjältar baserade på två olika förundersökningar. Karaktärerna har sedan utvärderats med hjälp av kvalitativa semistrukturerade intervjuer. Intervjuerna tar reda på hur åsikter om kvinnliga hjältar skiljer sig mellan män och kvinnor. Resultatet visar att det inte är någon skillnad på vilken karaktär de väljer, men skillnad i vilka saker de baserar sina val på. Ett framtida arbete skulle kunna vara en liknande undersökning som fokuserar på manliga karaktärer. Nyckelord: Datorspel, kvinnliga hjältar, könsroller, narrativa figurer, karaktär. Innehållsförteckning 1 Introduktion ....................................................................................................... -
Anglistentag 2017 Regensburg
Anglistentag 2017 Regensburg Anglistentag 2017 Regensburg Proceedings edited by Anne-Julia Zwierlein, Jochen Petzold, Katharina Boehm and Martin Decker Wissenschaftlicher Verlag Trier Anglistentag 2017 Regensburg Proceedings ed. by Anne-Julia Zwierlein, Jochen Petzold, Katharina Boehm and Martin Decker Trier: WVT Wissenschaftlicher Verlag Trier, 2018 (Proceedings of the Conference of the German Association for the Study of English; Vol. 39) ISBN 978-3-86821-767-4 Umschlaggestaltung: Brigitta Disseldorf © WVT Wissenschaftlicher Verlag Trier, 2018 ISBN 978-3-86821-767-4 Alle Rechte vorbehalten Nachdruck oder Vervielfältigung nur mit ausdrücklicher Genehmigung des Verlags Gedruckt auf alterungsbeständigem und säurefreiem Papier Printed in Germany WVT Wissenschaftlicher Verlag Trier Bergstraße 27, 54295 Trier Postfach 4005, 54230 Trier Tel.: (0651) 41503 / 9943344, Fax: 41504 Internet: http://www.wvttrier.de E-Mail: [email protected] Proceedings of the Conference of the German Association for the Study of English Volume XXXIX Contents Anne-Julia Zwierlein, Jochen Petzold, Katharina Boehm and Martin Decker (Regensburg) Preface ix Section I: Digital Humanities: The Role of the Digital in English Philology Sabine Bartsch (Darmstadt) and Ilka Mindt (Paderborn) Digital Humanities: The Role of the Digital in English Philology 3 Helen Baker and Tony McEnery (Lancaster) Using Corpora to Explore Shadows from the Past: Early Modern Male Prostitution, an Evasive Marginal Identity 9 Nicola Glaubitz (Frankfurt) Zooming in, Zooming out: The Debate on Close -
This Will Come Back to Haunt You: Choice and Time in Life Is Strange by Todd Harper | February 9, 2015
This Will Come Back to Haunt You: Choice and Time in Life is Strange By Todd Harper | February 9, 2015 Let me introduce you to someone. Her name is Max Caulfield, and she is the star of Dontnod Entertainment’s Life is Strange. That’s a better name than what I assume was the original draft version’s: Max Caulfield and the Terrible, Horrible, No Good, Very Bad Day. Max is having a rough time. She’s just discovered she has the power to rewind time while retaining her awareness of events. It just happened to be triggered by witnessing the death of a long lost friend. But all is not lost! Max’s power is used in the game in precisely the ways you imagine it would be: to fix mistakes. Did you give the wrong answer in class? Rewind and give the right one. Say something unintentionally offensive to a classmate? Rewind and say something flattering instead. Sometimes the stakes are a little higher. See a girl get shot right before your eyes? Go back and ring the fire alarm, providing the distraction she needs to escape. The ability to rewind time in games is not a new mechanic, so predicting how Max’s abilities would play out in the game wasn’t hard. Just within the past 15 years, we’ve seen it used in Zelda games (particularly the soon-to-be-re-released Majora’s Mask), the Prince of Persia series, and in shooter/platformer Super Time Force. It’s also at the core of one of the most notorious independent games of all time, Jonathan Blow’s Braid. -
SA Au Capital De 55.615,50 € Siège Social : Métropole 19 134-140 Rue D’Aubervilliers 75019 Paris - France RCS Paris N° 504 161 902
SA au capital de 55.615,50 € Siège social : Métropole 19 134-140 rue d’Aubervilliers 75019 Paris - France RCS Paris N° 504 161 902 DOCUMENT DE BASE En application de son règlement général, notamment de l’article 212-23, l’Autorité des marchés financiers (l’« AMF ») a enregistré le présent Document de Base le 17 avril 2018 sous le numéro I.18-017. Ce document ne peut être utilisé à l’appui d’une opération financière que s’il est complété par une note d’opération visée par l’AMF. Il a été établi par l’émetteur et engage la responsabilité de ses signataires. L’enregistrement, conformément aux dispositions de l’article L621-8-1-I du code monétaire et financier, a été effectué après que l’AMF a vérifié que le document est complet et compréhensible et que les informations qu’il contient sont cohérentes. Il n’implique pas l’authentification par l’AMF des éléments comptables et financiers présentés. Ce document est disponible sans frais au siège social de la Société, ainsi qu’en version électronique sur le site de l’AMF (www.amf-france.org) et sur celui de la Société (www.dont-nod.com). Table des matières 1 PERSONNES RESPONSABLES ................................................................................................................ 8 1.1 RESPONSABLE DU DOCUMENT DE BASE.................................................................................... 8 1.2 ATTESTATION DE LA PERSONNE RESPONSABLE ..................................................................... 8 1.3 RESPONSABLES DE L’INFORMATION FINANCIERE .................................................................