A Sutileza Do Silêncio
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Fumito Ueda Och Samtalet Mellan Maskin Och Människa
INSTITUTIONEN FÖR KULTURVETENSKAPER Fumito Ueda och samtalet mellan maskin och människa Filip Ekström Kandidatuppsats: 15 hp Program: Kultur, kandidatprogrammet (KP1125) Nivå: Kandidat Termin/år: VT18 Handledare: Ola Stockfelt Examinator: Viveka Kjellmer ABSTRACT University of Gothenburg Department of Cultural Sciences Gothenburg, Sweden Bachelor of Arts – Program in Cultural Sciences, 15.0 higher education credits Graduating Thesis, spring 2018 Author: Filip Ekström Mentor: Ola Stockfelt Examinator: Title: Fumito Ueda – And the Conversation Between Human and Machine This thesis approaches videogame-designer Fumito Uedas three major works, ICO, Shadow of the Colossus and The Last Guardian, through the theories of cybernetics. Mostly those of the philosopher and mathematician Norbert Wiener. With the focus on the relation and communication between the player/human and the videogame/machine/computer. How the a.i-characters through Uedas games develop more and more liberties of being their own individuals, free from the player-characters full control, and how this effects the gameplay and players relation to the machine and his/hers interaction with them. It shows that through the evolution of Uedas a.i-characters, players learn to adapt more to the demands of a computer, and the digitally generated world. And using the communication made available by videogames, is able to adjust to these artificial creatures requirements, just as if they were real beings. Keywords: Cybernetics, videogames, intergration, machine/human interaction 1 INNEHÅLLSFÖRTECKNING -
Playstation Desvela Tráiler De La Historia De Shadow of the Colossus
PlayStation desvela tráiler de la historia de Shadow of the Colossus También al compositor Kow Otani hablando de la espectacular obra maestra que pone música a este videojuego tan especial. Sony Interactive Entertainment (SIE) ha presentado hoy dos nuevos vídeos del remake de Shadow of the Colossus™ para PlayStation®4 (PS4™) en los que se muestran el principio de esta épica historia y al compositor Kow Otani hablando de la espectacular obra maestra que pone música a este videojuego tan especial. En el tráiler de la historia se observan los inicios de la aventura tal y como fue concebida por Fumito Ueda en el videojuego original de PlayStation®2 publicado en 2005. Wander llega a la ciudad prohibida a lomos de su fiel yegua Agro con la bella Mono en sus brazos, la deposita cuidadosamente en el altar del Templo de Adoración y pide al misterioso Dormin que la ayude. Éste le dice que la única manera de ayudarla es derrotar a los 16 colosos que habitan la Tierra Prohibida, unos extraordinarios seres acorazados de dimensiones enormes que deberá encontrar siguiendo el haz de luz emanado de su espada. Uno de los aspectos que hacen de Shadow of the Colossus™ una obra de arte es, sin lugar a dudas, su maravillosa banda sonora. En ella se encuentra música de batalla, ambiental y de victoria y en palabras de su compositor Kow Otani, “Shadow of the Colossus™ ha renacido y el nivel de inmersión es increíble. Al actualizar la música quisimos dar más intensidad al inicio y al final, así que introdujimos más músicos y también instrumentos de cuerda. -
Irrevocability in Games Daniel J
Worcester Polytechnic Institute Digital WPI Interactive Qualifying Projects (All Years) Interactive Qualifying Projects April 2012 Irrevocability in Games Daniel J. White Worcester Polytechnic Institute Michael Lee Grossfeld Worcester Polytechnic Institute Follow this and additional works at: https://digitalcommons.wpi.edu/iqp-all Repository Citation White, D. J., & Grossfeld, M. L. (2012). Irrevocability in Games. Retrieved from https://digitalcommons.wpi.edu/iqp-all/2947 This Unrestricted is brought to you for free and open access by the Interactive Qualifying Projects at Digital WPI. It has been accepted for inclusion in Interactive Qualifying Projects (All Years) by an authorized administrator of Digital WPI. For more information, please contact [email protected]. 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 -
