Video Game Music: a Connection Beyond the Controller
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Emulating Authentic Dialogue in Roleplaying Video Games
Tips of Fingers, Tips of Tongues: Emulating Authentic Dialogue in Roleplaying Video Games Stephanie Caskenette The Department of Art History and Communication Studies, McGill University, Montréal October 2017 A thesis submitted to McGill University in partial fulfilment of the requirements of the degree of a Master’s of Arts (Communication Studies). © Stephanie Caskenette, 2017 1 Table of Contents Abstract ........................................................................................................................................... 3 Acknowledgements ......................................................................................................................... 4 Introduction ..................................................................................................................................... 5 Chapter 1 – Game Feel and Other Methodological Considerations ............................................. 22 Chapter 2 – Dialogue Systems in Roleplaying Games ................................................................. 44 Chapter 3 –Evaluating Contemporary Dialogue Systems ............................................................ 62 Chapter 4 – Designing Around Hardware Limitations ................................................................. 77 Conclusion .................................................................................................................................... 94 Works Cited ................................................................................................................................. -
Proposal for the Analysis of a Video Game, a Film, and Their Relationship
DEPARTAMENT DE COMUNICACIÓ AUDIOVISUAL I PUBLICITAT Proposal for the analysis of a video game, a film, and their relationship. (Silent Hill as a subject of the horror genre) Martha S. Ramos Ibarra Director: Dr. María T. Soto Sanfiel Bellaterra, Junio de 2012 INDEX INTRODUCTION 1 I. OBJECT OF STUDY 9 II. OBJECTIVES 11 1. Objectives 11 1.1. General Objectives 11 1.2. Specific Objectives 11 III. THEORETICAL FRAMEWORK 13 1. What is a Narrative? 15 1.2. Parts of a Narrative 15 1.2.1. Story 16 1.2.2. Discourse 19 1.3. Levels of a Story 21 1.3.1. Level of Functions 21 1.3.2. Level of Actions 23 1.3.3. Level of Narrative 23 1.4. Time and Space 24 1.4.1. Time 25 1.4.2. Space 26 1.5. Propp‘s Functions 27 1.5.1 Mischief 28 1.5.2 Spheres of Action 30 1.5.3. Types of Heroes 31 1.5.4. Character attributes 32 1.6. Suspense 32 1.7. Denouement 35 2. Narrative Formats 37 3. Literary Genres 38 4. Introduction to Horror Literature 39 4.1. Fantasy Literature 39 4.1.1. The supernatural unknown element 40 4.1.2. Identifiable Universe 41 4.1.3. Radical break between the protagonist and the universe 41 4.2. Horror Narratives 42 4.2.1. Origins of horror fictions 44 4.2.1.1. Gothic Novel 44 5. Themes and Structure of Horror Narratives 53 5.1. The Complex Discovery Plot 53 5.1.1. Onset of horrific event (evidence). -
Universidad De Guadalajara
Universidad de Guadalajara Centro Universitario en Arte, Arquitectura y Diseño Doctorado Interinstitucional en Arte y Cultura Tema de Tesis: En contra de la momificación. Los videojuegos como artefactos de cultura visual contemporánea: la emulación y simulación a nivel circuito, a modo de tácticas de su preservación Tesis que para obtener el grado de Doctor en Arte y Cultura Presenta: Romano Ponce Díaz Director de Tesis: Dr. Jorge Arturo Chamorro Escalante Línea de Generación y Aplicación del Conocimiento: Artes Visuales. Guadalajara, Jalisco, febrero del 2019 1 En contra de la momificación. Los videojuegos como artefactos de cultura visual contemporánea: la emulación y simulación a nivel circuito, a modo de tácticas de su preservación. ©Derechos Reservados 2019 Romano Ponce Díaz [romano.ponce@ alumnos.udg.mx] 2 ÍNDICE DE ILUSTRACIONES. 8 ÍNDICE DE TABLAS. 8 1.1 PRESENTACIÓN 9 1.2 AGRADECIMIENTOS 11 1.3 RESUMEN 13 1.4 ABSTRACT 14 2 PRIMER NODO: EXPOSICIÓN. 16 2.1.1 CAPÍTULO 2. EL PROBLEMA PREFIGURADO: 19 2.2 OTRO EPÍLOGO A MANERA DE PRÓLOGO. 19 2.3 EL RELATO COMO PRESERVADOR DEL TESTIMONIO DE LA CULTURA. 20 2.4 LA MEMORIA PROSTÉTICA, SU RELACIÓN CON LOS OBJETOS, Y, LA NATURALEZA FINITA 27 2.4.1 CINEMATOGRAFÍA, EXPLOSIONES Y FILMES PERDIDOS 29 2.4.2 LOS VIDEOJUEGOS Y LAS FORMAS DE MIRAR AL MUNDO 33 2.4.3 VIDEOJUEGOS, IDEOLOGÍA, VISUALIDAD Y ARTE: 35 2.4.4 LA ESTRUCTURA DE LA OBSOLESCENCIA Y EL MALESTAR DE LA CULTURA 46 2.5 ANTES DE QUE CAIGA EN EL OLVIDO: UNA HIPÓTESIS 49 2.5.1 SOBRE LOS OBJETIVOS, ALCANCES, Y LA MORFOLOGÍA DEL TEXTO 51 3 CAPÍTULO 3. -
