Enduring Design Challenges in Western Roleplaying Video Games
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Why Video Game Genres Fail: a Classificatory Analysis
Syracuse University SURFACE TheSchool oflnformationStudies: Faculty School of InformationStudies (iSchool) Scholarship 2015 Why Video Game Genres Fail: A Classificatory Analysis Rachel I. Clarke Syracuse University, [email protected] Jin Ha Lee University of Washington Neils Clark Follow this and additional works at: http://surface.syr.edu/istpub & Part of the Game Design Commons, and the Library and InformationScience Commons Recommended Citation Clarke, Rachel I.; Lee,Jin Ha; and Clark, Neils, "Why Video Game Genres Fail: A ClassificatoryAnalysis" (2015). TheSchool of Information Studies: Faculty Scholarship. Paper 167. http://surface.syr.edu/istpub/167 ThisArticle is brought to you forfree and open access by the School of Information Studies (iSchool) at SURFACE. It has been accepted forinclusion in TheSchool of InformationStudies: Faculty Scholarship by an authorized adminjstrator of SURFACE. For more information, please contact [email protected]. Running head: WHY VIDEO GAME GENRES FAIL 1 Why Video Game Genres Fail: A ClassificatoryAnalysis Rachel Ivy Clarkee1 University of Washington Information School Jin Ha Lee University of Washington Information School Neils Clark Independent Scholar 1 Corresponding author: Rachel Ivy Clarke, University of Washington Information School, Box 352840, Seattle, Washington 98195-2840, [email protected] Running head: WHY VIDEO GAME GENRES FAIL 2 Abstract This paper explores the current affordances and limitations of video game genre froma library and information science perspective with an emphasis on classificationtheory. We identify and discuss various purposes of genre relating to video games, including identity, collocation and retrieval, commercial marketing, and educational instruction. Through the use of examples, we discuss the ways in which these purposes are supported by genre classificationand conceptualization, and the implications forvideo games. -
Program Notes
NSEME 2018 Installations (ongoing throughout festival) Four4 (1991, arr. 2017) - room 2009 Anthony T. Marasco, Eric Sheffield, Landon Viator, Brian Elizondo ///Weave/// (2017) - room 2008 Alejandro Sosa Carrillo (1993) Virtual Reality Ambisonic Toolkit (2018) - room 2011 Michael Smith (1983) Within, Outside, and Beside Itself:The Architecture of the CFA - room 2013 Jordan Dykstra (1985) Installations Program Notes: Alejandro Carrillo “///Weave///” A generative system of both random and fixed values that cycle over a period of 6 minutes. By merging light and sound sine waves, parameters such as frequency, amplitude and spatialization have been mapped into three sound wave generators or voices (bass line, harmonies and lead) and three waveforms from a modular video synthesizer on MaxMSP aiming to audiovisual synchronicity and equivalence. Jordan Dykstra “Within, Outside, and Beside Itself: The Architecture of the CFA” A performance which plays not only with the idea of lecture-performance as a musicological extension of history, narrative, and academic performance-composition Within, Outside, and Beside Itself: The Architecture of the CFA also addresses how the presenta- tion of knowledge is linked to the production of knowledge through performance. I believe that creating space for new connections through creative presentation and alternative methodologies can both foster new arenas for discussion and coordinate existing relationships between academia and the outside world. A critique regarding how the Center for the Arts at Wesleyan University func- tions as an academic institution, as well as its physical role as the third teacher, my lecture performance playfully harmonizes texts from art historians at Wesleyan University, archaeologists, critical theorists, YouTube transcriptions, quotes from the founder of the Reggio Emilia school, and medical journal articles about mirror neurons. -
Folha De Rosto ICS.Cdr
