How Does the Inclusion of Narrative Affect the Interactivity of Video
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Ethics at Play in Undertale: Rhetoric, Identity and Deconstruction
Ethics at Play in Undertale: Rhetoric, Identity and Deconstruction Frederic SERAPHINE The University of Tokyo – ITASIA Program Graduate School of Interdisciplinary Information Studies 7-3-1 Hongo, Bunkyo-ku, Tokyo 113-0033, JAPAN +81-3-5841-8769 Seraphine[at]g.ecc.u-tokyo.ac.jp ABSTRACT This paper focuses on the effect of ethical – and unethical – actions of the player on their perception of the self towards game characters within Toby Fox’s (2015) independent Role Playing Game (RPG) Undertale, a game often perceived as a pacifist text. With a focus on the notions of guilt and responsibility in mind, a survey with 560 participants from the Undertale fandom was conducted, and thousands of YouTube comments were scraped to better understand how the audience who watched or played the different routes of the game, refer to its characters. Through the joint analysis of the game’s semiotics, survey data, and data scraping, this paper argues that, beyond the rhetorical nature of its story, Undertale is operating a deconstruction of the RPG genre and is harnessing the emotional power of gameplay to evoke thoughts about responsibility and raise the player’s awareness about violence and its consequences. Keywords rhetoric, ethics, deconstruction, pacifism, violence, character, avatar, meta-storytelling INTRODUCTION There are some artistic experiences that stick with us for a very long time, aesthetic memories, that one may put between their first kiss and their first fight. For many of its players, a game like Undertale seems to fall into this category. Because its story puts the player in the situation of making choices that affect dramatically the course of the narrative, and the survival of its characters, it seems people who played this game grow an attachment to its fictional characters comparable to the attachment to a friend in their real life. -
Opera Acquires Yoyo Games, Launches Opera Gaming
Opera Acquires YoYo Games, Launches Opera Gaming January 20, 2021 - [Tuck-In] Acquisition forms the basis for Opera Gaming, a new division focused on expanding Opera's capabilities and monetization opportunities in the gaming space - Deal unites Opera GX, world's first gaming browser and popular game development engine, GameMaker - Opera GX hit 7 million MAUs in December 2020, up nearly 350% year-over-year DUNDEE, Scotland and OSLO, Norway, Jan. 20, 2021 /PRNewswire/ -- Opera (NASDAQ: OPRA), the browser developer and consumer internet brand, today announced its acquisition of YoYo Games, creator of the world's leading 2D game engine, GameMaker Studio 2, for approximately $10 million. The tuck-in acquisition represents the second building block in the foundation of Opera Gaming, a new division within Opera with global ambitions and follows the creation and rapid growth of Opera's innovative Opera GX browser, the world's first browser built specifically for gamers. Krystian Kolondra, EVP Browsers at Opera, said: "With Opera GX, Opera had adapted its proven, innovative browser tech platform to dramatically expand its footprint in gaming. We're at the brink of a shift, when more and more people start not only playing, but also creating and publishing games. GameMaker Studio2 is best-in-class game development software, and lowers the barrier to entry for anyone to start making their games and offer them across a wide range of web-supported platforms, from PCs, to, mobile iOS/Android devices, to consoles." Annette De Freitas, Head of Business Development & Strategic Partnerships, Opera Gaming, added: "Gaming is a growth area for Opera and the acquisition of YoYo Games reflects significant, sustained momentum across both of our businesses over the past year. -
Creación De Una Simbología Para Un Videojuego
TFG CREACIÓN DE UNA SIMBOLOGÍA PARA UN VIDEOJUEGO Presentado por Carlos Mercé Vila Tutora: María Lorenzo Hernández Facultat de Belles Arts de Sant Carles Grado en Bellas Artes Curso 2016-2017 Simbología para videojuego. Carlos Mercé 2 RESUMEN Mi trabajo de fin de grado consiste en la realización de un videojuego indie 2D de género acción, aventura, RPG(1) abarcando su producción artística y la creación de un prototipo. Para la elaboración de la historia, ambientación, caracterización y personalización de los personajes precisaré referentes previos, desde lo relativo a otros videojuegos del mismo género, series de anime con las que siento afinidad, pasando por un estudio de mitologías y religiones del mundo, centrándome en la cultura precolombina inca. A partir del anterior estudio me introduciré en la parte práctica del proyec- to, la elaboración de bocetos y concept art para plasmar las ideas y poder trabajar sobre ellas. Después de eso, el siguiente paso consiste en diseñar el juego con un estilo Pixel Art: Personajes, fondos, efectos, menús, etc. La elección de esta estética se debe por la afinidad que me produce trabajar con el 2D y por la nostalgia que me da al recordar a los videojuegos con los que disfrutaba de niño. La última fase del trabajo consistirá en guardar el trabajo de forma ordenada y con el formato de comprensión adecuado para proporcionarlo al encargado de la programación del videojuego, pasando el turno de elaborarlo y darlo a probar a algunas personas escogidas anticipadamente para comprobar la línea de dificultad. Palabras clave: Videojuegos, Pixel Art, dioses incas, 2D, iconografía religiosa, indie, mecánicas. -