Journal of Games Is Here to Ask Himself, "What Design-Focused Pre- Hideo Kojima Need an Editor?" Inferiors
WE’RE PROB NVENING ABLY ALL A G AND CO BOUT V ONFERRIN IDEO GA BOUT C MES ALSO A JournalThe IDLE THUMBS of Games Ultraboost Ad Est’d. 2004 TOUCHING THE INDUSTRY IN A PROVOCATIVE PLACE FUN FACTOR Sessions of Interest Former developers Game Developers Confer We read the program. sue 3D Realms Did you? Probably not. Read this instead. Computer game entreprenuers claim by Steve Gaynor and Chris Remo Duke Nukem copyright Countdown to Tears (A history of tears?) infringement Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design by Chris Remo Two founders of long-defunct Goichi Suda a.k.a. SUDA51 Fumito Ueda British computer game developer Notable Industry Figure Skewered in Print Crumpetsoft Disk Systems have Emil Pagliarulo Mark MacDonald sued 3D Realms, claiming the lat- ter's hit game series Duke Nukem Wednesday, 10:30am - 11:30am infringes copyright of Crumpetsoft's Room 132, North Hall vintage game character, The Duke of industry session deemed completely unnewswor- Newcolmbe. Overview: What are the most impor- The character's first adventure, tant recent trends in modern game Yuan-Hao Chiang The Duke of Newcolmbe Finds Himself design? Where are games headed in the thy, insightful next few years? Drawing on their own in a Bit of a Spot, was the Walton-on- experiences as leading names in game the-Naze-based studio's thirty-sev- design, the panel will discuss their an- enth game title. Released in 1986 for swers to these questions, and how they the Amstrad CPC 6128, it features see them affecting the industry both in Japan and the West. -
Video Game Trader Magazine & Price Guide
Winter 2009/2010 Issue #14 4 Trading Thoughts 20 Hidden Gems Blue‘s Journey (Neo Geo) Video Game Flashback Dragon‘s Lair (NES) Hidden Gems 8 NES Archives p. 20 19 Page Turners Wrecking Crew Vintage Games 9 Retro Reviews 40 Made in Japan Coin-Op.TV Volume 2 (DVD) Twinkle Star Sprites Alf (Sega Master System) VectrexMad! AutoFire Dongle (Vectrex) 41 Video Game Programming ROM Hacking Part 2 11Homebrew Reviews Ultimate Frogger Championship (NES) 42 Six Feet Under Phantasm (Atari 2600) Accessories Mad Bodies (Atari Jaguar) 44 Just 4 Qix Qix 46 Press Start Comic Michael Thomasson’s Just 4 Qix 5 Bubsy: What Could Possibly Go Wrong? p. 44 6 Spike: Alive and Well in the land of Vectors 14 Special Book Preview: Classic Home Video Games (1985-1988) 43 Token Appreciation Altered Beast 22 Prices for popular consoles from the Atari 2600 Six Feet Under to Sony PlayStation. Now includes 3DO & Complete p. 42 Game Lists! Advertise with Video Game Trader! Multiple run discounts of up to 25% apply THIS ISSUES CONTRIBUTORS: when you run your ad for consecutive Dustin Gulley Brett Weiss Ad Deadlines are 12 Noon Eastern months. Email for full details or visit our ad- Jim Combs Pat “Coldguy” December 1, 2009 (for Issue #15 Spring vertising page on videogametrader.com. Kevin H Gerard Buchko 2010) Agents J & K Dick Ward February 1, 2009(for Issue #16 Summer Video Game Trader can help create your ad- Michael Thomasson John Hancock 2010) vertisement. Email us with your requirements for a price quote. P. Ian Nicholson Peter G NEW!! Low, Full Color, Advertising Rates! -
Michael Nyman
