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October 1998
OCTOBER 1998 GAME DEVELOPER MAGAZINE V GAME PLAN It’s First and Goal for EDITOR IN CHIEF Alex Dunne [email protected] MANAGING EDITOR Tor D. Berg [email protected] Fantasy Sports DEPARTMENTS EDITOR Wesley Hall whall@mfi.com his fall, as the leaves turn success stories. Unlike the traditional ART DIRECTOR Laura Pool lpool@mfi.com shades of orange and the days studio’s royalty revenue model, SWS has EDITOR-AT-LARGE Chris Hecker grow shorter, one of the two revenue streams: a two-year licens- [email protected] largest, most massively multi- ing agreement to develop more than 40 CONTRIBUTING EDITORS Jeff Lander T [email protected] player games picks up steam and sucks online games for CNN/SI (http://base- in participants. It’s a role-playing game ball.cnnsi.com), plus revenue from ban- Mel Guymon [email protected] that draws tens of thousands (gads, ner advertising displayed on the CNN/SI Omid Rahmat probably more) of players, and if my game’s web pages, which garner 50 mil- [email protected] predictions are right, it will be one of lion page views per month. Surprisingly, ADVISORY BOARD Hal Barwood the most popular attractions on the and in contrast to most commercial fan- Noah Falstein eventual TV set-top box. I’m talking tasy leagues, some of the CNN/SI Brian Hook about fantasy football leagues. leagues are free for participants and Susan Lee-Merrow It’s taken quite a bit of time for me to offer cash prizes for winners. These are Mark Miller 2 accept the fact that fantasy league sports the guppy leagues which, hopefully, (there are also fantasy leagues for base- entice the most enthusiastic players to COVER IMAGE Epic MegaGames ball, hockey, and perhaps even pro join the premiere leagues for $15. -
In the Archives Here As .PDF File
Biting the Hand 6/12/01 Jessica M. Mulligan Page 1 Biting the Hand: A Compilation of the Columns to Date Copyright 1999 by Jessica M. Mulligan Table of Contents 1 YEAR 1999 COLUMNS ...................................................................................................2 1.1 WELCOME TO MY WORLD; NOW BITE ME....................................................................2 1.2 NASTY, INCONVENIENT QUESTIONS, PART DEUX...........................................................5 1.3 PRESSING THE FLESH II: THE INTERACTIVE SEQUEL.......................................................8 1.4 MORE BUGS: A CASUALTY OF THE XMAS RUSH?.........................................................10 1.5 IN THE BIZ..................................................................................................................13 1.6 JACK AND THE BEANCOUNTER....................................................................................15 1.7 COLOR ME BONEHEADED ............................................................................................19 1.8 AH, SWEET MYSTERY OF LIFE ................................................................................22 1.9 THE CONFERENCE FORMERLY KNOWN AS THE COMPUTER GAME DEVELOPER’S CONFERENCE .........................................................................................................................24 1.10 THIS FRAGGED CORPSE BROUGHT TO YOU BY ...........................................................27 1.11 OH, NO! I FORGOT TO HAVE CHILDREN!....................................................................29 -
Le Jeu Vidéo Sur Youtube : Historique De La Captation Et De La Diffusion Du Jeu Vidéo
Université de Montréal Le jeu vidéo sur YouTube : historique de la captation et de la diffusion du jeu vidéo par Francis Lavigne Département d’histoire de l’art et d’études cinématographiques Faculté des arts et des sciences Mémoire présenté en vue de l’obtention du grade de M.A. en études cinématographiques option études du jeu vidéo Août 2017 © Francis Lavigne, 2017 Résumé Ce mémoire s’intéresse à la captation audiovisuelle et aux pratiques de commentaires sur le jeu vidéo. Tout d’abord, nous remettons en contexte l’émergence de ce type de production à l’aide d’une analyse historique de divers formats de diffusion (à la télévision, à l’aide de vidéocassettes, dans les suppléments de magazines et sur Internet). Ensuite, nous détaillons