Assassin's Creed: a Multi-Cultural Read
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DIE Nächsteation UNSERE EXPERTEN TRENNEN DIE BUZZWORDS VON FAKTEN ANALYSEN UND ERKENNTNISSE VON EPIC, HAVOK UND BUNGIE
JEDE AUSGABE MIT FIRMENREGISTER 04/2013 € 6,90 OFFIZIELLER PARTNER VON DESIGN BUSINESS ART TECHNOLOGY 04 4 197050406909 GENERDIE NÄCHSTEaTION UNSERE EXPERTEN TRENNEN DIE BUZZWORDS VON FAKTEN ANALYSEN UND ERKENNTNISSE VON EPIC, HAVOK UND BUNGIE MEINUNG BEST PRACTICE INTERVIEW ICH HASSE DRM! ODER WIE SICH BEI UNITY3D-ASSETS UBISOFTS JADE RAYMOND ÜBER DOCH WAS ANDERES? RECHENLEISTUNG SPAREN LÄSST DEN NÖTIGEN ERNST IM SPIEL "PHANTASIE, NICHT ERFINDUNG, SCHAFFT IN DER KUNST WIE IM LEBEN DAS GANZ BESONDERE." Joseph Conrad Die Welt, die Sie erschaffen, soll nur durch Ihre Vorstellungskraft limitiert sein – nicht durch die Leistung Ihres Servers. Verschieben Sie Ihre Grenzen. Managed Hosting von Host Europe. Kompromisslose Rechenleistung schon ab € 89 mtl.* Managed Hosting – Rechenpower und individueller Service ▶ Dell® Markenhardware, individuell für Ihre Anforderungen konfiguriert ▶ Hosting im Hightech-Rechencenter mit garantierter Verfügbarkeit und bester Netzanbindung ▶ Managed Service mit festen Ansprechpartnern, 24/7/365 Wartung und Entstörung Mehr Informationen: i www.hosteurope.de/creation Kontakt & Beratung (Mo-Fr: 09-17 Uhr) 02203 1045 2222 www.hosteurope.de *Die einmalige Setupgebühr entfällt. Die Aktion gilt bis zum 31.07.2013. Die Hardware ist individuell konfigurierbar. Die Mindestvertragslaufzeit beträgt 24 Monate – alternative Laufzeiten sind optional möglich. Die Kündigungsfrist beträgt 4 Wochen zum Ende der Laufzeit. Editorial Making Games Magazin 04/2013 UNGERECHTE E3 ie hatten das bessere Line-up, die Next-Gen-Tipps von Havok & Epic Heiko Klinge innovativere Technologie und die Mehr als genug Gründe also, den Shitstorm ist Chefredakteur vom unterhaltsamere Show: Trotzdem mal getrost zu ignorieren und die eigentlichen Making Games Magazin. hat Microsoft das Next-Gen- Auswirkungen der Next Gen in unserem Kräftemessen mit Sony nach Mei- Titelthema ein wenig genauer unter die Lupe nung fast aller Beobachter und zu nehmen. -
Reading the Assassin's Creed Universe
DePaul University Via Sapientiae College of Liberal Arts & Social Sciences Theses and Dissertations College of Liberal Arts and Social Sciences 6-2016 The story of a video game: reading the Assassin's Creed universe Karina Diaz DePaul University, [email protected] Follow this and additional works at: https://via.library.depaul.edu/etd Recommended Citation Diaz, Karina, "The story of a video game: reading the Assassin's Creed universe" (2016). College of Liberal Arts & Social Sciences Theses and Dissertations. 210. https://via.library.depaul.edu/etd/210 This Thesis is brought to you for free and open access by the College of Liberal Arts and Social Sciences at Via Sapientiae. It has been accepted for inclusion in College of Liberal Arts & Social Sciences Theses and Dissertations by an authorized administrator of Via Sapientiae. For more information, please contact [email protected]. The Story of a Video Game: Reading the Assassin’s Creed Universe A Thesis Presented in Partial Fulfillment of the Requirements for the Degree of Master of Arts June, 2016 By Karina Diaz Department of English College of Liberal Arts and Social Sciences DePaul University Chicago, Illinois 1 2 Introduction I have lived my life as best I could, not knowing its purpose, but drawn forward like a moth to a distant moon. And here, at last I discover a strange truth. That I am only a conduit for a message that eludes my understanding. Who are we, who have been so blessed to share our stories like this? To speak across centuries? --Ezio at the end of Assassin’s Creed Revelations Recently, video games have come under the eye of scholars from many fields. -
On Videogames: Representing Narrative in an Interactive Medium
