Inside the Antichamber: How Purposeful Game Design Reveals and Refines Player Archetypes
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Links to the Past User Research Rage 2
ALL FORMATS LIFTING THE LID ON VIDEO GAMES User Research Links to Game design’s the past best-kept secret? The art of making great Zelda-likes Issue 9 £3 wfmag.cc 09 Rage 2 72000 Playtesting the 16 neon apocalypse 7263 97 Sea Change Rhianna Pratchett rewrites the adventure game in Lost Words Subscribe today 12 weeks for £12* Visit: wfmag.cc/12weeks to order UK Price. 6 issue introductory offer The future of games: subscription-based? ow many subscription services are you upfront, would be devastating for video games. Triple-A shelling out for each month? Spotify and titles still dominate the market in terms of raw sales and Apple Music provide the tunes while we player numbers, so while the largest publishers may H work; perhaps a bit of TV drama on the prosper in a Spotify world, all your favourite indie and lunch break via Now TV or ITV Player; then back home mid-tier developers would no doubt ounder. to watch a movie in the evening, courtesy of etix, MIKE ROSE Put it this way: if Spotify is currently paying artists 1 Amazon Video, Hulu… per 20,000 listens, what sort of terrible deal are game Mike Rose is the The way we consume entertainment has shifted developers working from their bedroom going to get? founder of No More dramatically in the last several years, and it’s becoming Robots, the publishing And before you think to yourself, “This would never increasingly the case that the average person doesn’t label behind titles happen – it already is. -
New Game Physics Added Value for Transdisciplinary Teams Andreas Schiffler
. New Game Physics Added Value for Transdisciplinary Teams Andreas Schiffler A dissertation in partial satisfaction of the requirements for the degree of Doctor of Philosophy (Ph.D.) University of Plymouth Supplemented by: Proof of Practice: 1 DVD video documentation, 1 DVD appendices, source code, game executable, and supporting files Wordcount: 76,970 Committee in Charge: Supervisor: 2nd Supervisor: Prof. Jill Scott Dr. Daniel Bisig Zurich University of the Arts (ICS) Zurich University of the Arts (ICST) University of Plymouth University of Zurich (AIL) March 11, 2012 Abstract Andreas Schiffler (2011), `New Game Physics: Added Value for Transdisciplinary Teams', Ph.D. University of Plymouth, UK. This study focused on game physics, an area of computer game design where physics is applied in interactive computer software. The purpose of the re- search was a fresh analysis of game physics in order to prove that its current usage is limited and requires advancement. The investigations presented in this dissertation establish constructive principles to advance game physics design. The main premise was that transdisciplinary approaches provide sig- nificant value. The resulting designs reflected combined goals of game devel- opers, artists and physicists and provide novel ways to incorporate physics into games. The applicability and user impact of such new game physics across several target audiences was thoroughly examined. In order to explore the transdisciplinary nature of the premise, valid evidence was gathered using a broad range of theoretical and practical methodologies. The research established a clear definition of game physics within the context of historical, technological, practical, scientific, and artistic considerations. Game analysis, literature reviews and seminal surveys of game players, game developers and scientists were conducted. -
Press Release