A Guide to the Videogame System
SYSTEM AND EXPERIENCE A Guide to the Videogame as a Complex System to Create an Experience for the Player A Master’s Thesis by Víctor Navarro Remesal Tutor: Asunción Huertas Roig Department of Communication Rovira i Virgili University (2009) © Víctor Navarro Remesal This Master’s Thesis was finished in September, 2009. All the graphic material belongs to its respective authors, and is shown here solely to illustrate the discourse. 1 ACKNOWLEDGEMENTS I would like to thank my tutor for her support, advice and interest in such a new and different topic. Gonzalo Frasca and Jesper Juul kindly answered my e-mails when I first found about ludology and started considering writing this thesis: thanks a lot. I also have to thank all the good people I met at the ECREA 2008 Summer School in Tartu, for giving me helpful advices and helping me to get used to the academic world. And, above all, for being such great folks. My friends, family and specially my girlfriend (thank you, Ariadna) have suffered my constant updates on the state of this thesis and my rants about all things academic. I am sure they missed me during my months of seclusion, though, so they should be the ones I thanked the most. Thanks, mates. Last but not least, I want to thank every game creator cited directly or indirectly in this work, particularly Ron Gilbert, Dave Grossman and Tim Schafer for Monkey Island, Fumito Ueda for Ico and Shadow of the Colossus and Hideo Kojima for the Metal Gear series. I would not have written this thesis if it were not for videogames like these. -
The Freudian Uncanny in Psychological Horror Games
Repeating Despite Repulsion: The Freudian Uncanny in Psychological Horror Games Julia Jespersdotter Högman English Studies Bachelor Level 15 hp Term 6 2021 Supervisor: Berndt Clavier Jespersdotter Högman 2 Table of Contents Abstract…………………………………………………………………………………….......i 1. Introduction…………………………………………………………………………....…..1 2. Theory and Method……………………………………………………………………..….4 a. The Uncanny…………………………………………………………………………..4 b. Player/Avatar Relationship………………………………………………………........8 c. Interactive Fictions…………………………………………………………………..10 d. Cry of Fear…………………………………………………………………………...11 e. Silent Hill 2…………………………………………………………………………..11 f. P.T……………………………………………………………………………………12 g. Outlast…………………………………………………………………………….…13 4. Discussion………………………………………………………………………………….14 a. Internal and External Reality…………………………………………………...........14 b. The Symbolic………………………………………………………………………...21 c. The Familiar………………………………………………………………………….31 d. The Double…………………………………………………………………………..37 e. Video Game Fiction and Written Fiction…………………………………….............41 5. Conclusion………………………………………………………………………………....44 6. Glossary…………………………………………………………………………………....46 7. Works Cited………………………………………………………………………………..48 Jespersdotter Högman 3 Abstract This thesis explores the diverse and intricate ways the psychological horror game genre can characterise a narrative by blurring the boundaries of reality and imagination in favour of storytelling. By utilising the Freudian uncanny, four video game fictions are dissected and analysed to perceive whether horror needs a narrative to be engaging -
En Videojuegos 2D
MOVIMIENTO Y JUGABILIDAD ARTICULACIÓN ESPACIAL EN VIDEOJUEGOS 2D TFG 2017 MARIANO JAVIER DORADO MELARA Título: MOVIMIENTO Y JUGABILIDAD. ARTICULACIÓN ESPACIAL EN VIDEOJUEGOS 2D. MARIANO JAVIER DORADO MELARA Tutor: ÁNGEL MARTÍNEZ DÍAZ Aula 4 TFG / Otoño 2017-18 / 16-1-2018 Coordinador: Jorge Sainz Avia Escuela Técnica Superior de Arquitectura (ETSAM) MOVIMIENTO Y JUGABILIDAD ARTICULACIÓN ESPACIAL EN VIDEOJUEGOS 2D TFG OTOÑO 2017 ALUMNO MARIANO JAVIER DORADO MELARA PROFESOR TUTOR Á NGEL M ARTÍNEZ D ÍAZ ESCUELA TÉCNICA SUPERIOR DE ARQUITECTURA UNIVERSIDAD POLITÉCNICA DE MADRID resumen y palabras clave Resumen: La presente investigación se centra en el estudio de la articulación es- pacial y del movimiento dentro de los videojuegos bidimensionales, cuyas limitaciones a nivel de desplazamiento afectan de manera gene- ral a la experiencia del jugador. Este estudio se aplicará en todos aquellos juegos cuyos diseños espa- ciales supongan un reto para el jugador y cuya interacción con estos sea mayor (mediante un avatar). Partimos de una serie de investiga- ciones que nos permiten entender los espacios de videojuegos desde diferentes perspectivas, ya sea su uso, las dimensiones representadas o la dimensionalidad de su gameplay. Sin embargo, no se ha estudia- do de manera concreta el modo de desplazarse por ellos, por lo que partiendo de estos datos espaciales y su cruce (comparando más de 80 juegos), se han recopilado una serie de patrones de movimiento bien diferenciados. Centrándonos en aquellos modelos aplicados en juegos de naturaleza gráfica 2D, se han analizado pormenorizadamente una serie de casos de estudio mediante unos ítems de análisis englobados en tres aspec- tos diferenciados: espacio (construcción y estructura de entornos vir- tuales), movimiento (desplazamientos y acciones) y jugabilidad (ex- periencias del propio jugador). -