September, 2015 On Videogames: Representing Narrative in an Interactive Medium. 'This thesis is submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy' Dawn Catherine Hazel Stobbart, Ba (Hons) MA Dawn Stobbart 1 Plagiarism Statement This project was written by me and in my own words, except for quotations from published and unpublished sources which are clearly indicated and acknowledged as such. I am conscious that the incorporation of material from other works or a paraphrase of such material without acknowledgement will be treated as plagiarism, subject to the custom and usage of the subject, according to the University Regulations on Conduct of Examinations. (Name) Dawn Catherine Stobbart (Signature) Dawn Stobbart 2 This thesis is formatted using the Chicago referencing system. Where possible I have collected screenshots from videogames as part of my primary playing experience, and all images should be attributed to the game designers and publishers. Dawn Stobbart 3 Acknowledgements There are a number of people who have been instrumental in the production of this thesis, and without whom I would not have made it to the end. Firstly, I would like to thank my supervisor, Professor Kamilla Elliott, for her continuous and unwavering support of my Ph.D study and related research, for her patience, motivation, and commitment. Her guidance helped me throughout all the time I have been researching and writing of this thesis. When I have faltered, she has been steadfast in my ability. I could not have imagined a better advisor and mentor. I would not be working in English if it were not for the support of my Secondary school teacher Mrs Lishman, who gave me a love of the written word. -
Autodesk Games Insight the Latest Scoop from Autodesk Media & Entertainment
Autodesk Games Insight The Latest Scoop from Autodesk Media & Entertainment “HumanIK middleware has been a part of our game engine for all of the Assassin’s Creed titles,” says Oros. 3ds Max and MotionBuilder “With it in our corner, we were confident that we’d be give us an efficient workflow able to address all of our inverse kinematics challenges, more quickly and with no compromises in performance that we really trust to help or results. That is a good feeling to have going into us get the job done. With such a challenging project.” the help of the Autodesk The Results tools, we were able to As Ezio recruits other assassins to his cause, the create a huge amount of brotherhood of the title begins to grow more powerful, and their actions become more benevolent. Helping complex original content to free the Roman people from the Templar and well within our production Borgia’s rule, the brotherhood goes about restoring the oppressed city to grandeur. As they do, the five timeline. districts of Rome clearly evolve through three distinct —Mohamed Gambouz and compelling atmospheres. Art Director “We created three different looks for each of the districts, Ubisoft Entertainment pretty much all from scratch,” explains Mohamed Gambouz, art director at Ubisoft. “3ds Max and Assassin’s Creed: Brotherhood. Image courtesy of Ubisoft. MotionBuilder give us an efficient workflow that we really trust to help us get the job done. With the help of the Autodesk tools, we were able to create a huge Ubisoft uses Autodesk games HumanIK® animation middleware in the company’s amount of complex original content well within our proprietary game engine, to create the biggest Assassin’s production timeline.” technology to create Assassin’s Creed title so far. -
Religious Terrorism
6 O Religious Terrorism errorism in the name of religion has become the predominant model for Tpolitical violence in the modern world. This is not to suggest that it is the only model because nationalism and ideology remain as potent catalysts for extremist behavior. However, religious extremism has become a central issue for the global community. In the modern era, religious terrorism has increased in its frequency, scale of violence, and global reach. At the same time, a relative decline has occurred in secular terrorism. The old ideologies of class conflict, anticolonial liberation, and secular nationalism have been challenged by a new and vigorous infusion of sec- tarian ideologies. Grassroots extremist support for religious violence has been most widespread among populations living in repressive societies that do not per- mit demands for reform or other expressions of dissent. What is religious terrorism? What are its fundamental attributes? Religious ter- rorism is a type of political violence motivated by an absolute belief that an other- worldly power has sanctioned—and commanded—terrorist violence for the greater glory of the faith. Acts committed in the name of the faith will be forgiven by the otherworldly power and perhaps rewarded in an afterlife. In essence, one’s religious faith legitimizes violence as long as such violence is an expression of the will of one’s deity. Table 6.1 presents a model that compares the fundamental characteristics of religious and secular terrorism. The discussion in this chapter will review the -
