Video Games and the Hero's Journey
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Myth II 1.4.1 - Manual Install Guide
Myth II 1.4.1 - Manual Install Guide About | Installation | Online Gameplay | Credits | Changelog About Myth II 1.4.1 Myth v1.4 features over 100 enhancements, bug fixes and new features to Myth II: Soulblighter, in the areas of: graphics; interface improvements; elimination of plugin lag; elimination of chat lag; elimination of the 'walking bug', new mapmaking features; AI improvements and bug fixes; optional vTFL (virtual TFL) gameplay, which effectively brings both games and communities to the same program; and much, much more. 1.4.1 adds several improvements over 1.4, including faster OpenGL and Direct3D; 1.3/1.4 film support; melee fixes; better widescreen zooming; separated vTFL and anticlump options; F10 now a toggle; along with many more gameplay fixes and refinements. Installation Steps 1. In this archive you will find an application/executable; put it in your Myth II directory. Overwrite the old file that is present. 2. Also in this archive is a “Myth 2 EEL” file. Put it in the same directory as the application/executable. This file is needed only if you intend to use MariusNet, but it will not hurt PlayMyth users. 3. You will have a “For plugins” folder in the same directory as your new Myth II application/executable. Move all the files from the plugins directory in this archive to that directory. Do not move over the folder itself or you will overwrite all of your plugins. Note: If you are using the Chimera interface do not copy over the "Patch 1.4 Interface" file or you will overwrite the Chimera Interface. -
The First but Hopefully Not the Last: How the Last of Us Redefines the Survival Horror Video Game Genre
The College of Wooster Open Works Senior Independent Study Theses 2018 The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre Joseph T. Gonzales The College of Wooster, [email protected] Follow this and additional works at: https://openworks.wooster.edu/independentstudy Part of the Other Arts and Humanities Commons, and the Other Film and Media Studies Commons Recommended Citation Gonzales, Joseph T., "The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre" (2018). Senior Independent Study Theses. Paper 8219. This Senior Independent Study Thesis Exemplar is brought to you by Open Works, a service of The College of Wooster Libraries. It has been accepted for inclusion in Senior Independent Study Theses by an authorized administrator of Open Works. For more information, please contact [email protected]. © Copyright 2018 Joseph T. Gonzales THE FIRST BUT HOPEFULLY NOT THE LAST: HOW THE LAST OF US REDEFINES THE SURVIVAL HORROR VIDEO GAME GENRE by Joseph Gonzales An Independent Study Thesis Presented in Partial Fulfillment of the Course Requirements for Senior Independent Study: The Department of Communication March 7, 2018 Advisor: Dr. Ahmet Atay ABSTRACT For this study, I applied generic criticism, which looks at how a text subverts and adheres to patterns and formats in its respective genre, to analyze how The Last of Us redefined the survival horror video game genre through its narrative. Although some tropes are present in the game and are necessary to stay tonally consistent to the genre, I argued that much of the focus of the game is shifted from the typical situational horror of the monsters and violence to the overall narrative, effective dialogue, strategic use of cinematic elements, and character development throughout the course of the game. -
A Guide to the Josh Brandt Video Game Collection Worcester Polytechnic Institute
