The Player in Detroit: Become Human (2018)
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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’. -
Universidade Federal Do Rio Grande Do Sul Faculdade De Biblioteconomia E Comunicação Curso De Publicidade E Propaganda
UNIVERSIDADE FEDERAL DO RIO GRANDE DO SUL FACULDADE DE BIBLIOTECONOMIA E COMUNICAÇÃO CURSO DE PUBLICIDADE E PROPAGANDA DENI ELIEZER SILVA DA SILVA JUNIOR JOGO OU NARRATIVA? Um Estudo de Heavy Rain Porto Alegre 2018 DENI ELIEZER SILVA DA SILVA JUNIOR JOGO OU NARRATIVA? Um Estudo de Heavy Rain Trabalho de Conclusão de Curso apresentado como requisito parcial para obtenção do título de Bacharel pelo Curso de Publicidade e Propaganda da Universidade Federal do Rio Grande do Sul Orientadora: Profa. Dra. Suely Dadalti Fragoso Co-orientadora: Ma. Mariana Amaro Porto Alegre 2018 DENI ELIEZER SILVA DA SILVA JUNIOR JOGO OU NARRATIVA: Um Estudo de Heavy Rain Trabalho de Conclusão de Curso apresentado como requisito parcial para obtenção do título de Bacharel pelo Curso de Publicidade e Propaganda da Universidade Federal do Rio Grande do Sul. Aprovado em ____ de ________________ de _________ BANCA EXAMINADORA Prof. Dr. Breno Maciel de Souza Profa. Dra. Sarah Moralejo 3 UNIVERSIDADE FEDERAL DO RIO GRANDE DO SUL FACULDADE DE BIBLIOTECONOMIA E COMUNICAÇÃO AUTORIZAÇÃO Autorizo o encaminhamento para avaliação e defesa pública do TCC (Trabalho de Conclusão de Cursos) intitulado..................................................... ....................................................................................................................................................... ......................................................................................................................................................, de autoria de .............................................................................................................., -
Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiences
Media and Communication (ISSN: 2183–2439) 2021, Volume 9, Issue 1, Pages 49–61 DOI: 10.17645/mac.v9i1.3205 Article Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiences Rowan Daneels 1,*, Steven Malliet 1,2, Lieven Geerts 3, Natalie Denayer 1, Michel Walrave 1 and Heidi Vandebosch 1 1 Department of Communication Studies, University of Antwerp, 2000 Antwerp, Belgium; E-Mails: [email protected] (R.D.), [email protected] (S.M.), [email protected] (N.D.), [email protected] (M.W.), [email protected] (H.V.) 2 Inter-Actions Research Unit, LUCA School of Arts, 3600 Genk, Belgium 3 Department of Sociology, University of Antwerp, 2000 Antwerp, Belgium; E-Mail: [email protected] * Corresponding author Submitted: 29 April 2020 | Accepted: 21 June 2020 | Published: 6 January 2021 Abstract Emerging research has suggested that digital games can generate entertainment experiences beyond hedonic enjoyment towards eudaimonic experiences: Being emotionally moved, stimulated to reflect on one’s self or a sense of elevation. Studies in this area have mainly focused on individual game characteristics that elicit singular and static eudaimonic game moments. However, such a focus neglects the interplay of multiple game aspects as well as the dynamic nature of eudai- monic experiences. The current study takes a novel approach to eudaimonic game research by conducting a qualitative game analysis of three games (Assassin’s Creed Odyssey, Detroit: Become Human, and God of War) and taking system- atic notes on game experiences shortly after playing. Results reveal that emotionally moving, reflective, and elevating eudaimonic experiences were elicited when gameplay notes suggested a strong involvement with the game’s narrative and characters (i.e., narrative engagement) and, in some cases, narrative-impacting choices. -
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. -
Heavy Rain Trama
Heavy Rain Si potrebbe iniziare col dire semplicemente che Heavy Rain (il cui titolo completo è Heavy Rain: The Origami Killer con relativo “slogan”: “How far are you prepared to go to save someone you love? ”, tradotto in italiano: “Fino a che punto vi spingereste per salvare qualcuno che amate? ”) è un videogioco sviluppato da Quantic Dream in esclusiva per Sony PlayStation3. Invece con in mano un “gioco” del genere, che propone un’esperienza videoludica così innovativa, coinvolgente ed appassionante, si necessita assolutamente di iniziare questa recensione in ben altro modo. Innanzitutto, per la grande innovazione che si vuole dare con questo titolo, mi viene difficile limitare Heavy Rain al genere “videogioco” o “avventura grafica” (proprio in