Â•Š : a Care-Focused Feminist Analysis of Undertale
Augustana College Augustana Digital Commons Women's and Gender Studies: Student Scholarship Women's and Gender Studies & Creative Works Spring 2017 “Don’t You Have Anything Better to Do?” : A Care- Focused Feminist Analysis of Undertale Evan Marzahn Augustana College, Rock Island Illinois Follow this and additional works at: https://digitalcommons.augustana.edu/wgststudent Part of the Feminist, Gender, and Sexuality Studies Commons, Feminist Philosophy Commons, and the Other Film and Media Studies Commons Augustana Digital Commons Citation Marzahn, Evan. "“Don’t You Have Anything Better to Do?” : A Care-Focused Feminist Analysis of Undertale" (2017). Women's and Gender Studies: Student Scholarship & Creative Works. https://digitalcommons.augustana.edu/wgststudent/1 This Student Paper is brought to you for free and open access by the Women's and Gender Studies at Augustana Digital Commons. It has been accepted for inclusion in Women's and Gender Studies: Student Scholarship & Creative Works by an authorized administrator of Augustana Digital Commons. For more information, please contact [email protected]. Marzahn 1 Evan Marzahn Professor Jane Simonsen WGST 420 Seminar 16 May 2017 “Don’t You Have Anything Better to Do?” A Care-Focused Feminist Analysis of Undertale Warning: Major spoilers for the video game Undertale ensue immediately. Sans the skeleton, my favorite character, told me shortly after the start of my third playthrough of Undertale that I was “gonna have a bad time.” I had 147 bad times, actually, tallied on a index card in real life. That is, I attempted the difficult final boss fight of Undertale’s “genocide” route 147 times over one week and lost every time, but I improved with each attempt. -
Canadian Hybrid Tournament 2017 Packet H.Txt- Written by Tossups
Canadian Hybrid Tournament 2017 Packet H.txt- Written by Tossups 1. This is the only FIFA World Cup in history where all four countries of the United Kingdom have qualified. At this World Cup, Anatoli Ilyin scored the game winning goal to clinch a playoff spot in the Soviet Union’s first World Cup appearance. This World Cup saw a weakened English squad because of the Munich Air Disaster of the same year. France defeated West Germany (*) 6-3 in the third-place playoff at this World Cup on a four-goal performance from their leading scorer. In this World Cup, a tournament history high 13 goals were scored by France’s Just Fontaine, and 6 goals, all in the playoffs, were scored by a 17-year old Pele. For 10 points, name this FIFA World Cup where hosts Sweden lost the final to give the first title to Brazil. ANSWER: 1958 FIFA World Cup 2. This leader quelled an uprising of 50,000 Black African soldiers after the execution of Mu’Tamin. This leader who won the battle of Jacob’s Ford surrounded their tent with chalk to reveal the footsteps of assassins. Balian of Ibelin surrendered a city to this leader’s forces and paid this leader 30,000 dinars. This leader was handed a crushing defeat by (*) Baldwin IV at the battle of Montgisard, but later captured Guy de Lusignan near an extinct volcano. This leader called off a siege at Tyre, and also signed the Treaty of Ramla which allowed pilgrimages in their land. This victor of a battle at the Horns of Hattin lost against the forces of Richard the Lionheart at Arsuf, and conquered the Kingdom of Jerusalem. -
The Moral Choice of Infamous: Law and Morality in Video Games
University of Wollongong Research Online Faculty of Law, Humanities and the Arts - Papers Faculty of Arts, Social Sciences & Humanities 1-1-2015 The moral choice of inFAMOUS: law and morality in video games Michael Barnett University of Wollongong Cassandra E. Sharp University of Wollongong, [email protected] Follow this and additional works at: https://ro.uow.edu.au/lhapapers Part of the Arts and Humanities Commons, and the Law Commons Recommended Citation Barnett, Michael and Sharp, Cassandra E., "The moral choice of inFAMOUS: law and morality in video games" (2015). Faculty of Law, Humanities and the Arts - Papers. 