les limites et affordances de la plateforme participative YouTube. Puis, nous rattachons les commentaires de jeux vidéo aux concepts de boniment, de performance et de double performance. Enfin, nous analysons quatre genres de vidéos présents sur YouTube : les machinimas, les speedruns, les longplays et les let’s plays. Mots-clés Jeu vidéo, machinima, longplay, let’s play, speedrun, YouTube, boniment, commentaire, double performance i Abstract This research is aimed to understand the audiovisual recording and commentary practices of video games. First of all, we do a contextualisation of these types of production through a historical analysis of the way theses videos were diffused (from televised shows, to VHS, magazines’ bonuses, and on the Internet). After, we detail the limits and affordances of the YouTube sharing platform. Then, we create links between the commentary of video game and the concepts of film lecturer, performance and double performance. -
Wargame, Strategy, Action, and Multiplayer in the Early 1980S1
Special Issue The Rise(s) and Fall(s) of Video Game Genres May 2019 74-102 Wargame, Strategy, Action, and Multiplayer in the Early 1980s1 Simon Dor Université du Québec en Abitibi-Témiscamingue Abstract: Extensive literature underlines the importance to critically examine the phenomenon of game classification. In computer games magazines of the 1980 decade, the combination of “action”, “arcade,” or “real-time” with “strategy” is quite common. Here and there, the expression “real-time strategy” is used. But real-time strategy games as we will come to know them in the 1990s are not very similar to games labelled “real-time strategy” in the 1980s: we are simply not witnessing the description of the same gameplay or experience. Micro-histories of gameplay can underline different forms of continuities and reveal new perspectives on strategy gaming. Keywords: Game genres; real-time strategy; strategy games; 1980 decade; history of games. Résumé en français à la fin de l’article ***** 1 I have to thank the LUDOV research team from Université de Montréal where I pursued my doctoral research for some of the findings used here. I also want to note that I would have loved to play each game mentioned here, but it is unfortunately in practice impossible; I hope the observations I make here will be corroborated or refuted by first-hand play when some of these games will be found or made available. Wargame, Strategy, Action, and Multiplayer in the Early 1980s To poorly paraphrase a maxim, the history of games was written by its great successes. … a discussion of real-time strategy games invariably conjures up visions of Dune 2, Command & Conquer, and Warcraft. -
La Grande Guerre Dans Le Jeu Vidéo : Jouer Une Histoire Délaissée
Essais Revue interdisciplinaire d’Humanités 15 | 2019 Jouer l’histoire La Grande Guerre dans le jeu vidéo : jouer une histoire délaissée Cyril Lacheze et Marion Weckerle Édition électronique URL : http://journals.openedition.org/essais/1763 DOI : 10.4000/essais.1763 ISSN : 2276-0970 Éditeur École doctorale Montaigne Humanités Édition imprimée Date de publication : 15 octobre 2019 Pagination : 131-195 ISBN : 979-10-97024-07-9 ISSN : 2417-4211 Référence électronique Cyril Lacheze et Marion Weckerle, « La Grande Guerre dans le jeu vidéo : jouer une histoire délaissée », Essais [En ligne], 15 | 2019, mis en ligne le 05 octobre 2020, consulté le 12 octobre 2020. URL : http:// journals.openedition.org/essais/1763 ; DOI : https://doi.org/10.4000/essais.1763 Essais La Grande Guerre dans le jeu vidéo : jouer une histoire délaissée Cyril Lacheze et Marion Weckerle Les quatre dernières années ont connu un certain regain d’intérêt de la part du public pour la thématique de la Première Guerre mondiale en général, en lien avec les célébrations du Centenaire et la médiatisation qui l’accompagne. Dans le monde du jeu vidéo français, cette communication a été accompa- gnée en 2014 par la sortie du jeu Soldats Inconnus : Mémoires de la Grande Guerre1, généralement mis en avant pour sa dimension éducative. À l’échelle internationale, c’est toutefois Battlefield 1 qui a retenu l’attention en 20162, par son appartenance à la célèbre série des Battlefield, son gameplay immersif et multijoueur, et la polémique créée par l’absence des armées française et russe dans le jeu originel. Son mode multijoueur au gameplay volontaire- ment déconnecté de la réalité de la Première Guerre mondiale lui a égale- ment valu de fréquentes comparaisons avec Verdun3, sorti l’année précédente et plus réaliste quoique moins pratiqué. -