“For when established identities become outworn or unfinished ones threaten to remain incomplete, special crises compel men to wage holy wars, by the cruellest means, against those who seem to question or threaten their unsafe ideological bases.” Erik Erikson (1956), “The Problem of Ego Identity”, p. 114 “In games it’s very difficult to portray complex human relationships. Likewise, in movies you often flit between action in various scenes. That’s very difficult to do in games, as you generally play a single character: if you switch, it breaks immersion. The fact that most games are first-person shooters today makes that clear. Stories in which the player doesn’t inhabit the main character are difficult for games to handle.” Hideo Kojima Simon Parkin (2014), “Hideo Kojima: ‘Metal Gear questions US dominance of the world”, The Guardian iii AGRADECIMENTOS Por começar quero desde já agradecer o constante e imprescindível apoio, compreensão, atenção e orientação dos Professores Jean Rabot e Clara Simães, sem os quais este trabalho não teria a fruição completa e correta. Um enorme obrigado pelos meses de trabalho, reuniões, telefonemas, emails, conversas e oportunidades. Quero agradecer o apoio de família e amigos, em especial, Tia Bela, João, Teté, Ângela, Verxka, Elma, Silvana, Noëmie, Kalashnikov, Madrinha, Gaivota, Chacal, Rita, Lina, Tri, Bia, Quelinha, Fi, TS, Cinco de Sete, Daniel, Catarina, Professor Albertino, Professora Marques e Professora Abranches, tanto pelas forças de apoio moral e psicológico, pelas recomendações e conselhos de vida, e principalmente pela amizade e memórias ao longo desta batalha. Por último, mas não menos importante, quero agradecer a incessante confiança, companhia e aceitação do bom e do mau pela minha Twin, Safira, que nunca me abandonou em todo o processo desta investigação, do meu caminho académico e da conquista da vida e sonhos. -
Guide 2020 Games from Spain
GUIDE GAMES 2020 FROM SPAIN Message from the CEO of ICEX Spain Trade and Investment Dear reader, We are proud to present the new edition of our “Guide to Games from Spain”, a publication which provides a complete picture of Spain’s videogame industry and highlights its values and its talent. This publication is your ultimate guide to the industry, with companies of various sizes and profiles, including developers, publishers and services providers with active projects in 2020. GAMES Games from Spain is the umbrella brand created and supported by ICEX Spain Trade and Investment to promote the Spanish videogame industry around the globe. You are cordially invited to visit us at our stands at leading global events, such us Game Con- nection America or Gamescom, to see how Spanish videogames are playing in the best global production league. Looking forward to seeing you soon, ICEX María Peña SPAIN TRADE AND INVESTMENT ICT AND DIGITAL CONTENT DEPARTMENT +34 913 491 871 [email protected] www.icex.es GOBIERNO MINISTERIO DE ESPAÑA DE INDUSTRIA, COMERCIO Y TURISMO EUROPEAN REGIONAL DEVELOPMENT FUND A WAY TO MAKE EUROPE GENERAL INDEX ICEX | DISCOVER GAMES FROM SPAIN 6 SPANISH VIDEOGAME INDUSTRY IN FIGURES 8 INDEX 10 DEVELOPERS 18 PUBLISHERS 262 SERVICES 288 DISCOVER www.gamesfromspain.com GAMES FROM SPAIN Silvia Barraclough Head of Videogames Animation and VR/AR ICEX, Spain Trade and Investment in collaboration with [email protected] DEV, the Spanish association for the development and +34 913 491 871 publication of games and entertainment software, is proud to present its Guide to Games from Spain 2020, the perfect way to discover Spanish games and com- panies at a glance. -
Soul of Zelda: a Memoir of an Ephemeral Being Mitchell Kopitch A
Soul of Zelda: A Memoir of an Ephemeral Being Mitchell Kopitch A thesis submitted in partial fulfillment of the requirements for the degree of Master of Fine Arts University of Washington 2018 Committee: Ted Hiebert Sarah Dowling Program Authorized to Offer Degree: Interdisciplinary Arts and Sciences ©Copyright 2018 Mitchell Kopitch University of Washington Abstract Soul of Zelda: A Memoir of an Ephemeral Being Mitchell Kopitch Chair of the Supervisory Committee: Ted Hiebert School of Interdisciplinary Arts and Sciences Hybrid document of memoir and fiction concerning fantasy, video games, and the ways in which game design nuance can be found in every day life. Particular attention is put on The Legend of Zelda from 1986, the first 3D Zelda installment, Ocarina of Time in 1998, and Dark Souls from 2011. This is a fictional story heavily inspired by those games and many others, but the story and characters are original, including a queer/gender bending protagonist. The story-line is a creative work that emulates the underlining philosophy of fantasy video games such as Zelda and Dark Souls, re-imagining video game design and personal gaming experiences as prose. 