Worcester Polytechnic Institute DigitalCommons@WPI Collection Guides CPA Collections 2014 A guide to the Josh Brandt video game collection Worcester Polytechnic Institute Follow this and additional works at: http://digitalcommons.wpi.edu/cpa-guides Suggested Citation , (2014). A guide to the Josh Brandt video game collection. Retrieved from: http://digitalcommons.wpi.edu/cpa-guides/4 This Other is brought to you for free and open access by the CPA Collections at DigitalCommons@WPI. It has been accepted for inclusion in Collection Guides by an authorized administrator of DigitalCommons@WPI. Finding Aid Report Josh Brandt Video Game Collection MS 16 Records This collection contains over 100 PC games ranging from 1983 to 2002. The games have been kept in good condition and most are contained in the original box or case. The PC games span all genres and are playable on Macintosh, Windows, or both. There are also guides for some of the games, and game-related T-shirts. The collection was donated by Josh Brandt, a former WPI student. Container List Container Folder Date Title Box 1 1986 Tass Times in Tonestown Activision game in original box, 3 1/2" disk Box 1 1989 Advanced Dungeons & Dragons - Curse of the Azure Bonds 5 1/4" discs, form IBM PC, in orginal box Box 1 1988 Life & Death: You are the Surgeon 3 1/2" disk and related idtems, for IBM PC, in original box Box 1 1990 Spaceward Ho! 2 3 1/2" disks, for Apple Macintosh, in original box Box 1 1987 Nord and Bert Couldn't Make Heads or Tails of It Infocom, 3 1/2" discs, for Macintosh in original -
Halo Engine Ancestry Statistics
HALO ENGINE ANCESTRY The Halo 2 engine is a direct-line descendant of the 1992 Pathways into Darkness engine originally written by Bungie for 68000 Macs using MPW and C. Not much remains except math functions and overall architecture, but the engine definitely has old roots. The path of descent runs through PiD to Marathon to Myth to Halo. In recent years it has shifted away from being primarily a player-driven renderer to being primarily a world simulation. I’m going to talk about two main philosophies that you can trace through the engine and most of its components. 1. The unified resource model, editing and import tools, general memory layout, filesystem and streaming architecture. 2. Our approach to runtime data organization, memory allocation and world state. STATISTICS • 1.5M lines in 3,624 files for 52.9MB of code (mostly C, some C++, very little asm) • Compile time for clean build of typical development build: 7:39 • Compile time for final shipping build (includes LTCG): 10:06 • Final executable size: 4,861,952 bytes • Total assets under source control: 70 GB not counting localization • Time to load a level, development build: 4 minutes • Time to compile a level for shipping build: 9 minutes • Time for complete build of all binaries on build farm: 18 minutes • Time for complete build of all map resources on build farm: 53 minutes • Size of final game: 4.2 GB • Development time: 34 months • Breakdown of production staff (56): o 17 engineers o 11 environment artists o 8 game artists o 7 designers o 6 animators o 3 producers o 3 sound designers o 1 technical artist • Breakdown of support staff (59): o 2 administrative o 8 web / community o 5 test engineers o 10 test staff o 20 hourly testers o 14 localization testers RESOURCE MODEL We use a unified model for the majority of our game resource data called “tags”. -
The Best Schools for Aspiring Game Developers
THE BEST SCHOOLS FOR ASPIRING GAME DEVELOPERS THE BEST GAME Whether you’re taking your first steps or refining your skills, there’s DESIGN PROGRAMS, a game design program for anyone. Check out the 50 best RANKED BY THE undergraduate and 25 best PRINCETON REVIEW. graduate programs out there. Even in these ridiculous times, video games you want to use your artistic flourish to are there to comfort, challenge, and inspire design fascinating worlds and new us. It takes a lot of work to make your characters? Do you want to manage the favorite games, though, and a lot of business of running a studio? Or do you smarts. It’s dangerous to go alone, as one want to get your hands dirty in the coding famous adventure told us, and that’s where and programming that makes games run? awaiting new image these game design programs come in. Maybe you’re also looking to master your The Princeton Review has done all the skill set with a graduate degree. & cut out heavy lifting of researching the absolute Every adventurer knows that the first best game design programs across North steps can often be the most important. America and Europe. Whether it’s the best If you’re ready to take that leap, read teachers, the most prestigious graduates, on to find out where you should start the best facilities, or the highest average your journey. salary, you’ll find a great school for you. Want to know more? Check out The So take a moment to think about what Princeton Review’s website for further info: kind of game developer you’d like to be. -