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Biting the Hand 6/12/01 Jessica M. Mulligan Page 1 Biting the Hand: A Compilation of the Columns to Date Copyright 2001 by Jessica M. Mulligan Copyright 2000 by Jessica Mulligan. All right reserved. Biting the Hand 6/12/01 Jessica M. Mulligan Page 2 Table of Contents 1 THE 1997 COLUMNS......................................................................................................6 1.1 ISSUE 1: APRIL 1997.....................................................................................................6 1.1.1 ACTIVISION??? WHO DA THUNK IT? .............................................................7 1.1.2 AMERICA ONLINE: WILL YOU BE PAYING MORE FOR GAMES?..................8 1.1.3 LATENCY: NO LONGER AN ISSUE .................................................................12 1.1.4 PORTAL UPDATE: December, 1997.................................................................13 1.2 ISSUE 2: APRIL-JUNE, 1997 ........................................................................................15 1.2.1 SSI: The Little Company That Could..................................................................15 1.2.2 CompuServe: The Big Company That Couldn t..................................................17 1.2.3 And Speaking Of Arrogance ...........................................................................20 1.3 ISSUE 3 ......................................................................................................................23 1.3.1 December, 1997.................................................................................................23 -
Pdf (Dernière Visite Le 02/03/2019)
Essais Revue interdisciplinaire d’Humanités 15 | 2019 Jouer l’histoire Enjeux de la ludicisation historique José-Louis de Miras (dir.) Édition électronique URL : http://journals.openedition.org/essais/1338 DOI : 10.4000/essais.1338 ISSN : 2276-0970 Éditeur École doctorale Montaigne Humanités Édition imprimée Date de publication : 15 octobre 2019 ISBN : 979-10-97024-07-9 ISSN : 2417-4211 Référence électronique José-Louis de Miras (dir.), Essais, 15 | 2019, « Jouer l’histoire » [En ligne], mis en ligne le 29 septembre 2020, consulté le 12 octobre 2020. URL : http://journals.openedition.org/essais/1338 ; DOI : https:// doi.org/10.4000/essais.1338 Essais Revue interdisciplinaire d’Humanités Jouer l’histoire Enjeux de la ludicisation historique Études réunies par José-Louis de Miras Numéro 15 - 2019 (3 - 2017) ÉCOLE DOCTORALE MONTAIGNE-HUMANITÉS Comité de rédaction Julien Baudry, Manon Bienvenu-Crelot, Hannah Champion, Fabien Colombo, Marco Conti, Inès Da Graça Gaspar, José-Louis de Miras, Chantal Duthu, Rime Fetnan, Julie Lageyre, Eleonora Lega, Jean-Paul Gabilliet, Maria Caterina Manes Gallo, Stanislas Gauthier, Priscilla Mourgues, Arthur Perret, Nina Mansion Prud’homme, Myriam Métayer, Vanessa Saint-Martin, Marco Tuccinardi Membres fondateurs Brice Chamouleau, Jean-Paul Engelibert, Bertrand Guest, Sandro Landi, Sandra Lemeilleur, Isabelle Poulin, Anne-Laure Rebreyend, Jeffrey Startwood, François Trahais Comité scientifique Anne-Emmanuelle Berger (Université Paris 8), Patrick Boucheron (Collège de France), Jean Boutier (EHESS), Catherine Coquio (université Paris 7), Phillipe Desan (University of Chicago), Javier Fernandez Sebastian (UPV), Carlo Ginzburg (UCLA et Scuola Normale Superiore, Pise), German Labrador Mendez (Princeton University), Hélène Merlin-Kajman (Université Paris 3), Dominique Rabaté (Université Paris 7) Directeur de publication Sandro Landi Secrétaire de rédaction Chantal Duthu Les articles publiés par Essais sont des textes originaux. -
Mechanical Donkeys Cassettes and Leave the Transcriptions of American Videogames Should fi Nd the to Degrade on My Hard Drive