PRESS RELEASE High-resolution documents and images: https://www.cccb.org/en/services/press/gameplay/232580 CCCB Press Department Mònica Muñoz-Castanyer | Rosa Puig T. 93 306 41 23 | [email protected] 1 Produced by With the support of Collaborating media The CCCB is a consortium formed by 2 INDEX 01.- INTRODUCTION ............................................................................................................... 4 02.- EXHIBITION TEXTS .......................................................................................................... 7 INTRODUCTION ................................................................................................................... 7 LEVEL 1: REPLAY. THE ORIGINS OF VIDEO GAMES ....................................................... 7 LEVEL 2: LIQUID NARRATIVES ........................................................................................... 8 LEVEL 3: ART AND THE GAMING ESSAY ....................................................................... 10 LEVEL 4: BREAKING THE MAGIC CIRCLE ...................................................................... 11 LEVEL 5: LUDOPOLIS. GAMIFIED LIVES ........................................................................ 13 03.- GAME POINTS ................................................................................................................ 14 04.- ARTISTIC INSTALLATIONS ............................................................................................ 17 05.- CURATOR BIOS ............................................................................................................ -
Computoredge™ Online — 01/16/09
ComputorEdge 1/16/09 ComputorEdge™ Online — 01/16/09 This issue: Income Tax Calculation Help— Software and on the Web When doing your taxes, there is no need to break out a pencil and calculator. There are software programs and Web sites ready to do the job for you —many of them free. COMPUTER FOCUS: Digital Dave by Digital Dave Digital Dave answers your tech questions. A reader wants to remove "offensive" wallpaper from a computer; Is Microsoft Works compatible with Microsoft Word?; a reader is having trouble deleting e-mails. Income Tax-Preparation Software Programs by Michael J. Ross Software can save your sanity at tax time. The best-known and most commonly used tax-prep products are TurboTax, TaxCut and TaxACT. There are also lesser-known alternatives. Which is right for you? Income Tax Resources Online by Michael J. Ross The Web can help the stressed-out taxpayer. Fortunately, there are a variety of informative resources on the Internet that can be a big help to the stressed-out taxpayer, and we'll take a look at some of the more promising Web sites. Windows Vista Tips and Tricks by Jack Dunning More on Keyboard Shortcuts A reader writes in with more keyboard shortcut suggestions, and Jack offers some tips for creating your own keyboard shortcuts in Windows Vista. Wally Wang's Apple Farm by Wally Wang Macintosh Tax Programs Apple's latest Work '09 suite contains Numbers '09, which can help you get your finances organized for tax time. Also, is Apple withholding the newest iMac and Mac mini models until iLife '09 is ready? And, a look at Contour, a new story-development program. -
Spiel- Und Lernsoftware
WENN AUS FESSELNDEM SPASS ERNST WIRD. Lassen Sie Ihre Kinder mit elektronischen Spielen nicht allein. Elektronische Spiele sind für immer mehr Kinder und Jugendliche die Freizeitbeschäftigung Nr. 1. Dass dieses Hobby Abhängigkeiten bis hin zur Spielsucht schaffen kann, ist vielen nicht bewusst. Da- rum brauchen Kinder beim Entdecken der Medienwelt die Hilfe ihrer Eltern. Tipps gibt es unter www.schau-hin.info EINE INITIATIVE VON SchauHin_AZ_Spielsucht_A4_RZ.indd 1 23.11.09 11:39 Grußwort Liebe Leserinnen und Leser, Köln ist eine lebendige und moderne Medienmetropole und seit einigen Jahren auch ein bedeutender Magnet für alles, was mit elektronischer Unterhaltung zu tun hat. Zahlreiche Spieleentwickler und Spielevertreiber haben sich in den letzten Jahren für den Wirtschafts tandort Köln entschieden. Ein Höhepunkt dieser positiven Entwicklung war sicherlich die im August 2009 zum ersten Mal in Köln stattfindende Computerspielemesse „gamescom“ mit über 245.000 Besuchern. Sie ist laut Veranstalter Europas größte Messe für elektronische und inter aktive Unterhaltung. So wirtschaftlich bedeutsam für Köln diese Entwicklungen sind, so hat gerade die Unter haltungsmesse gezeigt, dass beim Thema Computerspiele die Aspekte des Jugendschutzes und der Medienerziehung ebenfalls einen wichtigen Stellenwert einnehmen. In der Diskussion über elektronische