GAME DEVELOPERS a One-Of-A-Kind Game Concept, an Instantly Recognizable Character, a Clever Phrase— These Are All a Game Developer’S Most Valuable Assets
HOLLYWOOD >> REVIEWS ALIAS MAYA 6 * RTZEN RT/SHADER ISSUE AUGUST 2004 THE LEADING GAME INDUSTRY MAGAZINE >>SIGGRAPH 2004 >>DEVELOPER DEFENSE >>FAST RADIOSITY SNEAK PEEK: LEGAL TOOLS TO SPEEDING UP LIGHTMAPS DISCREET 3DS MAX 7 PROTECT YOUR I.P. WITH PIXEL SHADERS POSTMORTEM: THE CINEMATIC EFFECT OF ZOMBIE STUDIOS’ SHADOW OPS: RED MERCURY []CONTENTS AUGUST 2004 VOLUME 11, NUMBER 7 FEATURES 14 COPYRIGHT: THE BIG GUN FOR GAME DEVELOPERS A one-of-a-kind game concept, an instantly recognizable character, a clever phrase— these are all a game developer’s most valuable assets. To protect such intangible properties from pirates, you’ll need to bring out the big gun—copyright. Here’s some free advice from a lawyer. By S. Gregory Boyd 20 FAST RADIOSITY: USING PIXEL SHADERS 14 With the latest advances in hardware, GPU, 34 and graphics technology, it’s time to take another look at lightmapping, the divine art of illuminating a digital environment. By Brian Ramage 20 POSTMORTEM 30 FROM BUNGIE TO WIDELOAD, SEROPIAN’S BEAT GOES ON 34 THE CINEMATIC EFFECT OF ZOMBIE STUDIOS’ A decade ago, Alexander Seropian founded a SHADOW OPS: RED MERCURY one-man company called Bungie, the studio that would eventually give us MYTH, ONI, and How do you give a player that vicarious presence in an imaginary HALO. Now, after his departure from Bungie, environment—that “you-are-there” feeling that a good movie often gives? he’s trying to repeat history by starting a new Zombie’s answer was to adopt many of the standard movie production studio: Wideload Games. -
Indiana University Maurer School of Law-Bloomington Legal Studies Research Paper Series
INDIANA UNIVERSITY MAURER SCHOOL OF LAW-BLOOMINGTON LEGAL STUDIES RESEARCH PAPER SERIES Research Paper Number 165 April 2010 JUDICIAL POLITICS, THE RULE OF LAW AND THE FUTURE OF AN ERMINE MYTH Charles Gardner Geyh This paper can be downloaded without charge from the Social Science Research Network electronic library at: http://ssrn.com/abstract=1598454 Judicial Politics, the Rule of Law and the Future of an Ermine Myth Charles Gardner Geyh1 According to a Renaissance myth, the ermine would rather die than soil its pristine, white coat. English and later American judges would adopt the ermine as a symbol of the judiciary’s purity and commitment to the rule of law. This “ermine myth” remains central to the legal establishment’s conception of the judicial role: independent judges, the argument goes, disregard extralegal influences and strictly follow the law. In contrast, political scientists had long theorized that judicial independence liberates judges to disregard the law and substitute their extralegal policy preferences. A recent spate of interdisciplinary research, however, has led to an emerging consensus among law professors and political scientists that judges are subject to a complex array of legal and extralegal influences. This emerging scholarly consensus stands in stark contrast to the simplistic and dichotomous public policy debate, where court critics seek to control “activist” judges, whom they accuse of ignoring the law and legislating from the bench, while the legal establishment defends judges and their independence from attack, citing the ermine myth that independent judges are committed solely to upholding the law. This article explores the future of the ermine myth that has guided the legal establishment for centuries. -
Video Game Collection MS 17 00 Game This Collection Includes Early Game Systems and Games As Well As Computer Games