Gender and the Games Industry: the Experiences of Female Game Workers
Gender and the Games Industry: The Experiences of Female Game Workers by Marsha Newbery BA., University of Winnipeg, 1994 Thesis Submitted In Partial Fulfillment of the Requirements for the Degree of Master of Arts in the School of Communication Faculty of Communication, Art & Technology © Marsha Newbery 2013 SIMON FRASER UNIVERSITY Spring 2013 Approval Name: Marsha-Jayne Newbery Degree: Master of Arts (Communication) Title of Thesis: Gender and the Games Industry: The Experiences of Female Game Workers Examining Committee: Chair: Frédérik Lesage Assistant Professor Alison Beale Senior Supervisor Professor Catherine Murray Supervisor Professor Leslie Regan Shade External Examiner Associate Professor, Faculty of Information, University of Toronto Date Defended/Approved: February 8, 2013 ii Partial Copyright Licence iii Ethics Statement The author, whose name appears on the title page of this work, has obtained, for the research described in this work, either: a. human research ethics approval from the Simon Fraser University Office of Research Ethics, or b. advance approval of the animal care protocol from the University Animal Care Committee of Simon Fraser University; or has conducted the research c. as a co-investigator, collaborator or research assistant in a research project approved in advance, or d. as a member of a course approved in advance for minimal risk human research, by the Office of Research Ethics. A copy of the approval letter has been filed at the Theses Office of the University Library at the time of submission of this thesis or project. The original application for approval and letter of approval are filed with the relevant offices. Inquiries may be directed to those authorities. -
Martyrdom, Suicide, and the Islamic Law of War: a Short Legal History
\\server05\productn\F\FIN\27-1\FIN102.txt unknown Seq: 1 31-DEC-03 14:19 MARTYRDOM, SUICIDE, AND THE ISLAMIC LAW OF WAR: A SHORT LEGAL HISTORY Bernard K. Freamon* INTRODUCTION Religion is the mother of war. Conflicts involving religion are among the most intractable of human disputes. Yet, until recently, wars motivated or influenced by religious ideologies have been confined to small well-defined theaters. Europe’s Thirty Years War, which ended in 1648, appears to be the only exception in the modern history of warfare.1 Indeed, in the last three millennia the world has seen much war but it has not seen a full-scale religious war of global proportions since the end of the Crusades. There is reason to believe that this state of affairs is about to change. The horrific attacks on the World Trade Center and the Pentagon on September 11, 2001, as well as the Western military incursion in Afghanistan, the invasion and conquest of Iraq, and continuing Islamist guerilla attacks and terrorist violence against military and civilian targets in a variety of countries with signifi- cant Muslim populations makes one wonder whether the West2 * Professor of Law and Director, Program for the Study of Law in the Middle East, Seton Hall Law School. Professor Freamon is a Doctor in the Science of Law (JSD) candidate at Columbia Law School. Research support provided by the Seton Hall Law School Faculty Development Fund is gratefully acknowledged. Special gratitude is owed to George P. Fletcher for his vision in suggesting the pursuit of this topic and for his insightful comments on earlier drafts. -
Exergames and the “Ideal Woman”
