Analyzing the Game Narrative
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Generation Kill and the New Screen Combat Magdalena Yüksel and Colleen Kennedy-Karpat
15 Generation Kill and the New Screen Combat Magdalena Yüksel and Colleen Kennedy-Karpat No one could accuse the American cultural industries of giving the Iraq War the silent treatment. Between the 24-hour news cycle and fictionalized enter- tainment, war narratives have played a significant and evolving role in the media landscape since the declaration of war in 2003. Iraq War films, on the whole, have failed to impress audiences and critics, with notable exceptions like Kathryn Bigelow’s The Hurt Locker (2008), which won the Oscar for Best Picture, and her follow-up Zero Dark Thirty (2012), which tripled its budget in worldwide box office intake.1 Television, however, has fared better as a vehicle for profitable, war-inspired entertainment, which is perhaps best exemplified by the nine seasons of Fox’s 24 (2001–2010). Situated squarely between these two formats lies the television miniseries, combining seriality with the closed narrative of feature filmmaking to bring to the small screen— and, probably more significantly, to the DVD market—a time-limited story that cultivates a broader and deeper narrative development than a single film, yet maintains a coherent thematic and creative agenda. As a pioneer in both the miniseries format and the more nebulous category of quality television, HBO has taken fresh approaches to representing combat as it unfolds in the twenty-first century.2 These innovations build on yet also depart from the precedent set by Band of Brothers (2001), Steven Spielberg’s WWII project that established HBO’s interest in war-themed miniseries, and the subsequent companion project, The Pacific (2010).3 Stylistically, both Band of Brothers and The Pacific depict WWII combat in ways that recall Spielberg’s blockbuster Saving Private Ryan (1998). -
The Versatility of Visualization: Delivering Interactive Feature Film Content on DVD
Nebula4.2, June 2007 The Versatility of Visualization: Delivering Interactive Feature Film Content on DVD. By Sarah Atkinson Abstract This article investigates how the film production process has been influenced by the DVD format of delivery. It discusses how the digital output is affecting the creative process of feature film production and the affect upon the visualization process during preproduction. It will deploy two case studies - M y Little Eye (2002, Dir: Marc Evans) and Final Destination 3 (2006, Dir: James Wong) – utilizing diagrammatical visualizations of their interactive content. Both these films produced additional content during the feature film production phase to offer viewers an alternate and interactive viewing experience on DVD. The article concludes by exploring how a current technological advancement, Blu Ray DVD Production, will act as a further catalyst to develop the interactive film genre beyond the initial phases investigated within the current case studies. Article The two most important aspects of visualization, the physical connections with the medium and the opportunity to review and refine work as it is created, are hard to implement because of the complexity of film production. (Katz, 1991:5) It has been 10 years since the mass inception of the so-called Digital Versatile Disc (DVD). Since that time, the market for DVD hardware and content has expanded exponentially. The DVD forum reported that ‘Film distributors depend more on DVD sales than box office takings.’ (July 31, 2006) Home video sales now account for nearly 60% of Hollywood’s revenue (LA Times 2004). The versatile format allows for a higher volume of media content to be stored and accessed in a non-linear manner. -
The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
MYSTARA MESSAGE BOARD (AOL) Folder 2 - 25Th Aug 1995 to 12Th March 1996
