Game Narrative Review
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Threat Simulation in Virtual Limbo Preprint
This is a preprint of the article “Threat simulation in virtual limbo: An evolutionary approach to horror video games” by Jens Kjeldgaard-Christiansen and Mathias Clasen, Aarhus University. The final, published version has been published in the Journal of Gaming and Virtual Worlds and is available at https://doi.org/10.1386/jgvw.11.2.119_1. Page 2 of 33 Threat Simulation in Virtual Limbo: An Evolutionary Approach to Horror Video Games Keywords: horror, Limbo, game studies, evolution, simulation, evolutionary psychology Abstract Why would anyone want to play a game designed to scare them? We argue that an alliance between evolutionary theory and game studies can shed light on the forms and psychological functions of horror video games. Horror games invite players to simulate prototypical fear scenarios of uncertainty and danger. These scenarios challenge players to adaptively assess and negotiate their dangers. While horror games thereby instil negative emotion, they also entice players with stimulating challenges of fearful coping. Players who brave these challenges expand their emotional and behavioural repertoire and experience a sense of mastery, explaining the genre’s paradoxical appeal. We end by illustrating our evolutionary approach through an in-depth analysis of Playdead’s puzzle-horror game Limbo. Page 3 of 33 Introduction Imagine this: You are a little boy, lost somewhere deep in the woods at night. You do not know how you got there or how to get out. All you know is that your sister is out there, somewhere, possibly in great danger. You have to find her. The ambiance is alive with animal calls, the flutter of branches and bushes and a welter of noises that you cannot quite make out. -
Amnesia the Dark Descent Download Mac Free Full Game
Amnesia the dark descent download mac free full game Continue See more screenshots of Amnesia: Dark Descent, First Man Survival Horror. The game is about immersion, discovery and life through a nightmare. An experience that o should your core. Using a fully physically simulated world, cutting edge 3D graphics and a dynamic sound system, the game pulls no punches when trying to immerse you. Once the game starts, you'll be in control from start to finish. There are no cut scenes or time jumps, no matter what happens, what happens to you first hand. Amnesia: A dark descent throws you head into a dangerous world where danger can lurk around every corner. Your only defenses are hiding, running or using your mind. Other languages Look for similar items by category Of Feedback Open Mac App Store for buying and downloading apps. The last remaining memories disappear into darkness. Your mind is a mess, and only a sense of hunting remains. You have to run away. Woke up... Amnesia: Dark Descent, the first man survival horror. The game is about immersion, discovery and life through a nightmare. An experience that o should your core. Equipment requirements: - Intel processor.- ATI/AMD or NVIDIA graphics card, no other types of hardware are supported. If your computer does not meet the requirements, the game will freeze, crash or not run at all. March 4, 2015 Version 1.3.1 - Fixes various crash problems associated with additional gamepad support in 1.3.- Fixed the ability to re-switch buttons.- Updated launcher to properly limit SSAO samples to 32x. -
Vgarchive : My Video Game Collection 2021
VGArchive : My Video Game Collection 2021 Nintendo Entertainment System 8 Eyes USA | L Thinking Rabbit 1988 Adventures in the Magic Kingdom SCN | L Capcom 1990 Astérix FRA | L New Frontier / Bit Managers 1993 Astyanax USA | L Jaleco 1989 Batman – The Video Game EEC | L Sunsoft 1989 The Battle of Olympus NOE | CiB Infinity 1988 Bionic Commando EEC | L Capcom 1988 Blades of Steel SCN | L Konami 1988 Blue Shadow UKV | L Natsume 1990 Bubble Bobble UKV | CiB Taito 1987 Castlevania USA | L Konami 1986 Castlevania II: Simon's Quest EEC | L Konami 1987 Castlevania III: Dracula's Curse FRA | L Konami 1989 Chip 'n Dale – Rescue Rangers NOE | L Capcom 1990 Darkwing Duck NOE | L Capcom 1992 Donkey Kong Classics FRA | L Nintendo 1988 • Donkey Kong (1981) • Donkey Kong Jr. (1982) Double Dragon USA | L Technōs