Make Room for Video Games: Exergames and the “Ideal Woman” by Julia Golden Raz A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Communication) in the University of Michigan 2015 Doctoral Committee: Associate Professor Christian Sandvig, Chair Professor Susan Douglas Associate Professor Sheila C. Murphy Professor Lisa Nakamura © Julia Golden Raz 2015 For my mother ii Acknowledgements Words cannot fully articulate the gratitude I have for everyone who has believed in me throughout my graduate school journey. Special thanks to my advisor and dissertation chair, Dr. Christian Sandvig: for taking me on as an advisee, for invaluable feedback and mentoring, and for introducing me to the lab’s holiday white elephant exchange. To Dr. Sheila Murphy: you have believed in me from day one, and that means the world to me. You are an excellent mentor and friend, and I am truly grateful for everything you have done for me over the years. To Dr. Susan Douglas: it was such a pleasure teaching for you in COMM 101. You have taught me so much about scholarship and teaching. To Dr. Lisa Nakamura: thank you for your candid feedback and for pushing me as a game studies scholar. To Amy Eaton: for all of your assistance and guidance over the years. To Robin Means Coleman: for believing in me. To Dave Carter and Val Waldren at the Computer and Video Game Archive: thank you for supporting my research over the years. I feel so fortunate to have attended a school that has such an amazing video game archive. -
War and Play
WAR AND PLAY Insensitivity and Humanity in the Realm of Pushbutton Warfare MFA Thesis, Electronic Media Arts Design March 11, 2008 Devin Monnens Biography Devin Monnens is a game designer and critical game theorist. He graduated with an MFA degree in Electronic Media Arts Design (eMAD) from the University of Denver in 2008, researching, designing, and critiquing antiwar games. Devin has presented his research at the Southwest/Texas American and Popular Culture Association Conference and at Colorado chapter meetings of the International Game Developers Association (IGDA). An active member of the IGDA, Devin works closely with the Videogame Preservation Special Interest Group (SIG), dedicated to cataloging and preserving videogames as well as their history and culture, and also started the Game Developer Memorials SIG, which records and shares the memories of the lives and work of deceased game developers from around the world. His professional research also includes such diverse topics as narratology, gender and games, socially conscious games, and biogaming, and his work is built upon a foundation of literary theory, art history, and medieval studies. Devin strives to create games that reshape the way we imagine our world, the nature of humanity, and ourselves through the languages of play and simulation, pushing the boundaries of the medium to help games realize their potential as a means of artistic communication. This document is also available at Desert Hat http://www.deserthat.com/ INDEX Introduction 1 Defining Antiwar Games 2 Depictions -
Cloud Gaming: L'ère Du Jeu Streamé
Future TV and Digital Content M19291MRA – December 2019 Cloud Gaming: The Era of Games Streaming Stadia's push to conquer the video game market SAMPLE www.idate.org Laurent MICHAUD – Consultant, Media & Telecoms Unit Project leader Laurent joined IDATE DigiWorld in 2000. Laurent is in charge of all market reports on the gaming industry and more generally, those devoted to digital entertainment. His area of expertise covers technological innovation, market analysis, business strategies, strategic marketing, industry planning, networking, event organisation, coaching… Laurent is Chairman of the Haut-de-France video game fund. He is also a lecturer for IDATE DigiWorld, specialising in video game economics and industrial strategies for multimedia products. He is the co-founder and a member of Push Start, the cluster for video game professionals and future professionals in Occitania. Laurent is also an advisor for the EdTech & Entertainment thematic network for Montpellier Méditerranée Métropole French Tech.. Enlighten your digital future! © IDATE DigiWorld 2019 – p. 2 Cloud Gaming: The Era of Games Streaming Stadia's push to conquer the video game market Contents Tables & Figures 1. Video game streaming 4 > Video game streaming . 1.1. From cloud gaming to Stadia 5 Structure of cloud computing services 9 . 1.2. A technology that renders gaming platforms obsolete 6 . The cloud gaming value chain 11 . 1.3. Cloud gaming challenges 7 . Cloud gaming technology 13 . 1.4. Sony, the cloud gaming leader with over 700,000 subscribers 8 . 1.5. Cloud computing and video games: a natural convergence 9 > Market outlook . 1.6. Saas, PaaS, IaaS: more dematerialised services used for gaming 10 . -