quest’ultima il suddetto viene inserito). E’ da vedersi come un vero e proprio film, un thriller, o come, sì, un’avventura grafica ma che si spinge parecchio nell’assomigliare ad una vera e propria opera cinematografica. David Cage (fondatore di Quantic Dream, nonché autore, tra gli altri, di un capolavoro come Fahrenheit) è l’ideatore di questo appassionante thriller interattivo (come spesso ho visto definire il gioco). Con quest’ultimo, David Cage prende le distanze dal solito concetto di videogioco a cui siamo stati abituati, con l’obiettivo di offrirci puro intrattenimento attraverso strumenti presi in prestito direttamente da Hollywood: il giocatore si catapulterà nel set dove diventerà attore e addirittura regista. C’è da precisare che Heavy Rain non accontenterà tutti, anzi! Molti si annoieranno a causa del ritmo decisamente lento, dal più che largo uso di narrazione riflessiva e, in particolar modo, molti giocatori potrebbero non mandare giù il sistema di controllo (d’altronde pensato per far in modo che il giocatore non distolga mai l’attenzione da ciò che sta succedendo sullo schermo). -
Quantic Dream Hit Heavy Rain Launches on Pc Today
PARIS, JUNE 24, 2019 QUANTIC DREAM HIT HEAVY RAIN LAUNCHES ON PC TODAY Quantic Dream S.A., the French video game studio at the forefront of producing interactive narrative experiences, today released one of its most popular action adventure titles, Heavy Rain™, on PC via the Epic Games store. Players also have the chance to explore a free playable PC demo to preview the game’s PC experience. “Today’s release of Heavy Rain for PC marks our studio’s first initiative as an independent publisher,” said Guillaume de Fon- daumière, co-CEO of Quantic Dream. “Beyond: Two Souls and Detroit: Become Human will soon follow, allowing PC gamers around the world to play our unique multiple award winning and emotion-filled titles.” Fans of the mind-bending thriller will now be able to experience the suspenseful game fully optimized for PC. Players, old and new will get to partake in the hunt for the Origami Killer, living out the narrative from the perspective of four main characters, as they rush to solve the mystery of Shaun Mars’s murder and prevent the killing of another victim. This acclaimed game, previously only available on PlayStation consoles, is brought to PC with stunning vi- suals including 4K resolution, widescreen compatibility, and 60 FPS frame rate. Heavy Rain is now available via the Epic Games store for 19,90€. « Heavy Rain has always been a very special project to me. It was the first time I was writing about my personal expe- rience as a father, the first time I created a game based on something I experienced in real life. -
Požičovňa Hier Detroit Become Human Odporučíme Ti Tie Najlepšie Hity
JARNÝ MAGAZÍN 2018 MÁME VŠETKO PRE MALÝCH, AJ VEĽKÝCH HRÁČOV Hry, konzoly, zberateľské figúrky, aj hernú módu! NOVINKA V BRLOHU POŽIČOVŇA HIER ZO ZÁKULISIA HRY DETROIT BECOME HUMAN NEMÁŠ ČO HRAŤ? ODPORUČÍME TI TIE NAJLEPŠIE HITY Zmena údajov vyhradená pre celý katalóg. www.BRLOH.sk 1 ČO Z NÁS ROBÍ ĽUDÍ? Detroit roku 2038 - mesto omladené zavedením vysoko po- kročilých androidov, ktorí sú tu len preto, aby slúžili ľudstvu. To sa však čoskoro zmení... Vži sa do kože troch rozdielnych androidov vo chvíli, keď tento prekrásny nový svet balancuje na hranici chaosu. Spô- sob, akým povedieš Karu, Connora a Markusa, môže rozhod- núť o živote a smrti - a aj keď niektorí z nich zaplatí najvyššiu cenu, príbeh nekončí... Tvoje rozhodnutia dramaticky zmenia vývoj herného príbe- hu. Čakajú ťa tisícky možností a desiatky možných koncov. Vytváraj ambiciózny a rozvetvujúci sa naratív, v ktorom tvoje rozhodnutia určujú osud nielen troch hlavných postáv, ale ce- lého Detroitu. *Limitovaná ponuka V predaji od 25. 5. 2018 s českými titulkami K predobjednávke získaš fyzický artbook* Prečítaj si príbeh ambiciózneho autora tejto hry na strane 12. 2 www.BRLOH.sk TVORÍŠ, OVLADAŠ, VLADNEŠ THE SIMS 4 Vytvor si Simíka presne ku obrazu svojmu a vydaj sa s ním na životnú púť, ktorá sa v mnohom podobá existencii každého z nás. Spoznaj nových priateľov, vzdelávaj sa, snaž sa získať prácu a hlavne - ži! Sims 4 patrí medzi najobľúbenejšie tituly stajne firmy EA. Simulátor zdanlivo nudnej, dennej rutiny je totiž plný prekvapení. PC verzia obsahuje české titulky. VEĽKÉ ROZŠÍRENIA Predstavujeme ti nové rozšírenia, ktoré do tvojej hry pridávajú štvornohých maznáči- kov! Zakúp svojim Simíkom do domova psov a mačky a navždy zmeň ich životy. -
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 ........................................................................................