1 ~ Soul of Zelda ~ A Memoir of an Ephemeral Muse by Mitchell Kopitch Turn Page1 1 Book Equivalent of “Press Start”. 2 WORLD SELECTION: Poetics Statement Introduction: By the Author World I I-I: Intro Cinematic Interlude #1 - On Psychiatry I-II: Opening Interlude #2 - A Connection I-III: Character Creator Interlude #3 - Consumption World II II-I: Tutorial Interlude #4 - The Universe as Game II-II: Fast Travel Interlude #5 - On Labors of Love II-III: Mod Interlude #6 - Deprived World III III-I: Open World Interlude #7 - Extremity III-II: Dungeon Crawl Interlude #8 - The Male in the Room III-III: Boss Battle Interlude #9 - Of Demons and Memories Additional Content Attunement Exam 3 Poetics Statement When I parted ways with one of my roommates in college, he gave me his copy of Dark Souls (2011) as a parting gift. -
THE CATHOLIC UNIVERSITY of AMERICA Game
THE CATHOLIC UNIVERSITY OF AMERICA Game Design and Architecture A THESIS Submitted to the Faculty of the School of Architecture and Planning Of the Catholic University of America In Partial Fulfillment of the Requirements For the Degree Master of Architecture By Christopher W. Totten Washington, D.C. 2008-2009 Game Design and Architecture Master of Architecture Thesis Coordinator: Matthew Geiss, MArch According to architectural theorist Grant Hildebrand, the attributes of a space can do far more to create a distinct user experience than they have been. Other architects and designers, such as Valve Software’s Chris Chin, blame the lack of distinct experiences on the design methodologies that have descended from those of the Post-Modernist movement. Post- Modernism’s focus on form has generated a largely top-down, two-dimensional design process that allows architects to design from geometric parti sketches. These provide useful, macro- scaled views of their eventual designs through plan, section, and model but fail to allow architects the ability to create the same experiences for occupants that were common before the institution of Post-Modernism, allowing many buildings to only be read by those who are educated in architecture. Architecture students today have reported becoming bored or even frustrated with this outlook on design, which is now the basis of many architecture schools’ curriculums. This project looks to another field of design to which user experience is crucial, game design. Game design focuses on design from the user’s perspective, seeking to create meaningful and memorable experiences, albeit within a fictional game world where reality can be bent and shaped, unlike the world of real architecture. -
Developing Game Worlds: Gaming, Technology, and Innovation in Peru Eduardo Marisca Alvarez
Developing Game Worlds: Gaming, Technology, and Innovation in Peru by Eduardo Marisca Alvarez B.A., Pontifical Catholic University of Peru (2008) Submitted to the Department of Comparative Media Studies/Writing in partial fulfillment of the requirements for the degree of Master of Science in Comparative Media Studies at the MASSACHUSETTS INSTITUTE OF TECHNOLOGY June 2014 c Eduardo Marisca Alvarez, 2014. The author hereby grants to MIT permission to reproduce and to distribute publicly paper and electronic copies of this thesis document in whole or in part in any medium now known or hereafter created. Author.............................................................. Department of Comparative Media Studies/Writing May 9, 2014 Certified by. T.L. Taylor Associate Professor of Comparative Media Thesis Supervisor Accepted by . Heather Hendershot Director of Graduate Studies, CMS Professor of Comparative Media 2 Developing Game Worlds: Gaming, Technology, and Innovation in Peru by Eduardo Marisca Alvarez Submitted to the Department of Comparative Media Studies/Writing on May 9, 2014, in partial fulfillment of the requirements for the degree of Master of Science in Comparative Media Studies Abstract In this work, I've documented the origins, growth and structure of the Peruvian video game industry. Because of its underground origins, the Peruvian game industry provides an alter- native, more organic gateway to developing technology industries than forms of the \technological sublime" that have been recurrent over Peruvian technological history. Driven by creative rather than commercial objectives, people interested in game devel- opment figure out ways to get around gaps in existing training options to acquire the interdisciplinary skills they need to create games | setting up alternative infrastruc- tures to connect to each other, share information, and set up collaborations. -