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. -
Full Burden of Creativity
chapter 12 Monstrous Noise Silent Hill and the Aesthetic Economies of Fear William Cheng I’m gripped by a nightmare within minutes of entering the game Silent Hill . Aft er watch- ing a brief introductory video—one that shows protagonist Harry Mason crashing his car into the side of a road while driving through the game’s eponymous town—I take control of this avatar to go in search of his missing daughter. Th ings are quiet save for the hollow sounds of Harry’s footfalls and the distant noise of creaking metal. While it’s hard to see through the thick fog and fl urries of snow, I soon spot a young girl not far away. She’s standing still, her arms crossed, one leg angled oddly forward, thick strands of black hair covering her face. Just as I’m about to reach her, she springs to life and runs into an alley. I instinctively follow. Deeper and deeper into this dark alley I go, pass- ing an empty wheelchair, then a blood-stained gurney, before arriving at a dead end where I encounter a dreadful sight: a fl ayed humanoid corpse, ribs all exposed, pinned against a barbed wire fence. Upon turning away from this abomination, I see—to my even greater horror—a trio of child-like monsters teetering toward me. I manage to edge past these enemies, but some kind of gate now blocks my path out of the alley. Although I could swear this barrier was not here before (as this was the same way I came), I have no time to dwell on such mysteries. -
A Spectral Analysis of Akira Yamaoka's Silent Hill 2 Original Soundtrack
Edith Cowan University Research Online Theses : Honours Theses 2020 Silent chill: A spectral analysis of Akira Yamaoka’s Silent Hill 2 original soundtrack Casey Nicole Atkinson Edith Cowan University Follow this and additional works at: https://ro.ecu.edu.au/theses_hons Part of the Music Commons Recommended Citation Atkinson, C. N. (2020). Silent chill: A spectral analysis of Akira Yamaoka’s Silent Hill 2 original soundtrack. https://ro.ecu.edu.au/theses_hons/1554 This Thesis is posted at Research Online. https://ro.ecu.edu.au/theses_hons/1554 Edith Cowan University Copyright Warning You may print or download ONE copy of this document for the purpose of your own research or study. The University does not authorize you to copy, communicate or otherwise make available electronically to any other person any copyright material contained on this site. You are reminded of the following: Copyright owners are entitled to take legal action against persons who infringe their copyright. A reproduction of material that is protected by copyright may be a copyright infringement. Where the reproduction of such material is done without attribution of authorship, with false attribution of authorship or the authorship is treated in a derogatory manner, this may be a breach of the author’s moral rights contained in Part IX of the Copyright Act 1968 (Cth). Courts have the power to impose a wide range of civil and criminal sanctions for infringement of copyright, infringement of moral rights and other offences under the Copyright Act 1968 (Cth). Higher penalties may apply, and higher damages may be awarded, for offences and infringements involving the conversion of material into digital or electronic form. -
AD603 – Remzi Yagiz Mungan
