Non-Determinism in the Narrative Structure of Video Games
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Bandai Namco Blue Protocol Release Date
Bandai Namco Blue Protocol Release Date Snappish and boring Christoph hyphenate so stellately that Yale paraffines his thespian. Which Felice betides so surpassingly that Baxter aid her thrummer? Haley usually restructured peerlessly or dabbled helpfully when emunctory Tally normalize farther and amateurishly. Release MU Launcher Autoupdate webzen template Page 3. Date Added Thursday 05 November 2020 why because i only use this tally in beta app. Bandai Namco Opens Alpha Signups For at New Fantasy Sci. Categories Game Articles News Tags ActionBandai Namco Onlineblue protocolMMOMMORPGnewsPC Author Yuria Date October 7 2020. Analysis software and communications protocol development and pulling IP's on PS4 Xbox. You there will find out facebook gaming. The blue protocol world of bandai namco continuing little nightmares without them by logging is a divine tribe and the release date plans are pretty good for bandai namco blue protocol release date: warzone and oprah winfrey. Embed adda So Yeah ArcheAge is releasing a fresh server. Bandai Namco announces latest RPG Blue Protocol Tech. Eloa a central to ending homelessness, bandai namco blue protocol release date has released on your friends play this category to understand how much more ideas and super robot wars battlefront ii! In a stain release Bandai Namco has announced a new online action RPG Blue Protocol The pie is being developed by their animal Project. Blowfish Studios Pty Ltd Blue Isle Studios Blue Wizard Digital LP BonusXP Inc. Everything or know about Bandai Namco's anime MMORPG. It later clarified this mat a prank on Twitter and didn't involve Bandai Namco. Bandai Namco had released a trailer for my upcoming MMORPG Blue Protocol Along in the trailer Bandai also released some other. -
Un Conjunto De Herramientas Para Unity Orientado Al Desarrollo De Videojuegos De Acción-Aventura Y Estilo Retro Con Gráficos Isométricos 3D
UN CONJUNTO DE HERRAMIENTAS PARA UNITY ORIENTADO AL DESARROLLO DE VIDEOJUEGOS DE ACCIÓN-AVENTURA Y ESTILO RETRO CON GRÁFICOS ISOMÉTRICOS 3D D. Iván José Pérez Colado D. Víctor Manuel Pérez Colado GRADO EN INGENIERÍA DEL SOFTWARE FACULTAD DE INFORMÁTICA UNIVERSIDAD COMPLUTENSE DE MADRID TRABAJO DE FIN DE GRADO DE INGENIERÍA DEL SOFTWARE Madrid, 20 junio de 2014 Director: Prof. Dr. D. Federico Peinado Gil Autorización de difusión y utilización Iván José Pérez Colado y Víctor Manuel Pérez Colado autorizamos a la Universidad Complutense de Madrid a difundir y utilizar con fines académicos, no comerciales y mencionando expresamente a sus autores, tanto la propia memoria, como el código, los contenidos audiovisuales incluso si incluyen imágenes de los autores, la documentación y/o el prototipo desarrollado. Fdo. Iván José Pérez Colado Fdo. Víctor Manuel Pérez Colado Para nuestro nono Quien con su empeño e ilusión, fue un motivo en nuestras vidas para llegar hasta donde hemos llegado y no está hoy con nosotros para verlo Agradecimientos Queremos agradecer, en primer lugar, a nuestro director de proyecto Federico Peinado Gil, por darnos la oportunidad de participar en un proyecto del campo que más nos apasiona, los videojuegos, y por toda la ayuda y dedicación que nos ha prestado durante el curso para completarlo. En segundo lugar, agradecemos a nuestros amigos y familia, su opinión y continua valoración de los resultados que íbamos obteniendo durante la realización del proyecto. Por último, agradecer a la comunidad de usuarios de Unity, y a los usuarios de StackOverflow, la cesión de múltiples fragmentos de código que han servido de referencia para la realización del proyecto. -
Monitor 13. Júní 2013