323266292.Pdf
DOCUMENTO DE TESIS VIDEOJUEGO NUSKU María Camila Durán Ramírez Pablo Andrés Giraldo París Juan Felipe Medrano Lozano Roxanne Montoya Mahecha Rafael Ospina Meléndez Universidad de La Sabana, 2019 1. Introducción 6 2. Objetivos 7 2.1 Objetivo general 7 2.2 Objetivos específicos 8 3. Justificación 8 4. Estado del arte 9 4.1 Referencias 9 4.1.1 Referencias narrativas 9 4.1.2 Referencias de mecánicas 14 4.1.3 Referencias estéticas 17 4.2 Proyectos nacionales 28 4.3 Videojuegos institucionales 33 5. Marco teórico 33 5.1 Role Playing Games (RPG) 33 5.2 Género de acción-aventura 37 5.3 Videojuegos independientes 38 5.4. Panorama colombiano 39 6. Metodología 42 6.1 Metodología general 42 6.2 Flujo de desarrollo del proyecto 44 6.3 Programas utilizados y el papel que jugaron en la producción 45 6.3.1. Unity 45 6.3.2. Photoshop 46 6.3.3. Illustrator 46 6.3.4. After Effects 47 6.3.5. Procreate 48 6.3.6. Animate 49 6.3.7. Github 50 6.4 Retroalimentación y evolución del juego 51 6.4.1 Idea original 51 6.4.2 Trabajo final para taller multimedia 52 6.4.3 Trabajo de grado 56 6.4.4 Cambios por retroalimentación 61 7. Conclusiones 63 1 8. Aprendizajes del proceso de producción 67 9. Anexos 69 9.1. Biblia del videojuego 69 9.1.1. Tagline 69 9.1.2. Logline 69 9.1.3. Sinopsis 69 9.1.4. Historia 70 9.1.4.1 Sinopsis hilo narrativo 70 9.1.4.1.1 Backstory 70 9.1.4.1.2 Presente 72 9.1.4.2 Orden del juego 74 9.1.4.2.1 Orden del prototipo 74 9.1.4.3 Personajes 76 9.1.4.3.1 Principales 76 9.1.4.3.1.1 Sel 76 9.1.4.3.1.2 Nusku 77 9.1.4.3.1.3 Amir 78 9.1.4.3.2 Pueblo -
Polish Game Industry
THE GAME INDUSTRY REPORT 2020 OF POLAND W ASD Enter Shift Alt Ctrl W A S D The game industry of Poland — Report 2020 Authors: Eryk Rutkowski Polish Agency for Enterprise Development Jakub Marszałkowski Indie Games Poland, Poznan University of Technology Sławomir Biedermann Polish Agency for Enterprise Development Edited by Sławomir Biedermann, Jakub Marszałkowski Cooperation: Ministry of Development Ministry of Culture and National Heritage Expert support: Game Industry Conference Published by the Polish Agency for Enterprise Development Pańska 81/83, 00-834 Warsaw, Poland www.parp.gov.pl © Polish Agency for Enterprise Development 2020 ISBN 978-83-7633-434-9 The views expressed in this publication are those of the authors and do not necessarily coincide with activities of the Polish Agency for Enterprise Development. All product names, logos and brands mentioned in this publication are the property of their respective owners. Printing of this publication has been co-financed from the European Regional Development Fund in the framework of the Smart Growth Operational Programme. 4 Table of contents Overview of the gaming sector .............................................................................................................. 7 A game has to stir up emotions Success story of 11 bit studios ............................................................................................................... 11 Global game market growth estimates and drivers ................................................................... 13 To diversify -
Immersive Sims a Game Design Philosophy by Hackers
Immersive Sims A game design philosophy by hackers and D&D nerds H.A.C.K. online meetup Whoami Game developer ■ Tech Manager at Supermassive Games @Guildford ■ Gamelab: Hungarian Indie ■ Stompy Bot: Canadian Indie Dániel Molnár Hacker -Houruck- ■ id tech lineage presentation @Lakat-LAN ■ Open Source Games & Hacking in video games talks @camp++ ■ “Homo Ludens Ludens” /stf/ Disclaimer ■ I haven’t played most of these games when they came out ⤏ Most of them didn’t click at first ⤏ I was more invested in action titles with twitch gameplay ■ It is my new favourite as a gamer ⤏ I was working on a “boomer shooter” concept ⤏ Picked elements from other titles influenced by immersive sims ⤏ And/Or I had a similar thought process to their designers ⤏ Possibly due to my IT background and interest in hacking ■ I find it intellectually challenging to design What is this talk about? Immersive Sims ■ I think it is not a genre, but rather a design direction ⤏ Form of environmental design ⤏ Common narrative trappings ⤏ Game design philosophy ■ I am currently working on my own definition ■ Guildford Interpretation of Immersive Sims ■ Researching relevant games ■ My findings so far from the lense of connections to the hacker subculture What is even a genre? ■ Movies are a bit more clear-cut ■ Video games have broad genres like action,adventure,etc. ⤏ We tend to focus on mechanics and design ⤏ Like First Person Shooter (states camera, and core mechanic) ⤏ And Real Time Strategy (so not turn based) ⤏ Or compare to other titles (Doom clone, Soulslike) ⤏ It can oversimplify or alienate newcomers (Roguelike, Metroidvania) ■ End of the day it is just a label ⤏ Allowing for marketing and meaningful conversations ⤏ For gamers and developers alike Berlin Interpretation of Roguelikes High value factors Low value factors 1. -
Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning
Sport, Ethics and Philosophy ISSN: (Print) (Online) Journal homepage: https://www.tandfonline.com/loi/rsep20 Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning Michael Hemmingsen To cite this article: Michael Hemmingsen (2020): Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning, Sport, Ethics and Philosophy, DOI: 10.1080/17511321.2020.1796773 To link to this article: https://doi.org/10.1080/17511321.2020.1796773 Published online: 29 Jul 2020. Submit your article to this journal View related articles View Crossmark data Full Terms & Conditions of access and use can be found at https://www.tandfonline.com/action/journalInformation?journalCode=rsep20 SPORT, ETHICS AND PHILOSOPHY https://doi.org/10.1080/17511321.2020.1796773 Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning Michael Hemmingsen College of Liberal Arts & Social Sciences, University of Guam, Mangilao, GU, USA ABSTRACT KEYWORDS Speedrunning is a kind of ‘metagame’ involving video games. Video games; speedrunning; Though it does not yet have the kind of profile of multiplayer e- subversion; collective sports, speedrunning is fast approaching e-sports in popularity. knowledge; metagame Aside from audience numbers, however, from the perspective of the philosophy of sport and games, speedrunning is particularly interesting. To the casual player or viewer, speedrunning appears to be a highly irreverent, even pointless, way of playing games, parti cularly due to the incorporation of “glitches”. For many outside the speedrunning community, the use of glitches appears to be cheat ing. For speedrunners, however, glitches are entirely within the bounds of acceptability. -
Zordix Acquires Merge Games June 2021 AGENDA
Zordix acquires Merge Games June 2021 AGENDA Zordix AB (publ) acquires major UK 1. Merge Games publisher and developer Merge 2. Highlights and Opportunities Games. 3. Acquisition History & Strategy 1. MERGE GAMES Introduction • UK-based global publisher and developer of independent video games, with a portfolio of 6 38% own and shared IPs IPs Revenue CAGR* Executive Summary • 100+ games published digitally on PC and console • 80+ games published for distribution – capitalising on profitable gaps in retail market 16 2010 Employees Founded • Global distribution reach with partners spanning APAC, North America, and Europe Attractive fully or partially owned IP • With its Signature Edition premium brand, Merge offers videogame fans the finest collector’s editions • 30%+ YoY revenue growth driven by 100% growth in digital sales +1 IP to be announced * Net revenue for the period FYE18/19 - LTM Mar’21 1. MERGE GAMES Digital and retail publishing supported by strong IP portfolio ü Full production and marketing implementation ü Long-term earning potential through DLCs, sequels, and back-catalogue ü De-risks retail publishing through proven performance in digital ü High margin and ROI Executive Summary Digital IP and Retail Publishing Publishing and Development and Distribution Distribution ü Stable cash flows ü Incremental distribution revenues not offered by digital-only publishers ü Relationship with top IPs (+ M&A funnel) ü Experience, knowledge, and networks ü Global reach 1. MERGE GAMES 2021 Releases – Digital + Retail * Strong pipeline of top quality IPs with full publishing rights across both digital and retail 2022 Releases - Digital + Retail * Aragami 2 is retail publishing only 1.