I later transcribed. people who helped make M.U.L.E. Sadly, out of more than seven thousand what it is. words that I acquired through these Not only do they cover the making of interviews, less than a thousand were M.U.L.E., but they also speak about the used in the article. Having read these early days of Electronic Arts, and of the energetic and emotional stories, I felt development atmosphere of the early Article or guilty at not being able to publish them in 1980s. It was truly a different time, with their entirety. I also felt that it would be different attitudes; and anyone who is Section Title wrong of me to simply lock away the micro even remotely interested in the history Mechanical Donkeys cassettes and leave the transcriptions of American videogames should fi nd the to degrade on my hard drive. So here I following anecdotes to be incredibly inter- M.U.L.E—A800, C64, NES, PC with each other and the store. The goal present to the readers of The Gamer’s esting. Read them and remember, these By John Szczepaniak of course is to have enough produce to Quarter the full interviews I conducted, are a part of your gaming history. ensure the effi cient running of your little containing the personal views of the M.U.L.E. was one of the greatest games plots, and also sell enough to eventually developed before the 1984 crash. become the richest of those playing, and Initially released for the Atari 800, it was then be crowned the winner at the end of Joe Ybarra ported to several systems, including twelve rounds. -
Of 81 /Users/Tom/Desktop/Games.Txt Saved
/Users/tom/Desktop/games.txt Page 1 of 81 Saved: 2/6/14, 12:31:18 AM Printed For: Tom Tostanoski 1 1 To Nil Soccer Manager (1992)(Wizard Games Of Scotland Ltd) 2 1000 Miglia (1991)(Simulmondo) 3 100000 Pyramid (1988)(Basada) 4 10th Frame (1986)(Access Software Inc) 5 15x15 Picture Puzzle (1996)(Freeware) 6 1830 Railroads And Robber Barons (1995)(Avalon Interactive) 7 1869 (1992)(Max Design) 8 1942 Pacific Air War Scenario Disk (1995)(Microprose Software) 9 1942 The Pacific Air War (1994)(Microprose Software Inc) 10 1942 The Pacific Air War (1994)(Microprose Software Inc)(Rev1) 11 20000 Leagues Under The Sea (1988)(Coktel Vision) 12 221 B Baker St (1986)(Datasoft Inc) 13 2400 Ad (1987)(Origin Systems Inc) 14 3 Demon (1983)(Pc Research) 15 3 Point Basketball (1994)(MVP Software) 16 3d Ball Blaster (1992)(Dungeon Entertainment) 17 3d Beauty Jessica Sewell (1994)(Playboy)(3d goggles) 18 3d Body Adventure (1994)(Knowledge Adventure Levande Bocker) 19 3d Construction Set 1 (1991)(Domark) 20 3d Construction Set 2 (1992)(Domark) 21 3d Cyber Blaster (1994)(Dungeon Entertainment) 22 3d Cyberpuck (1995)(Dungeon Entertainment) 23 3d Dinosaur Multimedia (1994)(Knowledge Adventure) 24 3d Helicopter Simulator (1987)(Sierra Online) 25 3d Helicopter Simulator 1.10 (1987)(Sierra Online)(Rev) 26 3d Table Sports (1995)(Time Warner Interactive) 27 3d World Boxing (1992)(Simulmondo) 28 4 Queens Computer Casino (1992)(Applications Plus) 29 43D Nightmares (1996)(Visioneer) 30 4d Boxing (1991)(Mindscape Inc)(Rev1) 31 4d Boxing (1991)(Mindscape Inc)(Rev2) 32 4d -
Community Players: Gameplay As Public Performance and Cultural
M5fv “Community Players: Gameplay as Public Performance and Cultural Artifact” Symbolic Systems Forum, 9 March 2006 Henry Lowood Stanford University Let me say right off that I have no problem with critical attention to game design. It’s just that I find the creativity of players more interesting, how they use computer games as platforms for creating their own games, narratives, texts and performances. So what I would like to do today is talk about why some players of computer games play for other players. Think about this for a moment. It is a form of performance mediated by computers, yes, but more than that, much of the fascination is not so much with the artifact that is produced (as with say, digital animation) but with the activity of the player, with what that person is actually doing at their computer. Often, the screen you watch as a spectator matches to a great degree, if not exactly, what the player sees while playing. You are watching what I have called “high-performance play,” encompassing not just the player as a kind of theatrical performer, but also that player’s mastery of computer technology and gameplay. So, what are the origins of computer-based gameplay as performance? Why did some players become extroverted, while others became spectators? I will argue that players who create and circulate their performances have reworked diverse practices from hackers, fans, athletes, and actors in response to adaptive problems associated with computing technology. Let’s take a closer look now at the history of these “community players.” 1 The impact of player creativity on the cultural economy of game design is well-documented, particularly with respect to "modding," the modification of game software and assets. -