EFFET L OO P SUR... Michael Nyman Michael Nyman (Photo : X.D.R) « Michael Nyman a apparemment découvert comment avoir un pied dans le 18 ème siècle et un autre dans le 20 ème siècle » (Peter Greenaway in Daniel Caux : Peter Greenaway - Editions Dis Voir - 1987) BLABLA Michael Nyman Nationalité : Britannique Naissance : 23 mars 1944 à Londres 1er métier : critique musical Autres : Musicologue, ethno-musicologue, pianiste, claveciniste, compositeur, arrangeur, chef d’orchestre, librettiste, photographe, éditeur …. Signe particulier : Minimaliste Fan de : Henry Purcell Violon d’Ingres : Les musiques de films Michael Nyman (Photo : X.D.R) DU CRITIQUE MUSICAL AU COMPOSITEUR ichael Nyman a étudié le piano et le clavecin au Royal College of Music et au King’s College. A cette époque, il compose déjà mais en 1964, il décide de mettre de côté l’écriture Mmusicale pour travailler en tant que musicologue puis par la suite, il devient critique musical. Ses articles se retrouvent dans des revues comme The Listener, The Spectator... Durant cette période, le monde de la musique contemporaine est fortement imprégné par des compositeurs comme Boulez, Stockhausen, Xenakis… À travers ses articles, Michael Nyman choisit de mettre en lumière des courants musicaux émergents. Dans le même temps, il n’hésite pas à consacrer ses analyses musicales à des genres autres que le classique : le rock, la musique indienne… Cet éclectisme l’amènera plus tard à jouer et composer avec des musiciens issus de divers horizons musicaux. Ainsi, dans le courant des années 1970, il collabore tour à tour avec le groupe de rock anglais The Flying Lizards1, avec le mandoliniste indien U.Shrinivas ou bien encore avec sa compatriote Kate Bush2. -
La Evolución De La Narrativa En El Videojuego Trabajo Final De Grado
La evolución de la narrativa en el videojuego Trabajo final de grado Curso 2018/2019 Javier M. García González Beneharo Mesa Peña Grado en Periodismo Profesor tutor: Dr. Benigno León Felipe Facultad de Ciencias Sociales y de la Comunicación Trabajo final de grado RESUMEN En este trabajo se pretende mostrar los mecanismos y funcionamientos narrativos dentro de la industria lúdica del videojuego, comentando los primeros títulos que fueron creados y la posterior evolución de la narración de sus historias. Asimismo, se analizarán las particularidades entre las mecánicas del videojuego y cómo estas se ajustan a la narrativa a cada género, señalando cuáles son los más populares, cuáles incurren más en disonancias, juegos de autor, así como aquellos títulos que han sentado precedentes a la hora de crear historias en los videojuegos. Como conclusión final, se tratará de mostrar las particularidades y complejidades de un medio que, si bien es menos longevo que el cine, música o la literatura, genera más beneficio que los anteriores en su conjunto. Por otro lado, aunque en sus inicios el videojuego tuviera unos objetivos más limitados, a lo largo de su evolución se ha acercado al lenguaje literario y cinematográfico, creando así una retroalimentación entre estas tres modalidades artísticas. PALABRAS CLAVE Videojuego, narrativa, ludonarrativa, software, interactividad, transmedia, arte, literatura, cine. ABSTRACT The aim of this work is to show the narrative mechanisms and functions within the video game industry, commenting on the first titles that were created and the subsequent evolution of storytelling. Also, It will analyze the particularities between the mechanics of the game and how they fit the narrative to each genre, indicating which are the most popular, which incur more dissonance, author games, as well as those titles that set precedents to create stories in video games. -
British Association for American Studies
Contents Welcome to the University of Birmingham Campus Map Sponsors and thanks Outline Programme Abstracts Session A Session B Session C Session D Session E Session F Session G Session H Session I Wi-Fi and computer access Our campus has full Wi-Fi facilities throughout. Usernames and passwords are available from the registration desk. These codes will also give you access to use the computers in the Mason Lounge (ground floor, Arts Building). Taxis TOA Taxis (black cabs) – 0121 427 8888 Castle Cars – 0121 472 2222 Taxis collect from the East Gate. Welcome to the University of Birmingham The University of Birmingham was established by Queen Victoria by Royal Charter in 1900 and was the UK’s