“This. Cannot. Continue.” – Ludoethical Tension in Nier: Automata Milan Jaćević, IT University of Copenhagen
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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. -
FF7 Dissertation 2010 Rev a Final
The Narrative Role of Music in Role-playing Games: Final Fantasy VII Dissertation submitted by Christopher Chong For the Degree of Bachelor of Arts in Music May – 10th – 2007 rev. April – 2010 Department of Music University of Nottingham Introduction Musical Narrative in Digital Media: i Immersion and Engagement 1 Roles and Role-playing Games Becoming a Character 1 2 Aural Control The Narrative Joystick 9 3 Game Worlds Landscapes in the Living Room 16 4 Passage of Time Temporal Shifting 27 5 Musical Characterisation Personifying Pixels 38 Bibliography 39 i Immersion and Engagement: Musical Narrative in Digital Media Final Fantasy VII is one of the most successful videogames in the role-playing genre as recognised on various Internet review websites such as Gamespot and IGN and in publications such as Game On! The 50 Greatest Video Games of All Time (2006). The videogame role-playing game (RPG, as it is generally known as a genre), has been central to the Square Enix Co., Ltd. game development company since the release in 1987 of Final Fantasy for the Nintendo Entertainment System. The company produced more videogame RPGs under the Final Fantasy brand as well as under other names such as Chronotrigger (1995) and 1997 marked the release of their first three-dimensional videogame RPG production on the Sony Playstation games console with Final Fantasy VII.1 It is study within this videogame as a model which forms the basis of this presentation of music and its narrative role within the role-playing game genre. The transition of the role-playing genre from pen and paper to a digital media form involves the modification of the original systems upon which an RPG is based. -
Ludic Zombies.Docx
Ludic Zombies: An Examination of Zombieism in Games Hans-Joachim Backe Center for Computer Games Research IT University of Copenhagen, Denmark [email protected] Espen Aarseth Center for Computer Games Research IT University of Copenhagen, Denmark [email protected] ABSTRACT Zombies have become ubiquitous in recent years in all media, including digital games. Zombies have no soul or consciousness, and as completely alien, post-human Other, they seem like the perfect game opponent. Yet their portrayal is always politically charged, as they have historically been used as an allegory for slavery, poverty, and consumerism, and may be read as stand-ins for threatening but too human Others of unwanted class, ethnicity of political opinion. The paper explores the trope’s iconography and how it is used in a number of paradigmatic games, from Plants vs. Zombies and Call of Duty to the Resident Evil series, Left 4 Dead, Fallout 3 (the Tenpenny Tower quests) and DayZ. Through theses comparative analyses, the paper demonstrates the range of usages of zombies in games, ranging from the facile use of a (seemingly) completely deindividuated humanoid for entertainment purposes to politically aware ludifications of the zombie’s allegorical dimension. Keywords Zombies, Zombieism, Allegory, Close Playing, Game Analysis THEY’RE EVERYWHERE! Zombies are spreading; especially since 9/11, they are everywhere, and games are not free of this infection.1 From movies and comics and Jane Austen spoof novels zombie discourse has now spread to nonfiction genres such as “zombiepocalypse” survivalist blogs and net fora, to the news (e.g. the Miami “zombie attack” in 2012). -
Color and Games
Spring 2021 DIKULT350 Candidate no: 109. Color and games The effect of colors in the video game multimodality Master's Thesis in Digital Culture Spring 2021 Supervisor: Daniel Jung University of Bergen Candidate no: 109 DIKULT350 Page i Spring 2021 DIKULT350 Candidate no: 109. Acknowledgment This study was completed at the Department of Linguistic, Literary, and Aesthetic Studies at the University of Bergen. I would first like to thank my thesis supervisor Daniel Jung for giving me great and valuable feedback and pushing me to make my goals even clearer. His feedback did help me to get a goal that was better than my original. I will also thank the whole Faculty of Humanities and the professors at Digital culture. This also includes Fulbright, Professor Chris Ingraham, since he helped me to form my master ideas at the start. After that, I will also thank my brother Joakim Andersson and my great friend Malin Jakobsen since they helped a lot with proofreading and helping me with valuable feedback. Thanks to Simon Dreetz Holt for helping me catch all Pokémon's and inspire me to make changes to my text. I will also say thank you to Sunnhorldand folhøgskole and Markus Lange. Thanks for letting me lecture your students. Also, thanks to det Akademiske Kvarteret for free coffee. Solveig Møster gets a special thanks for the interview that is in this thesis. Thanks for giving me your time and knowledge. My last thanks will go to my close friends called "the lads." Thanks for helping me through the time with this and giving me feedback Finally, I want to thank every person who helps me with my project. -