Rethinking the Discourse of Gender and Digital Gaming“
DIPLOMARBEIT Titel der Diplomarbeit „Rethinking the Discourse of Gender and Digital Gaming“ Verfasserin Michaela Kögl angestrebter akademischer Grad Magistra der Philosophie (Mag. phil.) Wien, 2015 Studienkennzahl lt. Studienblatt: A 190 344 350 Studienrichtung lt. Studienblatt: UF Englisch UF Italienisch Betreut von: Ao. Univ.- Prof. Mag. Dr. Eva Zettelmann DECLARATION OF AUTHENTICITY I confirm I have conceived and written this thesis in English all by myself. Quotations from other authors are all clearly marked and acknowledged in the bibliographical references, either in the footnotes or within the text. Any ideas borrowed and/or passages paraphrased from the works of other authors have been truthfully acknowledged and identified in the footnotes. Signature i Acknowledgements I wish to express my sincerest thanks to Prof. Eva Zettelmann who not only inspired and encouraged me to write this thesis but also gave me the time I needed to complete it. I dedicate this paper to my family who has supported me my whole life. To my parents, as without their unconditional support and love, writing this paper would not have been possible. I am especially grateful to my partner Gábor and our son Márton, for their endless love and encouragement through this entire journey. Their support and love is what kept me on track to finish this paper. I also wish to thank my friends, relatives and colleagues who inspired and supported me, knowingly or not. ii Abstract English Children of both sexes show the same interest for technology and sciences only up to a certain age with girls often losing their affection during adolescence. -
Assassin's Creed and Transmedia Storytelling
International Journal of Gaming and Computer-Mediated Simulations Volume 8 • Issue 2 • April-June 2016 Assassin’s Creed and Transmedia Storytelling Connie Veugen, Vrije Universiteit Amsterdam, Amsterdam, Netherlands ABSTRACT Although, the term itself was coined more than ten years ago by Henry Jenkins, transmedia storytelling still needs to be researched as the terminology has proven to be multi-interpretable. Transmedia storytelling involving computer games is even less-well researched. This article will look into both issues. First it will take a critical look at transmedia storytelling to show the difference between it and other terms such as convergence, cross-media storytelling and radical intertextuality. Next, the article will look at the role of games in transmedia storytelling, focusing on the Assassin’s Creed Desmond Saga to determine if games can be used as a narrative element in transmedia storytelling or if games are only a more active way to take part in the storyworld. KeywoRdS Additive Comprehension, Assassin’s Creed, Confluence, Convergence Culture, Cross-media Storytelling, Franchise, Radical Intertextuality, Storyworld, Transmedia Practice, Transmedia Storytelling INTRodUCTIoN As theorists and practitioners have noticed, in the past decade a new type of narrative has emerged, one that is multimedial, non-linear, game-like, participatory, and immersive as Frank Rose states in his book The Art of Immersion (2011). Rose’s term for this new type of storytelling is “deep media” (2011, p. 3). In The Art of Immersion, Rose discusses the diverse aspects of deep media using recent examples such as the Alternate Reality Campaign1 Why So Serious? that preceded the 2008 Batman movie The Dark Knight; the fan twitter accounts for the popular TV-series Mad Men (2007 – 2015), which forced the television company to set up their own official accounts; as well as the often cited TV-series Lost (2004 – 2010).