MYSTARA MESSAGE BOARD (AOL) Folder 2 - 25th Aug 1995 to 12th March 1996 Subj: * New Folder Date: 8/25/95 2:37:04 PM From: TSRO Tank Posted on: America Online Please resume the Mystara discussion here --TSRO Tank Subj: Mystara books? Date: 8/25/95 4:14:00 PM From: Anodaewyn1 Posted on: America Online Now, maybe I'm missing something... but, the only book that I have for the Mystara setting is the Dragonlord series. Just the two. Are there others? ~~J Subj: Re:Mystara books? Date: 8/25/95 4:40:24 PM From: TSR Bruce Posted on: America Online There should only be three (Dragonlords, Dragonkings, and Knights of Mystara coming out in November). Bruce Heard Subj: Swashbucklers & Firearms Date: 8/25/95 4:41:58 PM From: TSR Bruce Posted on: America Online Repeated from previous folder: Subj: Firearms & Swashbucklers Date: 95-08-25 14:10:47 EDT From: TSR Bruce Posted on: America Online Just a note to say that I'll be posting some questions to debate in the Red Steel folder, hopefully today. This has to do with adapting a campaign setting to firearms and swashbucklers. In general this Page 1 of 170 MYSTARA MESSAGE BOARD (AOL) Folder 2 - 25th Aug 1995 to 12th March 1996 affects the use of firearms vs. armor, and secret fencing passes favoring skilled swordsmen with rapiers and main gauche. I'm just looking for comments and opinions. Thanks. Bruce Heard Subj: Re:Mystara books? Date: 8/25/95 8:53:30 PM From: Anodaewyn1 Posted on: America Online okay cool....thanks for the info. -
Focus: the Communication Arts, Part 2. INSTITUTION Virginia Association of Teachers of English
DOCUMENT RESUME ED 088 046 CS 200 931 AUTHOR Wimer, Frances, Ed. TITLE Focus: The Communication Arts, Part 2. INSTITUTION Virginia Association of Teachers of English. PUB DATE 73 NOTE 66p. JOURNAL CIT Virginia English Bulletin; v23 n2 Entire Issue Winter 1973 EDRS PRICE MF-$0.75 HC-$3.15 DESCRIPTORS Authors; College Freshmen; *Communication Skills; *Composition (Literary); Drama; *English Instruction; Language Skills; Literature; Reading Instruction; Secondary Education; Teaching Methods; Teaching Techniques ABSTRACT The articles and authors featured in this issue are: "Preparing for Future Shock in English and Reading Instruction" by James R. Squire, "Great Expectations: Communicative Arts in the High School; or, Resetting the Clocks" by R. W. Reising and R. J. Rundus, "Some Expectations in English for College Freshmen" by May Jane Tillman, "The Role of the English Teacher in English Instruction" by Joseph E. Mahony, "Poor Fluency: A Communications Impasse," by Jan A. Guffin, "Composition: Task Competencies" by Charles K. Stallard, "Drama and Experimental Teaching" by Jane Schisgall, "Language Disabilities" by Blanche Hope Smith, "Syntactic Symmetry: Balance on the English Sentence" by Donald Nemanich, "Games Pupils Play," by Julia L. Shields, and "Great English Teaching Ideas" by Robert C. Small, Jr.(LL) U S DEPARTMENT OF HEALTH. VOLUME =II NUMBER 2 WINTER1973 EDUCATION & WELFARE NATIONAL INSTITUTE OF EDUCATION THIS DOCUMENT HAS BEEN REPRO DUCED EXACTLY AS RECEIVED FROM THE PERSON OR ORGANIZATION ORIGIN ATING IT POINTS OF VIEW OR OPINIONS STATED DO NOT NECESSARILY REPRE SENT OFFICIAL NATIONAL INSTITUTE OF EDUCATION POSITION OR POLICY Virginia English $ Bullerin "PERMISSION TO REPRODUCE THIS COPY- RIGHTED MATERIAL HAS BEEN GRANTED BY VIRGINIA ASSOCIATION OF TEACHERS OF ENGLISH Virginia Association o Teachers of English TO ERIC AND ORGANIZATIONS OPERATING UNDER AGREEMENTS WITH THE NATIONAL IN- STITUTE OF EDUCATION. -
Fable 2 Pc Download Full Version 1548
Fable 2 Pc Download Full Version 1548 Fable 2 Pc Download Full Version 1548 1 / 2 Download Fable II, the best-selling action role-playing game, in which ... Explore dozens of open, unique environments with your faithful dog.. Fable III [Online Game Code]. ESRB Rating: Mature | May 17, 2011 | by Microsoft. 3.4 out of 5 stars 258 · PC Download · $19.99$19.99 .... Anmeldung oder Installation nicht notwendig. Dragon Ball Z Raging Blast 2 Pc Download Torrent. MotiveWave Ultimate Edition With Crackbfdcm.. Fable 2 : Classics (Xbox 360): Amazon.co.uk: PC & Video Games. ... The innovative gameplay pioneered in the original Fable provided gamers with a never-before-seen level of immersion in a truly interactive world. Fable II ... Fable II - Game Of The Year Edition (Xbox 360) ... Mass Effect 2 [Xbox 360/One - Download Code].. Fable 3 - Games for Windows LIVE version (service discontinued by manufacturer) ... Fables of the Kingdom 2 Collector's Edition [Download].. Mass, Pentecost (Pre-Vatican II); Catholic Church. Mass ... 1812 overture 49 ; original version for orchestra, military band, bells, and cannons] .... Fable II. ESRB. M (Mature); Blood; Language; Sexual Themes; Use of Alcohol ... Fable II® Bonus Game Content ... Fable II Game Episodes Theme (Premium).. Fable 2: Amazon.it: Videogiochi. ... Fable 2. di Microsoft. Piattaforma : Xbox 360 |. Classificato: Dai 16 anni in su. 4,1 su 5 stelle 5 voti ... Fable 2 Limited Edition.. Fable II (Xbox 360): Amazon.co.uk: PC & Video Games. ... The game features an all new combat system, allowing you to use a range of melee and ranged weapons, while death ... Assassins Creed IV Black Flag Season Pass [PC Download]. -