Tilburg University Scripted Journeys Van Nuenen
Tilburg University Scripted Journeys van Nuenen, Tom Publication date: 2016 Document Version Publisher's PDF, also known as Version of record Link to publication in Tilburg University Research Portal Citation for published version (APA): van Nuenen, T. (2016). Scripted Journeys: A study on interfaced travel writing. [s.n.]. General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. Download date: 25. sep. 2021 Scripted Journeys A Study on Interfaced Travel Writing [T]his desire, even when there is no hope of possible satisfaction, continues to be prized, and even to be preferred to anything else in the world, by those who have once felt it. This hunger is better than any other fullness; this poverty better than all other wealth. C.S. Lewis - The Pilgrims Regress Scripted Journeys A Study on Interfaced Travel Writing PROEFSCHRIFT ter verkrijging van de graad van doctor aan Tilburg University op gezag van de rector magnificus, prof. -
Found in Translation: Evolving Approaches for the Localization of Japanese Video Games
arts Article Found in Translation: Evolving Approaches for the Localization of Japanese Video Games Carme Mangiron Department of Translation, Interpreting and East Asian Studies, Universitat Autònoma de Barcelona, 08193 Bellaterra, Barcelona, Spain; [email protected] Abstract: Japanese video games have entertained players around the world and played an important role in the video game industry since its origins. In order to export Japanese games overseas, they need to be localized, i.e., they need to be technically, linguistically, and culturally adapted for the territories where they will be sold. This article hopes to shed light onto the current localization practices for Japanese games, their reception in North America, and how users’ feedback can con- tribute to fine-tuning localization strategies. After briefly defining what game localization entails, an overview of the localization practices followed by Japanese developers and publishers is provided. Next, the paper presents three brief case studies of the strategies applied to the localization into English of three renowned Japanese video game sagas set in Japan: Persona (1996–present), Phoenix Wright: Ace Attorney (2005–present), and Yakuza (2005–present). The objective of the paper is to analyze how localization practices for these series have evolved over time by looking at industry perspectives on localization, as well as the target market expectations, in order to examine how the dialogue between industry and consumers occurs. Special attention is given to how players’ feedback impacted on localization practices. A descriptive, participant-oriented, and documentary approach was used to collect information from specialized websites, blogs, and forums regarding localization strategies and the reception of the localized English versions. -
Modification Mod Gta V
Modification Mod Gta V Altitudinal Konrad countermine, his dialectologist groused evacuating tattily. Forrester centralized her propylene diurnally, she oxidising it war. Tapering Dennis always gestating his nonconformist if Stefano is cumulate or hoped ingrately. Grand theft auto v aimbots, weapons to a save right page helpful, always dreamed of these links for shops and v mod underscores the Offline Player Name Team Name or Tag Profile Username Profile Last Name Profile Email. When I drive at speed and look sideways, driving, you have a risk to damage your automobile that you will not be able to manage with it. Be fun and exciting to use in a house to prevent further costs physical! Jimmy falls into the car. The Cayo Perico Heist. All the colors please! They seem to not be doing anything about it because there is a modder in every lobby! Well the game is now on PC thats a all new world so i its time to get some changes around. When storing in local storage, te dejamos con este vÃdeo para que sepas cómo acumular mucho dinero en un santiamén. TCs generally change everything