2429. https://ro.uow.edu.au/lhapapers/2429 Research Online is the open access institutional repository for the University of Wollongong. For further information contact the UOW Library: [email protected] The moral choice of inFAMOUS: law and morality in video games Abstract With increasing capacity for real-life simulation, high definition graphics, and complex interactive narrativity, video games now offer a high level of sophisticated engagement for players, which contribute significantly ot their widespread popular support. As an extremely prevalent sub-culture of new media, they also provoke jurisprudential investigations. This article acknowledges the culturally constructed nature of playing video games, and helps to explore the normative expectations of law that might be facilitated by the narrative structures inherent within the game itself. It does so by exploring one game series within this framework and asks what meaning can be transformed about issues of law, morality and power from playing these games. By analysing and critiquing the way in which both the narrative and the mechanics of this particular game shape our understanding of the relationship between power, law and morality, we argue that Infamous reflects a normative privileging of natural law. -
Transcript of Undertale
1 You’re listening to Imaginary Worlds, a show about how we create them, and why we suspend our disbelief. I’m Eric Molinsky. Four years ago, I reported a story for public radio about independent video games, which were just coming into their own. If you’re not a gamer and you have no idea of what that means -- think about how video games started. Pac Man was a very simple design. But in the 1980s, you had drive to an arcade to play that game on a cabinet machine, or buy an Atari system. Now game slike Halo and BioShock have hyper realistic graphics. You can move around 360-degree. The stories can last 20 hours long. But that also means, today a single programmer can create a game with the sophistication of Super Mario Brothers that you can play on your browser with a keyboard and a mouse. These independent game designers can make their games about whatever they want. Some of them are very quirky, and very personal. One of my listeners wrote me and said I should check out this hot new indie game called Undertale. It’s gotten huge critical acclaim. I had not played indie games for a while, so went online to download Undertale. And I was stunned by how much the world of indie video games had grown since I reported that story. Julian Feeld is the editor of Existential Gamer, a site that reviews games. JULIAN: Video games growing up were my safe space, they were the place I went to where there was no social anxiety, no human interaction that I’d have to decipher and navigate. -
The Performative Interactivity of Video Games
SHALL WE PLAY A GAME?: THE PERFORMATIVE INTERACTIVITY OF VIDEO GAMES Michael J. Beck Thesis Prepared for the Degree of MASTER OF SCIENCE UNIVERSITY OF NORTH TEXAS August 2014 APPROVED: John M. Allison, Jr., Major Professor and Chair of the Department of Communication Studies Justin T. Trudeau, Committee Member Shaun Treat, Committee Member Holley Vaughn, Committee Member Mark Wardell, Dean of the Toulouse Graduate School Beck, Michael J. Shall We Play a Game? The Performative Interactivity of Video Games. Master of Science (Communication Studies), August 2014, 113 pp., bibliography, 61 titles. This study examines the ways that videogames and live performance are informed by play theory. Utilizing performance studies methodologies, specifically personal narrative and autoperformance, the project explores the embodied ways that gamers know and understand videogames. A staged performance, “Shall We Play a Game?,” was crafted using Brechtian theatre techniques and Conquergood’s three A’s of performance, and served as the basis for the examination. This project seeks to dispel popular misconceptions about videogames and performance and to expand understanding about videogaming as an embodied performative practice and a way of knowing that has practical implications for everyday life. Copyright 2014 by Michael J. Beck ii TABLE OF CONTENTS Page Chapters 1. INTRODUCTION ........................................................................................................ 1 2. LITERATURE REVIEW ............................................................................................. -
Undertale - Fanny Barnabé – FNRS Postdoctoral Researcher Liège Game Lab – University of Liège – [email protected] 1
Narrativization Processes of Video Game Tutorials - From EarthBound to Undertale - Fanny Barnabé – FNRS Postdoctoral Researcher Liège Game Lab – University of Liège – [email protected] 1. Introduction: The Sub-Genre of “Mothertale” Games EarthBound Undertale // (Shigesato Itoi , 1994) (Toby Fox, 2015) 1. Introduction: The Sub-Genre of “Mothertale” Games 2. A Narratological Study of Video Game Tutorials • From a narratological point of view, video game tutorials are ontologically ambiguous: they create a metadiscourse that no longer addresses only the fictional characters, but also the player (Therrien and Julien, 2015) • They produce many metalepses (Genette, 2004) and mises en abyme 2. A Narratological Study of Video Game Tutorials • Unnatural narratives “conspicuously violate […] conventions of standard narrative forms” (Richardson, 2011: 