MONITORBLAÐIÐ 24. TBL 4. ÁRG. FIMMTUDAGUR 13. JÚNÍ 2013 MORGUNBLAÐIÐ | mbl.is FRÍTT EINTAK TÓNLIST, KVIKMYNDIR, SJÓNVARP, LEIKHÚS, LISTIR, ÍÞRÓTTIR, MATUR OG ALLT ANNAÐ FYRIR STERKAR OG HREINAR TENNUR fyrst&fremst FIMMTUDAGUR 13. JÚNÍ 2013 MONITOR 3 Óskum ritstjóra vorum og frú til hamingju með frumburðinn! MÆLIR MEÐ... Á NETINU Fótboltahrellirinn Gunnar á Völlum hefur síðastliðin tvö sumur kætt DAVÍÐ ARNAR knattspyrnuáhugamenn með Á 30 SEKÚNDUM frumlegum Fyrstu sex: 190988. myndbands- Uppáhaldsíþrótt: Snjóbretti. innslögum Uppáhaldsbrettamerki: Mintsnow. um Pepsi- Besta brettasvæði landsins: Bláfjöll. deild karla. Uppáhaldsskyndibiti: Domino‘s. Innslögin hafa gjarnan einkennst af ástríðu Gunnars fyrir íþróttinni og er þar gjarnan stutt milli hláturs og gráturs. Gunnar er nú snúinn aftur og verður með innslög á heimasíðu RÚV í sumar. Fyrsti þátturinn fer í loftið á morgun, föstudag, og verður sjáanlegur á ruv.is/gunnar. FYRIR VINI HEMMA OG VALDA Kaffi- og öldurhúsið Nýlenduvöru- verzlun Hemma og Valda tilkynnti á Facebook-síðu sinni í vikunni að staðnum verði lokað í lok vikunnar. Fyrir vikið verður blásið til kveðjuteit- is á morgun, föstudag, þar sem vinum og velunnurum staðarins er boðið að kveðja staðinn með grillsprengdum pylsum og drykk í hönd. Umræddir vinir og velunnar- Mynd/Styrmir Kári ar kveðja staðinn líklega með trega en fyrirvari lokunarinnar var með skemmra lagi en ástæða hennar ku vera að nýr eigandi hússins hafi Ögra fólki á góðan hátt ekki viljað endurnýja leigusamning. Netþátturinn Og hvað? með Davíð Arnari Oddgeirssyni og Emmsjé Gauta verður frumsýndur á MonitorTV í kvöld „Það má búast við dóti sem fólk hefur ekki séð áður og við eigum Varð til í sumaratvinnuleysi mögulega eftir að ögra einhverjum aðeins. -
Video Games and Costume Art -Digitalizing Analogue Methods of Costume Design
Video Games and Costume Art -digitalizing analogue methods of costume design Heli Salomaa MA thesis 30 credits Department of Film, Television and Scenography Master’s Degree Programme in Design for Theatre, Film and Television Major in Costume Design Aalto University School of Arts, Design and Architecture Supervisor: Sofia Pantouvaki Advisors: Petri Lankoski, Maarit Kalmakurki 2018 Aalto University, P.O. BOX 11000, 00076 AALTO www.aalto.fi Master of Arts thesis abstract ! Author Heli Salomaa Title of thesis Video Games and Costume Art - digitalizing analogue methods of costume design Department Department of Film, Television and Scenography Year 2018 Number of pages 100 Language English Degree programme Master's Degree Programme in Design for Theatre, Film and Television, Major in Costume Design Abstract This thesis explores ways of integrating a costume professional to the character art team in the game industry. The research suggests, that integrating costume knowledge into the character design pipeline increases the storytelling value of the characters and provides tools for the narrative. The exploration of integrating a costume professional into game character creation as a process is still rare and little information of costume in games and experiences in transferring an analogue character building skillset into a digital one can be found, therefore this research was generated to provide knowledge on the subject. The research's main emphasis is on immersion-driven AAA-games that employ 3D-graphics and human characters and are either photorealistic or represent stylized realism. Technology for depicting reality is advancing and digital industries have become aware of the extensive skills required to depict increasingly realistic worlds. -
Karen Keslen Kremes.Pdf
UNIVERSIDADE ESTADUAL DE PONTA GROSSA SETOR DE CIÊNCIAS HUMANAS DEPARTAMENTO DE HISTÓRIA KAREN KESLEN KREMES CULTURA GEEK E TECNOLOGIA: REFLEXÕES SOBRE OS HÍBRIDOS DE VIDEOGAME E CINEMA INTERATIVO PONTA GROSSA 2018 KAREN KESLEN KREMES CULTURA GEEK E TECNOLOGIA: REFLEXÕES SOBRE OS HÍBRIDOS DE VIDEOGAME E CINEMA INTERATIVO Dissertação apresentada para obtenção do título de Mestre em História na Universidade Estadual de Ponta Grossa, Área de História, Cultura e Identidades. Orientadora: Profa. Dra. Patrícia Camera Varella PONTA GROSSA 2018 Dedico a Deus. A Ele toda honra. Para sempre. AGRADECIMENTOS Palavras jamais poderão expressar toda minha inteira gratidão à Aquele que é o primeiro lugar em minha vida: Deus. Muito obrigada, Senhor, por me dar forças, coragem e capacidade para cursar o mestrado. Tudo isto faz parte do Seu caminho e dos planos que o Senhor tem para minha vida. Agradeço eternamente por esta oportunidade e que eu possa usar todo esse conhecimento com sabedoria. Obrigada a família maravilhosa que tenho ao meu lado. Pessoas essenciais que me deram ânimo todos os dias através de conselhos com bom-humor e me acompanharam nesta longa caminhada. Vocês são demais! Obrigada as boas pessoas que Deus colocou em meu caminho. Professores, funcionários e amigos que estão ao meu lado desde minha graduação. Obrigada pela amizade e gentileza, vocês são uma benção para mim e jamais esquecerei esses anos de trabalho e diversão que passei junto de vocês. Obrigada a minha orientadora pela paciência e colaboração. Foram muitos percalços ao longo deste caminho, mas essa investigação não seria realidade sem sua ajuda. Obrigada aos professores da minha banca de qualificação e de defesa por disponibilizarem de seu tempo para contribuir com essa pesquisa e por acreditarem neste tema como parte integrante da historiografia. -