Videogames as Medium and Art Remzi Yagiz Mungan, Purdue University Abstract It has been reported people spend around 10.000 hours on video games until the age of 21 in the United States of America (Prensky, 2003). With the improvements of technology, videogames provide imagined worlds with their own set of rules. These artificial realities introduce a high-level immersion via interaction whose possibilities are only limited by creativity and technology. They are fed by the possibilities of impossible things, our collective memory and our individual memory and they produce an alternate reality, which can be seen as nostalgic, escapist, illusion or even real. This paper discusses the notion of videogames as a medium for art. First, an introduction about videogames including definition and history is given. The second part of the discussion is based on investigating certain commercial games, chosen from different genres, as products of sound art, visual art and audiovisual art. The third part focuses on art works that use video-game technology as a medium. New media works and art installations, which are designed as video games, such as Toshio Iwai’s Music Insects are investigated for this cause. Eventually, the article ends with a conclusion that video games are not only for having fun or for education but they also have the potential to be on the same level with a canvas as it gives great opportunities for artists to create, implement and share their ideas. 1 1. Introduction The videogame world is still very young, but it has also improved greatly since games like Spacewar from 1961 and Pong from 1972 (Kent, 2001). -
Game Narrative Review
Game Narrative Review ==================== Game Title: Silent Hill 2 Platform: PlayStation 2 Genre: Survival Horror Release Date: America/Japan - September 2001, Europe - November 2002 Developer: Konami, Team Silent, Creature Labs (PC) Publisher: Konami Digital Entertainment Director: Masashi Tsuboyama Art Director: Masahiro Ito Scenario Writer: Hiroyuki Owaku Drama Director: Suguru Murakoshi Sound Director: Akira Yamaoka Author of this review: Demitrius James Pennebaker School: The Guildhall at Southern Methodist University Introduction Silent Hill is a psychologically unsettling game with a dark theme. Not all players have a taste for its subject matter and style, though players and critics still hold it in high regard and write about it often. Its story/gameplay interaction method is an old standard, and contains no conceptual leap or notable innovations in that regard. Nonetheless, it illustrates a successful solution to what may be the single most common barrier to invoking emotion through game narrative applicable to many genres, and many themes. This narrative review seeks to shed light on that barrier without proposing a single solution. Instead, it provides an example of a game that does not suffer from that common limitation, as support of the thesis. Finally, this review gives some general conceptual frameworks for possible application of the lessons learned. Overview The player character and main character of Silent Hill 2 is James Sunderland. Beyond elements crucial to the narrative, the game leaves the player to fill in the details of James' character traits. The effect is that James initially appears to be a ‘normal guy’ in an understandable state of depression over the loss of his wife Maria, who died due to illness three years before the game begins. -
Silent Hill Bernard Perron
Silent Hill Bernard Perron Published by University of Michigan Press Perron, B.. Silent Hill: The Terror Engine. Ann Arbor: University of Michigan Press, 2011. Project MUSE., https://muse.jhu.edu/. For additional information about this book https://muse.jhu.edu/book/13007 Accessed 13 Jan 2018 23:39 GMT LANDMARK VIDEO GAMES The Landmark Video Games book series is the first in the English language in which each book addresses a specific video game or video game series in depth, examining it in the light of a variety of approaches, including game design, genre, form, content, meanings, and its context within video game his- tory. The specific games or game series chosen are historically significant and influential games recognized not only for their quality of gameplay but also for setting new standards, introducing new ideas, incorporating new technol- ogy, or otherwise changing the course of a genre or area of video game history. The Landmark Video Games book series hopes to provide an intimate and detailed look at the history of video games through a study of exemplars that have paved the way and set the course that others would follow or emulate, and that became an important part of popular culture. Myst and Riven: The World of the D’ni by Mark J. P. Wolf Silent Hill: The Terror Engine by Bernard Perron DIGITALCULTUREBOOKS, an imprint of the University of Michigan Press, is dedicated to publishing work in new media studies and the emerging field of digital humanities. Silent Hill The Terror Engine Bernard Perron The University of Michigan Press • Ann Arbor Copyright © by Bernard Perron 2012 Some rights reserved This work is licensed under the Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 United States License.