A Világ Legbefolyásosabb Emberei : Ahogy Az Anno a PC Guruban
Hanula Zsolt: A világ legbefolyásosabb emberei . ahogy az anno a PC Guruban megjelent (majdnem) ELŐSZÓ Az egész valamikor 2002-ben kezdődött, 15 éve, belegondolni is rossz, milyen régen. Ültünk valahol Sashegyi “Sasa” Zsolttal, és megváltottuk a világot; ő akkor szerkesztő volt a PC Gurunál, én külsős cikkíró, a világmegváltás pedig abból állt, hogy kitaláljuk, hogyan legyen jobb az újság. Ehhez a magyar médiában akkor és azóta is előszeretettel használt módszert használtuk: megnéztük, mit csinálnak éppen tőlünk nyugatabbra, és megpróbáltuk lemásolni, a magyar viszonyokra igazítva. Éppen akkoriban volt egy nagy anyag a Gamespyon (a Gamespy akkor a legnagyobb gémer portálok közé tartozott, aztán beolvadt az IGN-be), az volt a címe, Most Influental People in Gaming, vagy valami hasonló, egy miniportré-gyűjtemény volt játékfejlesztő sztárokról. Ezt megcsinálhatnánk mi is, mondta Sasa; bízd csak ide, mondtam én. Legyen inkább sorozat, havi egy oldal, úgy lesz hely rendesen bemutatni a fickókat, mondtam egy hét múlva. Még egy hét múlva leadtam az első epizódot, alig fért bele kettőbe. Én az Arcképcsarnok címet adtam neki, máig nem tudom, miért ragadt rajta végül a tükörfordított, és munkacímnek használt Legbefolyásosabb. Nem is nagyon stimmelt, mert a híres játékfejlesztők sztorijai általában pont arról szóltak, hogyan próbáltak boldogulni és kreatívak maradni a befolyásos kiadóvezérek és pénzemberek uralta, egyre nagyobbra növő videojáték-bizniszben. A rovat majdnem öt évet élt a PC Guru oldalain, én szerettem írni, az olvasók szerették olvasni. Akkoriban még alig volt Wikipédia, közösségi média egyáltalán nem, szóval a háttérkutatás általában abból állt, hogy az aktuális havi célszemély összes valaha megjelent és elérhető interjúját átnyálaztam kisebb-nagyobb sztorik után, amikkel a hivatalos életrajzot ki lehet színezni. -
The Gamer's Quarter
Q3 2006 6 Table of Contents 4 A Medium of Moments 44 Persona Visits E3 Mobile Gaming Comic 10 The N-Gage is Dead; Long Live An E3 Survival Guide the N-Gage 52 Introduction Nokia—N-GAGE 54 Hard Drive Optional 56 How to Get Back into E3 20 Medium Possibilities 59 E3: Unwrapped The Music of Double Dragon 2 62 The Drinks Are on Keith 30 Console Identity Intellivision Party—E3 Sega—SMS, GEN, GMG, SCD, SAT, SDC 66 Mechanical Donkeys 34 Crossing the Boobicon M.U.L.E.—A800, C64, NES, PC The Physics of Heavenly Bodies 80 Worship the Glitch 38 Death in the Impasse Valley The Elder Scrolls IV: Oblivion—WIN, 360 Fushigi no Dungeon 2: Furai no Shiren—SNES 82 A Broken Robot at the End of the World Planetarian: The Reverie of a 42 Your Mileage May Vary Little Plan Videogame Transportation 90 In on the Auction A Letter to SCEA 94 A Brief Note on Pacing in Videogames The Soul of Wit 98 Untold Tales of the Arcade Stand-Up Role-Playing Games 106 Stay Awhile, Stay Forever! Further Adventures in the British Games Press 120 Why Game? Reason #5: Scoring Culture 1 ArticleFrom the or Article or SectionEditor Title StaffSection Title Issue Overhaul of the machine they are attached to or an Editor In Chief: Staff Artists: By Matthew Williamson excuse for the price tag toted. Now I just Matthew “ShaperMC” Williamson Mariel “Kinuko” Cartwright [email protected] [email protected] wish I could get a handle on the games Managing Editor: Jonathan “Persona-Sama” Kim You may notice right from the (very lovely) themselves and see if they are trying to “Super” Wes Ehrlichman [email protected] cover that we have once again done an expand in the way they connect with the [email protected] Benjamin “Lestrade” Rivers entire overhaul of the magazine.