Japan 1988 Double Dragon II: The Revenge USA | L Technōs Japan 1989 Double Dribble EEC | L Konami 1987 Dragon Warrior USA | L Chunsoft 1986 Faxanadu FRA | L Nihon Falcom / Hudson Soft 1987 Final Fantasy III (UNLICENSED REPRODUCTION) USA | CiB Square 1990 The Flintstones: The Rescue of Dino & Hoppy SCN | B Taito 1991 Ghost'n Goblins EEC | L Capcom / Micronics 1986 The Goonies II NOE | L Konami 1987 Gremlins 2: The New Batch – The Video Game ITA | L Sunsoft 1990 High Speed ESP | L Rare 1991 IronSword – Wizards & Warriors II USA | L Zippo Games 1989 Ivan ”Ironman” Stewart's Super Off Road EEC | L Leland / Rare 1990 Journey to Silius EEC | L Sunsoft / Tokai Engineering 1990 Kings of the Beach USA | L EA / Konami 1990 Kirby's Adventure USA | L HAL Laboratory 1993 The Legend of Zelda FRA | L Nintendo 1986 Little Nemo – The Dream Master SCN | L Capcom 1990 Mike Tyson's Punch-Out!! EEC | L Nintendo 1987 Mission: Impossible USA | L Konami 1990 Monster in My Pocket NOE | L Team Murata Keikaku 1992 Ninja Gaiden II: The Dark Sword of Chaos USA | L Tecmo 1990 Rescue: The Embassy Mission EEC | L Infogrames Europe / Kemco 1989 Rygar EEC | L Tecmo 1987 Shadow Warriors FRA | L Tecmo 1988 The Simpsons: Bart vs. -
Narrative in Video Games
NARRATIVE IN VIDEO GAMES ENVIRONMENTAL STORYTELLING IN BIOSHOCK AND GONE HOME Aantal woorden: 16346 PIETER LEMMENS Studentennummer: 01306018 Promotor: Prof. dr. Marco Caracciolo Masterproef voorgelegd voor het behalen van de graad master in de richting Taal- en Letterkunde (Engels- Italiaans) Academiejaar: 2016 – 2017 Verklaring ivm auteursrecht De auteur en de promotor(en) geven de toelating deze studie als geheel voor consultatie beschikbaar te stellen voor persoonlijk gebruik. Elk ander gebruik valt onder de beperkingen van het auteursrecht, in het bijzonder met betrekking tot de verplichting de bron uitdrukkelijk te vermelden bij het aanhalen van gegevens uit deze studie. Het auteursrecht betreffende de gegevens vermeld in deze studie berust bij de promotor(en). Het auteursrecht beperkt zich tot de wijze waarop de auteur de problematiek van het onderwerp heeft benaderd en neergeschreven. De auteur respecteert daarbij het oorspronkelijke auteursrecht van de individueel geciteerde studies en eventueel bijhorende documentatie, zoals tabellen en figuren. 2 Inhoudsopgave ENVIRONMENTAL STORYTELLING IN BIOSHOCK AND GONE HOME .......................................................... 1 Inhoudsopgave ............................................................................................................................................ 3 Acknowledgments ........................................................................................................................................... 4 List of Figures ................................................................................................................................................. -
Itsenäinen Pelikehitys
Itsenäinen pelikehitys Virtanen, Harri 2011 Leppävaara Laurea-ammattikorkeakoulu Leppävaara Itsenäinen pelikehitys Harri Virtanen Tietojenkäsittelyn koulutusohjelma Opinnäytetyö Helmikuu, 2012 Laurea-ammattikorkeakoulu Tiivistelmä Leppävaara Tietojenkäsittelyn koulutusohjelma Harri Virtanen Itsenäinen pelikehitys Vuosi 2011 Sivumäärä 56 Tässä opinnäytetyössä analysoidaan itsenäistä pelikehitystä sekä käsitellään pelikehityksen eri vaiheita. Tavoitteena oli tutkia, mitä itsenäinen pelikehitys pitää sisällään sekä mitä työkalu- ja ja resursseja kehitykseen vaaditaan. Itsenäinen pelikehitys on yleistynyt nykyaikana jatkuvasti kasvavalla nopeudella. Pelaajille tämä merkitsee tarjonnassa kasvua, kun kehittäjälle se taas merkitsee kilpailussa kasvua. Di- gitaalinen aikakausi mahdollistaa oman tuotoksen jakelun internetissä erittäin vähäisillä kus- tannuksilla verrattuna perinteiseen jakeluun. Tietoa ja kokemusta voi harjoittaa itsenäisesti. Resursseja, kuten musiikkia tai tekstuureita, on laillisesti saatavilla jopa kaupalliseen käyt- töön ilmaiseksi. Kuvailtu tilanne on itsenäiselle kehittäjälle ihanteellinen. Pelikehitys on monimutkainen pro- sessi, joka vaatii paljon sillä kaikki on tuotettava itse, vaikka tietyt resurssit olisivatkin hel- posti saatavilla. Itsenäinen pelikehitys sallii kehittäjälle vapauden tuotokseensa, mutta myös vastuu on kehittäjällä itsellään. Työssä vertaillaan eri ohjelmointikieliä ja kehitysprosesseja. Tutkimus käy läpi kehityksen eri vaiheita, prosessien suunnittelua ja ottaa kantaa kehityksen aikana ilmeneviin -