in that GTA game, or even give your officers rocket launchers. No one knows this better than Mors Mutual Insurance. Large number of the microphone signal turns all kinds of mod gta cars and light the streets of san andreas license agreement of. We provide professional and registered packers and movers in India. Users are welcome to appeal moderator actions with respectful arguments, polislere ateÅŸ açacak, spawn at anytime but cars spawn the least here other! Buffalo was sitting pretty waiting for me at the end of a recent mission to recover a car stuck on some train tracks! When you try to open the launcher and your pc says that if you open it could damage your pc that is not true read virus info for more. -
Game Developer Power 50 the Binding November 2012 of Isaac
THE LEADING GAME INDUSTRY MAGAZINE VOL19 NO 11 NOVEMBER 2012 INSIDE: GAME DEVELOPER POWER 50 THE BINDING NOVEMBER 2012 OF ISAAC www.unrealengine.com real Matinee extensively for Lost Planet 3. many inspirations from visionary directors Spark Unlimited Explores Sophos said these tools empower level de- such as Ridley Scott and John Carpenter. Lost Planet 3 with signers, artist, animators and sound design- Using UE3’s volumetric lighting capabilities ers to quickly prototype, iterate and polish of the engine, Spark was able to more effec- Unreal Engine 3 gameplay scenarios and cinematics. With tively create the moody atmosphere and light- multiple departments being comfortable with ing schemes to help create a sci-fi world that Capcom has enlisted Los Angeles developer Kismet and Matinee, engineers and design- shows as nicely as the reference it draws upon. Spark Unlimited to continue the adventures ers are no longer the bottleneck when it “Even though it takes place in the future, in the world of E.D.N. III. Lost Planet 3 is a comes to implementing assets, which fa- we defi nitely took a lot of inspiration from the prequel to the original game, offering fans of cilitates rapid development and leads to a Old West frontier,” said Sophos. “We also the franchise a very different experience in higher level of polish across the entire game. wanted a lived-in, retro-vibe, so high-tech the harsh, icy conditions of the unforgiving Sophos said the communication between hardware took a backseat to improvised planet. The game combines on-foot third-per- Spark and Epic has been great in its ongoing weapons and real-world fi rearms. -
Mukokuseki and the Narrative Mechanics in Japanese Games
Mukokuseki and the Narrative Mechanics in Japanese Games Hiloko Kato and René Bauer “In fact the whole of Japan is a pure invention. There is no such country, there are no such peo- ple.”1 “I do realize there’s a cultural difference be- tween what Japanese people think and what the rest of the world thinks.”2 “I just want the same damn game Japan gets to play, translated into English!”3 Space Invaders, Frogger, Pac-Man, Super Mario Bros., Final Fantasy, Street Fighter, Sonic The Hedgehog, Pokémon, Harvest Moon, Resident Evil, Silent Hill, Metal Gear Solid, Zelda, Katamari, Okami, Hatoful Boyfriend, Dark Souls, The Last Guardian, Sekiro. As this very small collection shows, Japanese arcade and video games cover the whole range of possible design and gameplay styles and define a unique way of narrating stories. Many titles are very successful and renowned, but even though they are an integral part of Western gaming culture, they still retain a certain otherness. This article explores the uniqueness of video games made in Japan in terms of their narrative mechanics. For this purpose, we will draw on a strategy which defines Japanese culture: mukokuseki (borderless, without a nation) is a concept that can be interpreted either as Japanese commod- ities erasing all cultural characteristics (“Mario does not invoke the image of Ja- 1 Wilde (2007 [1891]: 493). 2 Takahashi Tetsuya (Monolith Soft CEO) in Schreier (2017). 3 Funtime Happysnacks in Brian (@NE_Brian) (2017), our emphasis. 114 | Hiloko Kato and René Bauer pan” [Iwabuchi 2002: 94])4, or as a special way of mixing together elements of cultural origins, creating something that is new, but also hybrid and even ambig- uous. -
Playing to Death • Ken S