LifeIsStrange
Caught in Time: A Close Reading of Life is Strange Shaun Grose 0413934G Supervisor: Hanli Geyser Wits University Digital Arts Interactive Media Masters Research Report 2 Shaun Grose 0413934G Introduction 3 History of Dontnod Entertainment 4 On Relatable and Feminist Narrative Themes 4 Narrative Flexibility 6 Methodology 8 Core Mechanics 10 Time Reversal 101 10 General Rules 10 Limitations 11 Conversation Choices 11 Conversation Keys 11 Decisions 12 Controls and Interface 13 Interaction 14 Camera 14 User Interface 15 Narrative Interface 15 Graphic Style 15 Overarching Narrative Arc 16 Episode 1 - Chrysalis 16 Episode 2 - Out of Time 19 Episode 3 - Chaos Theory 21 Episode 4 - The Dark Room 22 Episode 5 - Polarized 24 Narrative Analysis 28 Spinning the Web 28 Narrative Elements 30 Storyworld 31 Major Characters 31 Narrative Interface 34 Environmental Storytelling 35 Player Impact 37 Reception 39 Proving The Marketer Wrong 39 Critics and Reviews 39 Awards 40 Conclusion and Final Thoughts 41 The Price 41 A New Benchmark 42 References 44 Appendix 1: Analytical Lens Example 45 3 Shaun Grose 0413934G Introduction Time and tide wait for no-one. In the real world, this truism is the subject of many works of traditional narrative. From classics such as H.G Wells’ 1895 novel The Time Machine, all the way to modern works like 2014’s The First Fifteen Lives of Harry August by Claire North, traditional media have explored time and the atypical movement and experiences of people through it. Within the popular Star Trek universe, for example, temporal paradoxes and time-travelling spaceships are used as plot devices on a regular basis . -
Roles of Female Video Game Characters and Their Impact on Gender Representation
Roles of female video game characters and their impact on gender representation. Author: Paulina Ewa Rajkowska Thesis Supervisor: Else Nygren Master's Thesis Submitted to the Department of Informatics and Media Uppsala University, May 2014 For obtaining the Master's Degree of Social Science In the field of Media and Communication Studies Table of Contents Abstract ...................................................................................................................................... 4 1. Introduction .................................................................................................................... 5 2. Background Information ................................................................................................ 5 What are video games? .................................................................................................. 5 Important terms .............................................................................................................. 7 Evolution of games ......................................................................................................... 8 3. Literature review: ......................................................................................................... 12 Media Effects: .............................................................................................................. 12 The concept of Gender ................................................................................................. 13 Gender in video games ................................................................................................ -
Dérives Postmodernes Du Jeu Vidéo AAA Remember Me