Spiele gibt es bei Eltern und Pädagogen ein hohes Informations und Beratungs bedürfnis. Auf über 300 qm Standfläche boten das Jugendamt der Stadt Köln in Kooperation mit dem Land NRW sowie über 30 medienpädagogischen Partnerinstitutionen den Eltern und Pädagogen eine Vielzahl an Beratungsangeboten und praktischen Hilfestellungen zum sinnvol len Umgang mit interaktiven Unterhaltungsmedien an. Diese Beratungsangebote sorgen dafür, dass die erziehungsverantwortlichen Erwachsenen sich über die elektronische Spielevielfalt und den damit verbundenen möglichen Gefährdungs aspekten für Kinder und Jugendliche informieren können. -
Prey P.11 Command & Conquer P.05 Ubuntu Games P.49 I Think
) m o c . r k c i l F ( y Full Circle h THE INDEPENDENT MAGAZINE FOR THE UBUNTU LINUX COMMUNITY p a r ISSUE #60 - April 2012 g o t o h P o u d B D : o t o h p NNEEWW GGRRAAPPHHIICCSS SSEECCTTIIOONN LEARN GIMP AND INKSCAPE! full circle magazine #60 full circle magazine is neither affiliated wit1h, nor endorsed by, Canonical Ltd. contents ^ HowTo Full Circle Opinions THE INDEPENDENT MAGAZINE FOR THE UBUNTU LINUX COMMUNITY Python - Part 32 p.06 My Story p.28 Linux News p.04 My Desktop p.55 LibreOffice Pt14 p.08 My Opinion p.34 Columns Prey p.11 Command & Conquer p.05 Ubuntu Games p.49 I Think... p.38 GIMP - Beanstalk Pt1 p.14 Linux Labs p.22 Q&A p.45 Review p.40 Inkscape - Intro p.18 Ubuntu Women p.47 Closing Windows p.24 Letters p.42 Graphics The articles contained in this magazine are released under the Creative Commons Attribution-Share Alike 3.0 Unported license. This means you can adapt, copy, distribute and transmit the articles but only under the following conditions: you must attribute the work to the original author in some way (at least a name, email or URL) and to this magazine by name ('Full Circle Magazine') and the URL www.fullcirclemagazine.org (but not attribute the article(s) in any way that suggests that they endorse you or your use of the work). If you alter, transform, or build upon this work, you must distribute the resulting work under the same, similar or a compatible license. -
Paolo Nosenzo, Estetica E Storytelling Negli Indie Game
Università degli Studi di Torino Dipartimento di Studi Umanistici Laurea Magistrale in Cinema e Media Dissertazione Finale Estetica e Storytelling negli Indie Game Relatore: Prof. Alessandro Amaducci Correlatori: Prof. Riccardo Fassone Candidato: Paolo Nosenzo matr. N° 702043 Anno Accademico 2014/2015 INDICE Introduzione: definire un Indie Game ................................................................................................ 4 Capitolo 1: Storia della scena indipendente .................................................................................... 11 1.1 Da mercato frammentato a comunità globale .......................................... 11 1.2 Indie, il nuovo Mainstream...................................................................... 15 1.3 L’evoluzione dello stile indipendente ...................................................... 18 Capitolo 2: Estetica e Graphic Design, il ritorno del Vintage............................. 22 2.1 Pixel Art ................................................................................................... 22 2.1.1 Pixel Art in 2D ................................................................................ 24 2.1.2 Pixel Art in 3D: da quadrati a cubi.................................................. 31 2.2 Il Low Poly .............................................................................................. 36 2.3 Retrò: una rivisitazione in chiave moderna ............................................. 40 Capitolo 3: Astrazione, Minimalismo, e altre soluzioni visive.......................... -
Low Tech Authenticity