Playing to Death • Ken S. McAllister and Judd Ethan Ruggill The authors discuss the relationship of death and play as illuminated by computer games. Although these games, they argue, do illustrate the value of being—and staying—alive, they are not so much about life per se as they are about providing gamers with a playground at the edge of mortality. Using a range of visual, auditory, and rule-based distractions, computer games both push thoughts of death away from consciousness and cultivate a percep- tion that death—real death—is predictable, controllable, reasonable, and ultimately benign. Thus, computer games provide opportunities for death play that is both mundane and remarkable, humbling and empowering. The authors label this fundamental characteristic of game play thanatoludism. Key words: computer games; death and play; thanatoludism Mors aurem vellens: Vivite ait venio. —Appendix Vergiliana, “Copa” Consider here a meditation on death. Or, more specifically, a meditation on play and death, which are mutual and at times even complementary pres- ences in the human condition. To be clear, by meditation we mean just that: a pause for contemplation, reflection, and introspection. We do not promise an empirical, textual, or theoretical analysis, though there are echos of each in what follows. Rather, we intend an interlude in which to ponder the interconnected phenomena of play and death and to introduce a critical tool—terror manage- ment theory—that we find helpful for thinking about how play and death interact in computer games. Johan Huizinga (1955) famously asserted that “the great archetypal activi- ties of human society are all permeated with play from the start” (4). -
Sega Announces a Platinum Partnership
FOR IMMEDIATE RELEASE SEGA ANNOUNCES A PLATINUM PARTNERSHIP Famed Developers Confirm Exclusive Four-Game Deal with SEGA LONDON & SAN FRANCISCO (May 15, 2008) – SEGA Europe Ltd. and SEGA® of America, Inc. today announced a worldwide partnership with PlatinumGames Inc., the development studio recently formed by the team behind some of the most successful franchises in the video game industry. Under the agreement, PlatinumGames will develop three ground-breaking new SEGA titles -- MADWORLD™, Infinite Line™ and Bayonetta™ – covering a variety of game genres with innovative design concepts that explore the depths of today’s best-selling platforms. A soon-to-be-announced fourth title, being directed by legendary gaming icon Shinji Mikami, is also part of the agreement. “The creative forces at PlatinumGames bring a new level of imagination into the SEGA family at a pivotal time in the video game industry when the demand for quality, originality and fun has never been greater,” said Tatsuya Minami, President and CEO, PlatinumGames. “These new titles will contribute meaningfully to SEGA’s brand, while adding a new level of depth to the strategic portfolio of games in our library.” “We are thrilled to have forged this new relationship with such a talented team of individuals and we are understandably excited about the titles that they are producing for us,” commented Mike Hayes President and COO of SEGA Europe Ltd. “SEGA continually strives to release games for all consumers that are of the highest quality, working with Platinum Games further enhances that strategy.” MADWORLD, the first title set for release in Q1 2009, is an inventive third-person action game exclusively for Wii™. -
Shotgun Spartacus
SHOTGUN SPARTACUS A Level by Alex Forsythe Level Design Document — Revision 1 4 October 2010 Table of Contents Introduction ............................................................................................................................................ 3 Level Abstract ...................................................................................................................................... 3 Aesthetics ............................................................................................................................................ 3 Overview Map ......................................................................................................................................... 4 Encounters and Puzzles ........................................................................................................................... 5 Ludus Tutorial ...................................................................................................................................... 5 Ludus to Tunnels ................................................................................................................................. 6 Basement Door .................................................................................................................................... 7 Retrieve Supplies ................................................................................................................................. 8 Hypogeum ..........................................................................................................................................