De-Framing Video Games from the Light of Cinema
Issue 04 – 2015 Journal –Peer Reviewed BERNARD PERRON Université de Montréal De-framing video [email protected] & DOMINIC ARSENAULT Université de Montréal games from the light [email protected] of cinema Interactivity is the cinema of the 21st century. David Cage (foreword of L’empire des jeux, 2005) ABSTRACT In this essay, we shall try to step back from a blinding cinema-centric approach in order to examine the impact such a framing has caused, to question its limi- tations, and to refect on the interpretive communities that have relied on flm (communities we are part of, due to our flm studies background) to position video games as an important cultural phenomenon as well as an object worthy of scholarly attention. Using Gaudreault and Marion’s notion of cultural series and wishing to spread a French theoretical approach we fnd very relevant to the discussion, we will question the bases on which we frame video games as cinema. This inquiry will focus on the audiovisual nature of both media and highlight their difering technical and aesthetic aspects, which will lead us to consider video games as being closer to other forms of audiovisual media. KEYWORDS: video game; cinema; theory; history; remediation It is difcult not to rephrase the theme of this issue and try to see outside its box. It seems that video games, since a while already, have been framed in the light of cinema by the designers, producers and scholars who have begun to study them. Indeed, as we have been doing for ten years throughout the activi- ties of the Ludiciné research group (www.ludicine.ca), flm theories have been one of the most important body of works used to analyse video games at the dawn of game studies. -
Video Game Archive: Nintendo 64
Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 Table of Contents…………………………………………………………………………………………. 3 Table of Figures……………………………………………………………………………………………5 Acknowledgements……………………………………………………………………………………….. 7 Executive Summary………………………………………………………………………………………. 8 1-Introduction…………………………………………………………………………………………….. 9 2-Background………………………………………………………………………………………… . 11 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 2.2 - The Console and its Competitors:………………………………………………………………. 16 Development of the Console……………………………………………………………………...16 -
Fable III Windows Readme
FABLE III PC README 1.0 ================================================================================== Last Updated: 1 March, 2011 For the latest version of this Readme, please visit: http://lionhead.com/Fable/FableIII/readme.html ********************************************************************************** Fable® III is a graphically demanding game and is designed for next generation hardware. It is important that you have a powerful CPU (processor) and graphics chipset combination, particularly if you intend to play on a laptop; for those fortunate enough to have such systems, we have added control sets that favour laptop keyboard layouts. Please make sure to update to the latest video card drivers to ensure the greatest level of performance and compatibility between Fable III and your computer hardware. ********************************************************************************** TABLE OF CONTENTS 1) INSTALLATION & SET UP 1.1 Minimum System Requirements 1.2 Recommended System Specifications 1.3 DirectX Detection & Installation 1.4 Copy Protection 2) TROUBLESHOOTING 2.1 Installer/Update 2.2 Video 2.3 Sound 2.4 Operating System 2.5 Known Issues 3) HOTKEYS AND CONTROLS 3.1 Default Keyboard and Mouse Controls 3.2 Xbox 360 Controller 4) IN-GAME OPTIONS 4.1 Video Options 4.2 Control Options 4.3 Audio Options 4.4 Game Options 5) IMPROVING PERFORMANCE 6) DOWNLOADABLE CONTENT 7) CUSTOMER SUPPORT CONTACTS 8) COPYRIGHT INFORMATION 8.1 SlimDX Copyright Information ================================================================================== -
Solo Skirmish the Cult of Mol’Goroz