Finding Aid Report Video Game Collection MS 17_00 Game This collection includes early game systems and games as well as computer games. Many of these materials were given to the WPI Archives in 2005 and 2006, around the time Gordon Library hosted a Video Game traveling exhibit from Stanford University. As well as MS 17, which is a general video game collection, there are other game collections in the Archives, with other MS numbers. Container List Container Folder Date Title None Series I - Atari Systems & Games MS 17_01 Game This collection includes video game systems, related equipment, and video games. The following games do not work, per IQP group 2009-2010: Asteroids (1 of 2), Battlezone, Berzerk, Big Bird's Egg Catch, Chopper Command, Frogger, Laser Blast, Maze Craze, Missile Command, RealSports Football, Seaquest, Stampede, Video Olympics Container List Container Folder Date Title Box 1 Atari Video Game Console & Controllers 2 Original Atari Video Game Consoles with 4 of the original joystick controllers Box 2 Atari Electronic Ware This box includes miscellaneous electronic equipment for the Atari videogame system. Includes: 2 Original joystick controllers, 2 TAC-2 Totally Accurate controllers, 1 Red Command controller, Atari 5200 Series Controller, 2 Pong Paddle Controllers, a TV/Antenna Converter, and a power converter. Box 3 Atari Video Games This box includes all Atari video games in the WPI collection: Air Sea Battle, Asteroids (2), Backgammon, Battlezone, Berzerk (2), Big Bird's Egg Catch, Breakout, Casino, Cookie Monster Munch, Chopper Command, Combat, Defender, Donkey Kong, E.T., Frogger, Haunted House, Sneak'n Peek, Surround, Street Racer, Video Chess Box 4 AtariVideo Games This box includes the following videogames for Atari: Word Zapper, Towering Inferno, Football, Stampede, Raiders of the Lost Ark, Ms. -
Destiny Grosses More Than $325 Million Worldwide in First Five Days
Destiny Grosses More Than $325 Million Worldwide in First Five Days Players Logged More Than 100 Million Hours of Online Play in the First Week Destiny Becomes Best-Selling New Video Game Franchise Launch of All Time SANTA MONICA, Calif.--(BUSINESS WIRE)-- Activision Publishing, Inc., a wholly owned subsidiary of Activision Blizzard, Inc. (Nasdaq: ATVI), announced today that its highly anticipated new franchise Destiny sold-through more than $325 million worldwide in its first five days, according to Chart-Track, first parties, retail customer sell-through information and Activision Blizzard internal estimates. According to Bungie, Destiny players logged more than 100 million hours of online play by the end of the first week and participated in 137 million activities. The game has won over 180 awards and nominations to date. "Destiny fans played more than 100 million hours of the game in the first week. That's on par with the engagement levels of our most popular Call of Duty® games, which obviously is an industry leader," said Eric Hirshberg, CEO, Activision Publishing. "Millions of gamers are having a great time playing Destiny and can't put down their controllers. And this is just the beginning. Destiny is a platform that will grow and evolve and we will continue to work closely with our partners at Bungie to bring a long line of new experiences and content to life in the game." Hailed by Game Informer Magazine as "one of the first true event games of this new generation," and lauded by Yahoo! Games as "gorgeous, slick, and finely tuned, a technical knockout," Destiny casts players as a Guardian of the last city on Earth, able to explore the ancient ruins of our solar system in a social, living universe filled with other players. -
Playing in the Continuum: Moral Relativism in the Last of Us
Praxes of popular culture No. 1 - Year 9 12/2018 - LC.7 [sic] - a journal of literature, culture and literary translation Shalini Harilal, English and Foreign Languages University, India ([email protected]) Playing in the Continuum: Moral Relativism in The Last of Us Abstract Contrary to common understanding that an objective is a distinctive feature of every game, the success of process-oriented games (Nielson et al.) shows that linear narratives are not the only way to tell game stories. The Last of Us , despite being a goal-oriented video game, undermines the focus on its objective of “saving humanity” by refusing to let the player fulfil that goal. Saving humanity is a “noble” sentiment that is not only a “universal” moral value but one of import from a biological standpoint. This paper argues that the game’s insistence on making “questionable” choices on behalf of the player