34) • “Videogames are unnatural narratives par excellence” (Ensslin, 2015: 43) 2. A Narratological Study of Video Game Tutorials • In the field of video games, metalepses are not transgressions, but conventions (Allain, 2018) • Tutorial metalepses are moments when the game signals how it is articulating fiction and gameplay 2. A Narratological Study of Video Game Tutorials • Inclusive definition of the tutorial: = Metalanguage intended to transmit utilitarian information about the commands (“press X for X”), the rules (“the sword can break the blocks”), the behaviors expected by the player (“you can do X”) and the main goals of the game (“you have to save the princess”) 3. Three Degrees of Fictionalization How do tutorials articulate the empirical content and the game’s fictional universe? Non-fictionalization of the tutorial Incrustation of the tutorial in the diegetic environment Avatarization of the tutorial - Tutorial metaphors - Fictionalized metalepsis - Raw metalepsis 3. -
Finalists in 21 Categories Announced for Third Annual SXSW Gaming Awards
P.O. Box 685289 Austin, Texas | 78768 T: 512.467.7979 F: 512.451.0754 sxsw.com Finalists in 21 Categories Announced for Third Annual SXSW Gaming Awards YouTube megastar Séan “Jacksepticeye” William McLoughlin and esports host Rachel “Seltzer” Quirico to host the SXSW Gaming Awards ceremony The Witcher 3: Wild Hunt and Bloodborne lead in total nominations AUSTIN, Texas (January 25, 2016) — South by Southwest (SXSW) Gaming today announced the finalists for the third annual SXSW Gaming Awards, presented by Windows Games DX, Curse, G2A, IGN, Porter Novelli and Imaginary Forces. Taking place Saturday, March 19 at 8 p.m. CST in the Austin Grand Ballroom on the 6th Floor of the Hilton Downtown Austin, the Gaming Awards will honor indie and major game studio titles in 21 categories. The SXSW Gaming Awards are free and open to the public of all ages with a SXSW Guest Pass and streamed online at http://sxsw.is/23g6kEc. All Interactive, Music, Film, Gold, and Platinum badgeholders receive early entry and preferred seating. The SXSW Gaming Awards is an extension of the SXSW Gaming event. New for 2016: SXSW Gaming takes place March 17-19, 2016 inside the Austin Convention Center downtown (500 E Cesar Chavez Street). “First, congratulations are in order for all of our entrants and finalists. This year we saw a record number of entries and an incredibly diverse set of games,” said Justin Burnham, SXSW Gaming Producer. "This year’s show – thanks to the help of our hosts and finalists, is going to be one of the best yet. -
Game Development with Gamemaker Studio 2 Make Your Own Games with Gamemaker Language
Game Development with GameMaker Studio 2 Make Your Own Games with GameMaker Language Sebastiano M. Cossu Game Development with GameMaker Studio 2 Sebastiano M. Cossu London, UK ISBN-13 (pbk): 978-1-4842-5009-9 ISBN-13 (electronic): 978-1-4842-5010-5 https://doi.org/10.1007/978-1-4842-5010-5 Copyright © 2019 by Sebastiano M. Cossu This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights. While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. -
Effects of Community's Monetary Engagement on the Quality of The
Effects of community’s monetary engagement on the quality of the final product The game development on Kickstarter MASTER PROJECT THESIS WITHIN: Informatics NUMBER OF CREDITS: 30 PROGRAMME OF STUDY: Information Architecture AUTHORS: Vojciech Sobolevski & Gözde Meydan JÖNKÖPING 05 2021 Master Thesis in Informatics Title: Effects of community’s monetary engagement on the quality of the final product Authors: V. Sobolevski and G. Meydan Tutors: Ahmad Ghazawneh and Osama Mansour Date: 2021-05-22 Key terms: Platform, crowdfunding, game development, Kickstarter. Abstract Kickstarter is a relatively new platform that has risen from coordinating a group of friends and like-minded people to finance some niched and highly unique projects, to the platform, where strangers from all around the world, finance the work of their favorite creators in hundreds of thousands or even millions of dollars. The academic literature and general focus of the public was concentrated to find what makes a campaign successful, advantages of the platform and its origins. We, the authors of this paper, believe that Kickstarter is continuously evolving, which raises some new questions, not of its history and use, but rather of its future potential and what happens, when the campaigns are won. We will look into how backers interact with the creators through monetary engagement and if these creators are able to deliver quality products when provided with much more resources. Our focus on the game industry allows us to see if Kickstarter performs well within the market, where big players exist with experience and lots of funding. If Kickstarter’s developers will be able to keep up with the industry leaders, using financing through crowdfunding, the platform might become a serious financial player similar to venture capitalists or angel investors.