Solo Skirmish The Cult of Mol’goroz A Solo Campaign for Dungeons & Dragons (fifth edition) by PAUL BIMLER CREDITS: All text by Paul Bimler Art by Dean Spencer, Liu Xishan, Storn Cook, William McAusland, Tithi Laudthong, Matthew Richmond, Stinky Goblin, DM’s Guild Creator Resources. Cover design by Paul Bimler, image by Dean Spencer. All maps by Paul Bimler Playtested by: Christopher Logue, David La Boon, Fitzgerald Limisella, Jessica Laurent Sam McClintock, Joshua Roenfeldt, John Todsen, Martin Srpon DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All otherSample original material in this work is copyright 2020 by Paul Bimler and 5e Solo Gamebooks and published under the Community Content fileAgreement for Dungeon Masters Guild. SOLO SKIRMISH – THE CULT OF MOL’GOROZ INTRODUCTION THE CULT OF MOL’GOROZ - A Solo Skirmish is for the type of player who likes a CAMPAIGN OF FIVE QUESTS bit of quick combat-based solo action. This is not a This campaign, The Cult of Mol-goroz, consists of traditional game of D&D where a Dungeon Master five separate quests, which progress as follows: tells the players what is going on and they react accordingly. In the Solo Skirmish system, an in- 1: A Devilish Dilemma (Level 1) game AI controls the action, and players respond. -
On Videogames: Representing Narrative in an Interactive Medium
September, 2015 On Videogames: Representing Narrative in an Interactive Medium. 'This thesis is submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy' Dawn Catherine Hazel Stobbart, Ba (Hons) MA Dawn Stobbart 1 Plagiarism Statement This project was written by me and in my own words, except for quotations from published and unpublished sources which are clearly indicated and acknowledged as such. I am conscious that the incorporation of material from other works or a paraphrase of such material without acknowledgement will be treated as plagiarism, subject to the custom and usage of the subject, according to the University Regulations on Conduct of Examinations. (Name) Dawn Catherine Stobbart (Signature) Dawn Stobbart 2 This thesis is formatted using the Chicago referencing system. Where possible I have collected screenshots from videogames as part of my primary playing experience, and all images should be attributed to the game designers and publishers. Dawn Stobbart 3 Acknowledgements There are a number of people who have been instrumental in the production of this thesis, and without whom I would not have made it to the end. Firstly, I would like to thank my supervisor, Professor Kamilla Elliott, for her continuous and unwavering support of my Ph.D study and related research, for her patience, motivation, and commitment. Her guidance helped me throughout all the time I have been researching and writing of this thesis. When I have faltered, she has been steadfast in my ability. I could not have imagined a better advisor and mentor. I would not be working in English if it were not for the support of my Secondary school teacher Mrs Lishman, who gave me a love of the written word. -
The Ethics of Human-Chicken Relationships in Video Games: the Origins of the Digital Chicken B
The ethics of human-chicken relationships in video games: the origins of the digital chicken B. Tyr Fothergill Catherine Flick School of Archaeology and Ancient De Montfort University History The Gateway University of Leicester, Leicester Leicester, United Kingdom LE1 7RH, United Kingdom LE1 9BH, United Kingdom +44 0116 223 1014 +44 116 207 8487 [email protected] [email protected] ABSTRACT depicted being. In this paper, we explore the many and varied In this paper, we look at the historical place that chickens have roles and uses of the chicken in video games and contextualize held in media depictions and as entertainment, analyse several these with archaeological and historical data. types of representations of chickens in video games, and draw out 2. THE DOMESTICATION AND SPREAD reflections on society in the light of these representations. We also look at real-life, modern historical, and archaeological evidence of OF Gallus gallus, THE CHICKEN chicken treatment and the evolution of social attitudes with regard Humans have conceptually and physically shaped and re-shaped to animal rights, and deconstruct the depiction of chickens in the other animal species with which we have interacted; few video games in this light. examples of this are more striking than the chicken. Domestication is often conceived of as an activity undertaken by Categories and Subject Descriptors humans which converts a wild plant or animal into something K.4.0 General else, a living thing entirely under the control of or dependent upon humans to survive. The complexities of such a transformation are General Terms immense, and are more accurately framed as “an ongoing co- Human Factors, Theory evolutionary process rather than an event or invention” [15].