and its depiction of a selection of contrasting social structures are a narrative ruse to unsettle ethical complacencies of the generic player, who brings to the game such moral systems to analyze the game as are incompatible with its temporal and spatial specificity. The question of the admissibility of textual analyses based on external moral parameters is of relevance not exclusively to literary studies but to narratives in new audio-visual media as well. This paper attempts to place player reactions to the questionable character choices at the heart of the game story in a continuum between absolute player identification with narrative elements and complete detachment from the game narrative which facilitates play in an objective manner. -
Recommended Resources from Fortugno
How Games Tell Stories with Nick Fortugno RECOMMENDED RESOURCES FROM NICK FORTUGNO Articles & Books ● MDA: A Formal Approach to Game Design and Game Research ● Rules of Play Game Textbook ● Game Design Workshop Textbook ● Flow: The Psychology of Optimal Experience Festivals ● Come Out and Play Festival Games ● The Waiting Game at ProPublica ● Rez ● Fallout 4 ● Red Dead Redemption 2 ● Dys4ia ● The Last of Us ● Shadow of the Colossus ● Kentucky Route Zero ● Gone Home ● Amnesia ● Pandemic: Legacy ● Once Upon A Time A SELECTION OF SUNDANCE NEW FRONTIER ALUMNI / SUPPORTED PROJECTS About New Frontier: New Frontier: Storytelling at the Intersection of Art & Technology ● Walden ● 1979 Revolution ● Laura Yilmaz ● Thin Air OTHER GAMING RESOURCES ● NYU Game Center - dedicated to the exploration of games as a cultural form and game design as creative practice ● Columbia Digital Storytelling Lab - focusing on a diverse range of creative and research practices originating in fields from the arts, humanities and technology 1 OTHER GAMING RESOURCES continued ● Kotaku - gaming reviews, news, tips and more ● Steam platform indie tag - the destination for playing, discussing, and creating games ● IndieCade Festival - International festival website committed to celebrating independent interactive games and media from around the globe ● Games for Change - the leading global advocate for the games as drivers of social impact ● Immerse - digest of nonfiction storytelling in emerging media ● Emily Short's Interactive Storytelling - essays and reviews on narrative in games and new media ● The Art of Storytelling in Gaming - blog post 2 . -
The Last of Us Honored with 10 Awards Including Game of the Year at 17Th Annual D.I.C.E
THE LAST OF US HONORED WITH 10 AWARDS INCLUDING GAME OF THE YEAR AT 17TH ANNUAL D.I.C.E. AWARDS Top Honors Celebrating the Creative Accomplishments in Interactive Entertainment Also Went to Bioshock Infinite, Grand Theft Auto V, Plants vs. Zombies 2, and More LAS VEGAS – Feb. 6, 2014 – Suspense, horror, and surreal worlds dominated the 17th Annual D.I.C.E. Awards, the video game industry’s most prestigious honors. Naughty Dog’s dystopian, post-apocalyptic reimagining of the zombie thriller, The Last Of Us, stole the show with 10 awards, including Outstanding Achievement in Story, Outstanding Innovation in Gaming, Adventure Game of the Year, Outstanding Achievement in Game Direction and the industry’s top honor, Game of the Year. The evening’s other big winners included Irrational Games’ provocative alternate-historical FPS, Bioshock Infinite, which took home Action Game of the Year and Outstanding Achievement in Original Music Composition. PopCap’s runaway mobile hit Plants vs. Zombies 2 won both Casual Game of the Year and Mobile Game of the Year, while EA Canada’s FIFA 14 continued the FIFA franchise’s run of five consecutive wins with Sports Game of the Year. Brothers – A Tale of Two Sons, Starbreeze Studios’ touching, story-driven adventure, took home the hardware for Downloadable Game of the Year. Wargaming’s multiplayer online game World of Tanks took home the honor for the D.I.C.E. Awards’ newest category, Online Game of the Year. “Tonight’s big winner, The Last of Us, is a prime example of how today’s modern video game studios expertly blend art, game play, and storytelling to transcend the traditional notion of video games,” said Martin Rae, president, Academy of Interactive Arts & Sciences.