Jeu vidéo et santé psychosociale Journées recherche du Montpellier In Game 2015 Dérives postmodernes du jeu vidéo AAA Remember Me < Emmanuelle Jacques > Laboratoire : RIRRA 21 MCF en Arts plastiques [email protected] < RESUME > Dans cette communication est effectué une analyse sociocritique des processus créatifs du jeu vidéo Remember Me du studio Dontnod Enterteinment. Apparait dans cette œuvre mainstream un imaginaire postmoderne qui résiste aux intentions émancipatrices et critiques d’Alain Damasio. Encapsulé dans un processus industriel, cet auteur de science-fiction va être confronté à une autocensure de l’équipe et une forte inertie dans la réalisation du jeu vidéo Remember Me, initialement nommé Adrift, proche du concept de dérive situationniste. Au cours de sa réalisation, le jeu changera d’orientation idéologique, par respect inconscient d’une sorte de cahier des charges tacite à tout jeu vidéo désireux de se positionner dans la catégorie des jeux AAA. La méthodologie sociocritique postule l’existence de relations entre la création, l’histoire et le contexte sociétal par l’intermédiaire de sociolectes et du concept de sujet culturel. C'est-à-dire que cette réalisation vidéoludique porte en elle dans ses formes et son expressivité, des lacunes et les contradictions de notre société néolibérale. L’enquête sur le processus de création et réalisation montre à travers les conflits et controverses, quelques pathologies sociales de notre société néolibérale. < ABSTRACT > In this paper, a sociocritical analysis of the creative processes of the video game Remember Me by the Dontnod Enterteinment studio is carried out. Appears in this mainstream work a postmodern imagination that resists the emancipatory and critical intentions of Alain Damasio. -
Death Narratives: a Typology of Narratological Embeddings of Player's Death in Digital Games by Frank G
Untitled. Photographer: Pawel Kadysz (https://stocksnap.io/photo/OZ4IBMDS8E). Special Issue Video Gaming and Death edited by John W. Borchert Issue 09 (2018) articles Introduction to a Special Issue on Video Gaming and Death by John W. Borchert, 1 Death Narratives: A Typology of Narratological Embeddings of Player's Death in Digital Games by Frank G. Bosman, 12 No Sympathy for Devils: What Christian Video Games Can Teach Us About Violence in Family-Friendly Entertainment by Vincent Gonzalez, 53 Perilous and Peril-Less Gaming: Representations of Death with Nintendo’s Wolf Link Amiibo by Rex Barnes, 107 “You Shouldn’t Have Done That”: “Ben Drowned” and the Uncanny Horror of the Haunted Cartridge by John Sanders, 135 Win to Exit: Perma-Death and Resurrection in Sword Art Online and Log Horizon by David McConeghy, 170 Death, Fabulation, and Virtual Reality Gaming by Jordan Brady Loewen, 202 The Self Across the Gap of Death: Some Christian Constructions of Continued Identity from Athenagoras to Ratzinger and Their Relevance to Digital Reconstitutions by Joshua Wise, 222 reviews Graveyard Keeper. A Review by Kathrin Trattner, 250 interviews Interview with Dr. Beverley Foulks McGuire on Video-Gaming, Buddhism, and Death by John W. Borchert, 259 reports Dying in the Game: A Perceptive of Life, Death and Rebirth Through World of Warcraft by Wanda Gregory, 265 Death Narratives: A Typology of Narratological Embeddings of Player's Death in Digital Games Frank G. Bosman Abstract Ludologically, the death of the game’s protagonist (also known as player’s death of avatar death) is one of the most prominent feedback systems of almost all digital games. -
'N' Andy: the Colour Blind Ideology in Video Game Voice Acting
Document generated on 09/30/2021 2:10 p.m. Loading The Journal of the Canadian Game Studies Association Avatar 'n' Andy The Colour Blind Ideology in Video Game Voice Acting Philip Miletic Volume 13, Number 21, Summer 2020 Article abstract Despite recent criticisms that call out blackface in video game voice acting, the URI: https://id.erudit.org/iderudit/1071450ar term “blackface” was and still is seldomly used to describe the act of casting DOI: https://doi.org/10.7202/1071450ar white voice actors as characters of colour. As a result, the act of blackface in video game voice acting still occurs because of colorblind claims surrounding See table of contents the digital medium and culture of games. In this paper, I position blackface in video game voice acting within a technological and cultural history of oral blackface and white sonic norms. I focus on three time periods: the Publisher(s) Intellivision Intellivoice and the invention of a "universal" voice in video games; early American radio in the 1920s-1930s and the national Canadian Game Studies Association standardization of voice; and colorblind rhetoric of contemporary game publishers/devs and voice actors. ISSN 1923-2691 (digital) Explore this journal Cite this article Miletic, P. (2020). Avatar 'n' Andy: The Colour Blind Ideology in Video Game Voice Acting. Loading, 13(21), 34–54. https://doi.org/10.7202/1071450ar Copyright, 2020 Philip Miletic This document is protected by copyright law. Use of the services of Érudit (including reproduction) is subject to its terms and conditions, which can be viewed online. https://apropos.erudit.org/en/users/policy-on-use/ This article is disseminated and preserved by Érudit. -