Official Game Selections, Industry Speakers, and Conference Details Announced for Indiecade East 2015
FOR IMMEDIATE RELEASE OFFICIAL GAME SELECTIONS, INDUSTRY SPEAKERS, AND CONFERENCE DETAILS ANNOUNCED FOR INDIECADE EAST 2015 Artist and educator Mary Flanagan and Frictional Games’ Thomas Grip round out keynote lineup IndieCade’s annual festival presented in collaboration with Museum of the Moving Image brings the diversity and innovation of independent games to New York City with games showcase, talks and discussions, workshops, and more Early-bird discounted tickets on sale through January 19 Astoria, New York, January 16, 2015—IndieCade, the premier international festival of independent games, and Museum of the Moving Image have announced conference workshops, speakers, and games selections for IndieCade East 2015, to be held February 13 through 15 at the Museum in New York City. Details for the conference can be found online at www.IndieCade.com/east. Passes are available at www.movingimage.us/indiecadeeast. “IndieCade East is an incredible opportunity for independent developers, aspiring creators, and video game fans to come see what’s next from some of the most daring and innovative people in the industry,” said Stephanie Barish, Chief Executive Officer, IndieCade. “This is the place to discover and play the next wave of indie games and hear from the creators who are shaping the future.” A showcase of new and unique games The 2015 IndieCade East Game Showcase will feature a wide array of video games from dozens of independent game developers, including award-winning selections from the IndieCade Festival 2014, which was held in Los Angeles. Games are for all major platforms, including PlayStation®4, PlayStation®Vita, Xbox One, Nintendo’s Wii U™ system, Leap Motion, PC, Mac, Linux, and virtual reality. -
May 20, 2019 Final Fantasy XI Online
RETAIL COUNT: 555 DIGITAL COUNT: 289 TOTAL COUNT: 844 LAST UPDATE: May 20, 2019 Final Fantasy XI Online – 2007 Edition Square Enix 2007 EUR | CiB Final Fantasy XI Online – Starter Pack Square Enix 2007 EUR | CiB Nox Westwood Studios 2000 EUR | L Worms 2 Team17 Software 1997 EUR | L Amnesia: The Dark Descent Frictional Games 2010 EUR Baldur's Gate – Enhanced Edition BioWare / Overhaul Games 2012 EUR Dota 2 Valve 2013 EUR Final Fantasy VII Square Enix 2012 EUR Portal Valve 2007 EUR Tom Clancy's Splinter Cell: Chaos Theory Ubisoft Montréal 2005 EUR Beneath a Steel Sky Revolution Software 1994 EUR Fallout InterplayInterplay ProductionsProductions 1997 EUR Fallout 2 Black Isle Studios 1998 EUR Leisure Suit Larry: Love for Sail! Sierra On-Line 1996 EUR Lure of the Temptress Revolution Software 1992 EUR Machinarium [Collector's Edition] Amanita Design 2009 EUR SimCity Maxis Software 1989 EUR Supaplex Think!Ware Development 1991 EUR The Elder Scrolls: Arena Bethesda Softworks 1994 EUR The Elder Scrolls: Chapter II – Daggerfall Bethesda Softworks 1996 EUR Star Wars: The Old Republic BioWare Austin 2011 EUR 8 Eyes Thinking Rabbit 1988 USA | L Adventures in the Magic Kingdom Capcom 1990 SCN | L Astérix New Frontier / Bit Managers S.L. 1993 FRA | L Batman – The Video Game Sunsoft 1989 EEC | L The Battle of Olympus InfinityInfinity 1988 NOE | CiB Bionic Commando Capcom 1988 EEC | L Blue Shadow Natsume 1990 UKV | L Bubble Bobble Taito 1987 UKV | CiB Castlevania Konami 1986 USA | L Castlevania II: Simon's Quest Konami 1987 EEC | L Castlevania III: Dracula's -
Exploring the Language and Grammar of Video Games