first civic or 'redbrick' university. It is a member of the prestigious Russell Group of research universities and a founding member of Universitas 21. The University grew out of the radical vision of our first Chancellor, Joseph Chamberlain. Birmingham represented a new model for higher education, where students from all religions and backgrounds were accepted on an equal basis. Birmingham has continued to be a university unafraid to do things a little differently, and in response to the challenges of the day. It was a founder member of the National Union of Students and the first university in the country to: be built on a campus model establish a faculty of commerce incorporate a medical school offer degrees in dentistry create a women’s hall of residence have a purpose-built students’ union building The student population now includes around 16,500 undergraduate and 8,000 postgraduate students, making it the largest university in the West Midlands region, and the 11th largest in the UK. -
The Last Guardian Free Download
THE LAST GUARDIAN FREE DOWNLOAD Eoin Colfer | 328 pages | 10 Jul 2012 | Hyperion | 9781423161615 | English | New York, United States The Last Guardian His own development process? August 6th, - Fumito Ueda says the new project has a long way to go before finishing development. Also, Trico's size prevents it from entering small spaces, although not from lack of trying. The The Last Guardian is regurgitated, now suddenly covered in the tattoo-like markings. There are very few games that become legendary for a single moment, a single unforgettable The Last Guardian, but Ico is certainly one of them. While initially stunned by the talismans, Trico overcomes its fear and rescues the Boy, using its partially-healed wings to glide to safety. Inside, they discover the Master of the Valleyan evil being resembling an orb of both darkness and pale light, who controls the Knights and the other Trico-beasts. It upsets our deeply learned patterns of spatial reasoning in video games. Refuses to commit to a release. Retrieved 17 February The Last Guardian distribution:. The Last Guardian received "generally favorable" reviews, according to video game review aggregator Metacritic. Retrieved 13 June The game is so beautiful and amazing with a fascinating story. One including a strange tower that Trico does not dare go The Last Guardian. August 4th, - Shuhei Yoshida: "Team Ico has something really, really good on the way. When it first encounters the Boy, it is hostile, as he is under the direction of the Master. Start a Wiki. There were a hundred games released this year that are more fluid The Last Guardian fun to play minute-to-minute, and dozens that perform with a silky smooth frame rate, yet I'll remember this adventure with Trico long after I've forgotten those. -
UNIVERSIDADE ESTADUAL DE CAMPINAS Instituto De Artes JULIA
UNIVERSIDADE ESTADUAL DE CAMPINAS Instituto de Artes JULIA STATERI O VIDEOGAME E AS COMPLEXIDADES POSSÍVEIS: PROCESSOS DE CRIAÇÃO, EMERGÊNCIA E FRUIÇÃO CAMPINAS 2016 JULIA STATERI O VIDEOGAME E AS COMPLEXIDADES POSSÍVEIS: PROCESSOS DE CRIAÇÃO, EMERGÊNCIA E FRUIÇÃO Tese apresentada ao Instituto de Artes da Universidade Estadual de Campinas como parte dos requisitos exigidos para a obtenção do título de Doutora, na Àrea de Artes Visuais. Orientador: PROF. DR. EDSON DO PRADO PFUTZENREUTER ESTE EXEMPLAR CORRESPONDE À VERSÃO FINAL DA TESE DEFENDIDA PELA ALUNA, E ORIENTADA PELO PROF. DR. EDSON DO PRADO PFUTZENREUTER CAMPINAS 2016 DEDICATÓRIA Dedico este trabalho aos mestres e amigos que se foram tão cedo, deixando um vazio material, ainda que nos iluminando com as recordações de nossas conversas regadas a café. À minha querida amiga e mentora Célia Maria Escanfella, quem me motivou através do exemplo. Ao grande artista e ser humano Wilton Luiz de Azevedo, por ver em seus alunos algo que eles costumavam falhar em reconhecer. AGRADECIMENTOS Deixo a minha mais profunda gratidão ao meu