008NAG August 2013
SOUTH AFRICA’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE Vol. 16 Issue FIVE PC / PLAYSTATION / XBOXXBOX / NINTENDNINTENDOO E3 SUPPLEMENT 32 pages cover all the new games for the next year and beyond NEXT GENERATION TRICK SHOT E3 PREVIEWS 8 INCLUDING Titanfall Command & Conquer The Evil Within Mad Max Murdered: Soul Suspect Watch Dogs E3 supplement brought to you by Editor Michael “RedTide“ James [email protected] Contents Assistant editor Geoff “GeometriX“ Burrows Regulars Staff writer 8 Ed’s Note Dane “Barkskin “ Remendes 10 Inbox Features 14 Bytes Contributing editor Lauren “Guardi3n “ Das Neves 53 home_coded 28 INTO THE PIXEL 2013 64 Everything Else Technical writer Essence of the art Neo “ShockG“ Sibeko Every year at E3, striking works of art from around the video game world are selected to be displayed in all International correspondent Opinion their glory at the Into the Pixel exhibit. This year’s E3 Miktar “Miktar” Dracon 14 I, Gamer saw the tenth anniversary of the renowned exhibition, and it did not disappoint. We’ve collected all the 16 The Game Stalker Contributors featured artworks within the pages of this magazine Rodain “Nandrew” Joubert 18 The Indie Investigator for you to marvel at. Walt “Shryke” Pretorius 20 Miktar’s Meanderings Miklós “Mikit0707 “ Szecsei 69 Hardwired Pippa “UnexpectedGirl” Tshabalala 98 Game Over 44 FIFA 14 Tarryn “Azimuth “ Van Der Byl Soccer! Football! UNICORN JUGGLING! All of these Adam “Madman” Liebman things are deemed incredibly important by the Wesley “Cataclysm” Fick Previews Council of Elders, and so we embarked on a quest to Art director 34 Watch_Dogs discover more. -
Йщвð¾ð´ оñ‡Ñ⁄еñ‡Ð° нð° Ð
АННОТАЦИЯ Работа Писарева Дмитрия Александровича выполнена на тему «Разработка компьютерной игры в жанре Adventure horror». Актуальность работы обусловлена быстрым ростом объема рынка компьютерных игр и высокий спрос данной продукции у пользователей. Объектом исследования является компьютерная игра в жанре adventure horror – «Divine Providence», предметом – игровые механики adventure horror игр. Цель данной работы – разработка компьютерной игры в жанре adventure horror, отвечающей современным тенденциям рынка компьютерных игр, с учетом требований заказчика. Магистерская диссертация имеет структуру в виде разделения на две главы: теоретическую и практическую, введение, заключение, список источников. Результатом работы является прототип игрового приложения с использование программного обеспечения Unity. Магистерская диссертация содержит: 71 страницу, 35 рисунков, 1 таблицу, 72 литературных источника. 3 ANNOTATION The study of Pisarev Dmitry was done the topic «Development of computer game in adventure horror genre». The relevance of the study is due to the rapid growth of the market for computer games and the interest of users in this product. The object of the study is computer game in adventure horror genre – «Divine Providence», the subject – game mechanics of adventure horror genre. The purpose of the study is to develop a computer games in the adventure horror genre that meets current trends in the computer games market, taking into account customer requirements. The master's thesis has a structure in the form of a division into two chapters: theoretical and practical, introduction, conclusion, list of references. The result of the work is a prototype computer gaming application with using Unity technologies software. Master’s thesis contains: 71 pages, 35 figures, 1 table, 72 references. 4 ОГЛАВЛЕНИЕ Введение ................................................................................................................... 7 Глава 1 Особенности разработки adventure horror игр .....................................