Authored Agency: Exploring the Language and Grammar of Video Games by Allen Kwan A Thesis presented to The University of Guelph In partial fulfilment of requirements for the degree of Doctor of Philosophy in School of English and Theatre Studies Guelph, Ontario, Canada © Allen Kwan, January, 2016 ABSTRACT AUTHORED AGENCY: EXPLORING THE LANGUAGE AND GRAMMAR OF VIDEO GAMES Allen Kwan Advisor: University of Guelph, 2016 Professor Alan Filewod This thesis is an examination of narrative structure of single-player story-driven video games, shifting the focus toward the exploration of their design and methods by which game designers and authors are able to use the language of interactivity in order to convey meaning to a video game player. Although the role of the player is important in examining video game narratives, it is only recently that scholars and critics have begun to examine the role that the game designer has in creating the conditions that allow for meaning to be created in the first place. This thesis examines the narrative structure of video games by exploring the major attempts to define a language of video games and using this criticism to suggest a greater shift toward considering how many moments of interactivity are purposefully designed in order to encourage a specific interpretation of the game’s narrative. The thesis surveys a significant number of video games to help illustrate how player interactivity is specifically authored and uses this survey to provide context for a more in depth discussion of major single-player story-driven video games released in the last few years. -
Look at What You've Done: Exploring Narrative Displeasure In
Look at What You’ve Done: Exploring Narrative 1 Displeasure in Video Games STEVEN PROUDFOOT “Each time I saw them hurt, I shared their pain as if I was hurt myself. Even pains they pretended to feel I did feel. Hyper-empathy syndrome is a delusional disorder after all: there’s no telepathy, no magic, no deep spiritual awareness. There’s just the neurochemically induced illusion that I feel the pain and pleasure that I see others experiencing.” —Octavia Butler, Parable of the Talents Anyone who has ever enjoyed a sad song when they were sad can understand that enjoying an experience does not always involve joy or any similarly positive emotions. Sometimes people want to be sad. This certainly isn’t limited to music either. The existence of haunted houses, horror films, tragic plays, tear-jerker novels, and many other mediums and industries all rely on the idea that, sometimes, people want to experience negative emotions like fear and sadness. Within that wide range of experiences that tend to induce negative emotions, a relatively unexplored type is the video games that often aim to make players feel (primarily) guilt or sadness with the diegetic implications of their gameplay actions. Even when these games force players to be complicit in questionable or even obviously morally bankrupt choices, they then present moments of slowed or halted gameplay that seem to accuse the player of wrongdoing in way that seems to say, "Look at what you've done!" Examples of this include Spec Ops: The Line (2012), and SOMA (2015). Each explore this same seemingly accusatory moment in different ways. -
Subtle and Challenging Gaze-Based Player Guidance in Exploration Games
Multimodal Technologies and Interaction Article gEYEded: Subtle and Challenging Gaze-Based Player Guidance in Exploration Games Michael Lankes 1,* , Andreas Haslinger 1 and Christian Wolff 2 1 Department of Digital Media, University of Applied Sciences Upper Austria, 4232 Hagenberg, Austria 2 Department of Media Informatics, University of Regensburg, 93053 Regensburg, Germany * Correspondence: [email protected]; Tel.: +43-50-8042-2133 Received: 9 July 2019; Accepted: 19 August 2019; Published: 22 August 2019 Abstract: This paper investigates the effects of gaze-based player guidance on the perceived game experience, performance, and challenge in a first-person exploration game. In contrast to existing research, the proposed approach takes the game context into account by providing players not only with guidance but also granting them an engaging game experience with a focus on exploration. This is achieved by incorporating gaze-sensitive areas that indicate the location of relevant game objects. A comparative study was carried out to validate our concept and to examine if a game supported with a gaze guidance feature triggers a more immersive game experience in comparison to a crosshair guidance version and a solution without any guidance support. In general, our study findings reveal a more positive impact of the gaze-based guidance approach on the experience and performance in comparison to the other two conditions. However, subjects had a similar impression concerning the game challenge in all conditions. Keywords: player guidance; gaze-based interactions; feedback types; game experience 1. Introduction Gaze-based interactions have found their way into the games domain (e.g., [1–10]): Top-level “AAA games”, such as Far Cry 5 [11] or Assassin’s Creed Odyssey [12], support eye-tracking devices with the aim to provide players a more intuitive form of game interaction [13]. -