High-tech Low-tech Authenticity: The Creation of Independent Style at the Independent Games Festival Jesper Juul Royal Danish Academy of Fine Arts - The School of Design Philip de Langes Allé 10, 1435 Copenhagen K, Denmark [email protected] we are just as likely to associate “independent games” with 1. ABSTRACT particular designs, people, distribution channels, and platforms. Certainly, with independent games, the assumed slick In academic and popular culture commentary, as well as in commercialism of both big budget and casual games is met by a advertising, independent games have been declared a major counter-image of small, cheaply developed, more personal and factor in video game culture in the last few years. At the same experimental games [22]. While the name refers to the financial time, most academic and industry discussions have stated it situation of the developer, it is also used more loosely to impossible to describe independent games in a meaningful way. describe games made on small budget. However, simply Counter to this, this paper examines the history of winning describing the economic conditions of production does not entries in the Independent Games Festival from 2000-2013 and exhaustively capture independent games [58], and commentators identifies the rise of a specific visual Independent Style shared typically focus on the general vagueness of the label [21]. by many independent games, a style that uses contemporary Independent games have been compared to independent music technology to emulate visual styles from earlier times, including and cinema [33] [58], as well as to punk music [50] with its pixel style graphics, sketches and other analog materials. -
Where Do Game Design Ideas Come From? Invention and Recycling in Games Developed in Sweden Ulf Hagen Södertörns University 141 89 Huddinge, Sweden [email protected]
Where Do Game Design Ideas Come From? Invention and Recycling in Games Developed in Sweden Ulf Hagen Södertörns University 141 89 Huddinge, Sweden [email protected] ABSTRACT sequels and licensed games. In this paper I will try to The game industry is often accused for not being original contribute to the discussion by examining the design ideas and inventive enough, making sequels and transmediations behind the games. instead of creating new game concepts and genres. Idea creation in game development has not been studied much In media studies many scholars have observed that the by scholars. This paper explores the origin of game design media landscape of today is characterized by a flow of ideas, with the purpose of creating a classification of the content in between different media forms and individual domains the ideas are drawn from. Design ideas in 25 works. Intertextuality and transmediation are terms that games, developed by the four main game developers in describe aspects of this phenomenon, which Jenkins [11] Sweden, have been collected mainly through interviews sees as a sign of a “convergence culture”. Bolter & Grusin’s with the designers and through artifact analyses of the [3] concept remediation describes how not only content, but games. A grounded theory approach was then used to also representational approaches and styles are used, develop categories “bottom-up” from the collected data. borrowed, reshaped, adapted, and recycled all over the This resulted in four main categories and a number of sub media landscape. They even propose that in contemporary categories, describing different domains that game design culture “all mediation is remediation” [3]. -
Dice & Glory Core Rulebook
RANGER GAMESTM The Ultimate Role-Playing Game The Basic Tools for Any Setting! Create Your Own Spells! Design Your Own Character! Forge Formidable Foes! Play the Ultimate RPG!!! The Only Core Rulebook You Will Ever Need!!! The Only Core Rulebook You Will Ever Need!!! The Ultimate Role-Playing Game Written & Edited By: Artists & Illustrators: Test Players: Contributors: Robert A. Neri Jr. Robert A. Neri Jr. Gary McCorkle Leonel Magaña Layout & Design: Cris Bittner Cris Bittner Gary McCorkle Robert A. Neri Jr. Joseph A. Neri Leonel Magaña Michael Williams II Cover Art: Francisco N. Navarro Francisco N. Navarro Robert Kitson Joseph A. Neri. Robert Kitson Hector Coe Michael Williams II Supplemental Material Coming Soon!: The Great Grimoire: Book of RPG Magic Deep Black (sci-fi setting) Monster Magnus Zombie Horror (horror supplement) High Lore (Fantasy Setting) Codex of Character Classes I First Edition Febuary 2007 D&G Copyright © 2006 Robert A. Neri Jr. All Rights Reserved under the the Universal Copyright Convention. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Robert A. Neri Jr. This product is a work of fiction. Internet Policy: Fans & Players may publicly display and distribute, without profit, material based on DnG (i.e. fansites) but not the original material contained herein or in any other DnG publication without prior written consent. Table of Contents Introduction. 1 Proficiencies. 40 Chapter 1: Character Creation. .2 Skill Points. .40 Race. .2 Skill Ranks. .40 Physical Size. 2 Acquisition of Skills. 40 Base Attributes. .2 Education. 41 Attribute Strata of the Universe. -
The Design of Indie Games, a Different Paradigm
THE DESIGN OF INDIE GAMES, A DIFFERENT PARADIGM by Enrique Alejandro Pérez Domínguez, “KIX” A dissertation presented to Bayreuth University in fulfillment of the requirements for the degree of PhD First Supervisor Prof. Dr. Jochen Koubek Second Supervisor Prof. Dr. Jens Junge 1 Diese Dissertation von der Friedrich-Naumann-Stiftung für die Freiheit mit Mitteln des Bundesministeriums für Bildung und Forschung gefördert wurde. 2 Dedicated to Koala and Koali 3 SUMMARY This dissertation explores thoroughly the design of the so-called indie games. It portrays in detail the design activities undertaken by indie designers and the design context in which indie games are devised. With this knowledge, a comparison with game design as it has been formulated by academics and game industry veterans is undertaken. This with the purpose of finding out if the design of indie games represents a different paradigm in regard to game design. This work takes the reader through a series of chapters providing the epistemological context to analyze comparatively the design of indie games and game design. The indie games movement is defined and contextualized within indie cultures and put in perspective in relation with mainstream games. The historical and theoretical foundations of game design are also covered. And to get an understanding around what designing implies, theories from the disciplines of design, engineering, architecture and product design are explained. Thirty award-winning designers of indie games at Indiecade and the Independent Games Festivals of the Game Developers Conference participated in this research providing accounts on their repertoire of design activities. These accounts were analyzed using design theoretical standpoints and then composed as a case of study to be compared with game design. -
1001 Video Games You Must Play Before You Die
1001 Video Games You Must Play Before You Die G = Completed B = Played R = Not played bold = in collection 1971-1980 (1 st GENERATION) 1. The Oregon Trail Multi-platform MECC 1971 2. Pong Multi-platform Atari 1972 1976-1992 (2 nd GENERATION) 3. Breakout Multi-platform Atari 1976 4. Boot Hill Arcade Midway 1977 5. Combat Atari 2600 Atari 1977 6. Space Invaders Arcade Taito 1978 7. Adventure Atari 2600 Atari 1979 8. Asteroids Arcade Atari 1979 9. Galaxian Arcade Namco 1979 10. Lunar Lander Arcade Atari 1979 11. Battle Zone Arcade Atari 1980 12. Defender Arcade Williams 1980 13. Eamon Apple II D. Brown 1980 14. Missile Command Arcade Atari 1980 15. Rogue Multi-platform M. Toy, G. Wichman, K. Arnold 1980 16. Tempest Arcade Atari 1980 17. MUD Multi-platform R. Trubshaw, R. Bartle 1980 18. Pac-Man Arcade Namco 1980 19. Phoenix Arcade Amstar Electronics 1980 20. Zork I Multi-platform Infocom 1980 21. Warlords Arcade / Atari 2600 Atari 1980 22. Centipede Arcade Atari 1980 23. Galaga Arcade Namco 1981 24. Donkey Kong Arcade Nintendo 1981 25. Qix Arcade R. Pfeiffer, S. Pfeiffer 1981 26. Scramble Arcade Konami 1981 27. Stargate Arcade Vid Kidz 1981 28. Venture Multi-platform Exidy 1981 29. Ms. Pac-Man Arcade Midway 1981 30. Frogger Arcade Konami 1981 31. Gorf Arcade Midway 1981 32. Ultima Multi-platform Origin Systems 1981 33. Gravitar Arcade Atari 1982 34. Joust Arcade Williams 1982 35. The Hobbit Multi-platform Beam Software 1982 36. Choplifter Multi-platform Brøderbund 1982 37. Robotron 2084 Arcade Williams 1982 38.