orientador, professor doutor Edson do Prado Pfutzenreuter, pelo voto de confiança depositado na minha figura acadêmica. Este tornou-se o primeiro passo desta árdua jornada de quase quatro anos, entre a introspecção da leitura e a busca de informações pertinentes, dispersas no cenário mercadológico. Agradeço a atenção desinteressada e os conselhos edificantes do professor, filósofo e escritor, professor doutor Paulo Roberto Monteiro de Araújo. Seus pareceres pontuais ofereceram um norte no momento do desespero. Em especial, expresso meu reconhecimento pela dedicação incansável dos meus pais, também professores, – os meus primeiros – enquanto procurei dar sentido à minha pesquisa e carreira docente. -
Reverberations: How Modern Video Game Design
REVERBERATIONS: HOW MODERN VIDEO GAME DESIGN RELIES ON AUDIO AND HAPTIC COMMUNICATION TO ENFORCE RHETORICS OF PROCEDURE AND PLAY by Saunder Waterman Bachelor of Arts (Honours), University of King’s College, 2018 Supervisor: Dr. John Shiga A Major Research Paper presented to Ryerson University in partial fulfillment of the requirements for the degree of Master of Professional Communication In the program of Communications Toronto, Ontario, Canada, 2020 ©Waterman, 2020 Author’s Declaration I hereby declare that I am the sole author of this MRP. This is a true copy of the MRP, including any required final revisions. I authorize Ryerson University to lend this MRP to other institutions or individuals for the purpose of scholarly research. I further authorize Ryerson University to reproduce this MRP by photocopying or by other means, in total or in part, at the request of other institutions or individuals for the purpose of scholarly research. I understand that my MRP may be made electronically available to the public. ii Abstract Modern video games are increasingly becoming a more mature and respected form of storytelling and art. The way in which games can interact with players provides those players with a control over their product that is unmatched by literature or cinema. Games communicate with players in many direct and indirect ways. This paper explores how audio and haptic modes of communication are employed by different types of video games to support both elements of gameplay and the themes and rhetoric that a game possesses. Specifically, this paper focuses on how Super Smash Bros. Ultimate and Legend of Zelda: Breath of the Wild express different aspects of control and procedural rhetoric through audio and haptic communication. -
The Last Guardian Narrating Through Mechanics and Empathy
The Last Guardian Narrating through Mechanics and Empathy Beat Suter In my dream I was flying. Flying through the darkness … I awoke to find myself in a strange cave. I noticed with a start that I was not alone. Beside me lay a great man-eating beast. (The Last Guardian 2016) Thus an older man begins with a deep voice from offstage and tells in retrospect his story, which he experienced as a boy. The poetic beginning is quickly re- placed by the presence of the boy and the beast that have to get familiar with each other and find their way in a foreign environment. Together they learn the mechanics of interaction and progress. The narrative mechanics of the game The Last Guardian couldn’t be easier at first. A boy and an animal find themselves in a chasm, which looks like a dun- geon. The large beast is chained and injured. The boy wakes up from uncon- sciousness and does not know where he is. It quickly becomes clear that the boy and the animal are in mutual dependence to each other. One cannot move for- ward without the other. EMPATHY AND SMALL NARRATIVE INTERPERSONAL INTERACTIONS It takes time for them to get to know each other and develop mutual support and cooperation. It is a slow approach. The boy tries to win the trust of the animal, 310 | Beat Suter which is much more powerful than him. This is the only way he can free the ani- mal from the chain and pull the spears from its wounds.