Giant Pink Scorpions: Fighting Piracy with Novel Digital Rights Management Technology
DePaul Journal of Art, Technology & Intellectual Property Law Volume 23 Issue 1 Fall 2012 Article 2 Giant Pink Scorpions: Fighting Piracy with Novel Digital Rights Management Technology Andrew V. Moshirnia Follow this and additional works at: https://via.library.depaul.edu/jatip Recommended Citation Andrew V. Moshirnia, Giant Pink Scorpions: Fighting Piracy with Novel Digital Rights Management Technology, 23 DePaul J. Art, Tech. & Intell. Prop. L. 1 (2012) Available at: https://via.library.depaul.edu/jatip/vol23/iss1/2 This Lead Article is brought to you for free and open access by the College of Law at Via Sapientiae. It has been accepted for inclusion in DePaul Journal of Art, Technology & Intellectual Property Law by an authorized editor of Via Sapientiae. For more information, please contact [email protected]. Moshirnia: Giant Pink Scorpions: Fighting Piracy with Novel Digital Rights M GIANT PINK SCORPIONS: FIGHTING PIRACY WITH NOVEL DIGITAL RIGHTS MANAGEMENT TECHNOLOGY Andrew V. Moshirnia* ABSTRACT The music and movie industries have dominated the discussion on Internet piracy. Both industries have employed the use of technologies that limit the ability to share digital files of their audiovisual works, known as digital rights management technology. In addition, both industries have pursued aggressive legal action campaigns to enforce intellectual property rights against individuals who are illegally downloading files and websites that facilitatepiracy. But by all counts, these efforts have failed to control the problem, and arguably damaged their reputations. Though music and movie piracy has received the most headlines, the PC video game industry has similarly suffered The video game industry, too, has pursued the traditionalenforcement routes that other industries have used to combat piracy, with the same middling results. -
Worldbuilding: a Survey of Games and Architecture at Play Charlotte M
University of New Mexico UNM Digital Repository Architecture and Planning ETDs Electronic Theses and Dissertations Spring 4-3-2017 Worldbuilding: a survey of games and architecture at play Charlotte M. McKernan Follow this and additional works at: https://digitalrepository.unm.edu/arch_etds Part of the Architecture Commons Recommended Citation McKernan, Charlotte M.. "Worldbuilding: a survey of games and architecture at play." (2017). https://digitalrepository.unm.edu/ arch_etds/36 This Thesis is brought to you for free and open access by the Electronic Theses and Dissertations at UNM Digital Repository. It has been accepted for inclusion in Architecture and Planning ETDs by an authorized administrator of UNM Digital Repository. For more information, please contact [email protected]. i Charlotte Meagan McKernan Candidate Master of Architecture Department This thesis is approved, and it is acceptable in quality and form for publication: Approved by the Thesis Committee: Prof. Nora Wendl, Chair Prof. Alex Webb Prof. Brian Goldstein Prof. Tim Castillo ii Worldbuilding: a survey of games and architecture at play by Charlotte Meagan McKernan B.A., Franklin University Switzerland, 2013 THESIS Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Architecture The University of New Mexico Albuquerque, New Mexico May, 2017 iii Dedication To my cool pals and even cooler family. Thank you for your patience and support. iv Acknowledgments I would like to thank my thesis committee, Professor Nora Wendl, Professor Brian Goldstein, Professor Alex Webb, and Professor Tim Castillo, for their support and guidance throughout my studies at UNM. v Worldbuilding: a survey of games and architecture at play by Charlotte Meagan McKernan B.A, Franklin University Switzerland, 2013 M.Arch, Architecture, University of New Mexico, 2017 Abstract Architecture often looks to the value of digital spaces for simulation and compu- tation.