Well Played 3.0: Video Games, Value and Meaning Drew Davidson Et Al

Total Page:16

File Type:pdf, Size:1020Kb

Well Played 3.0: Video Games, Value and Meaning Drew Davidson Et Al Well Played 3.0: Video Games, Value and Meaning Drew Davidson et al. Published: 2011 Categorie(s): Tag(s): "Video Games" Criticism Analysis Play Literacy 1 Preface Copyright by Drew Davidson et al. & ETC Press 2011 ISBN: 978-1-257-85845-3 Library of Congress Control Number: 2011932994 TEXT: The text of this work is licensed under a Creative Commons Attribution-NonCommercial-NonDerivative 2.5 License (http://creativecommons.org/licenses/by-nc-nd/2.5/) IMAGES: All images appearing in this work are used and reproduced with the permission of the respective copyright owners, and are not released into the Creative Commons. The respective owners reserve all rights. Design & composition by John J. Dessler THANK YOU This third Well Played book was yet another enjoyable project full of in- teresting insights into what makes videogames great. A huge thank you to all the contributors who shared their ideas along with some insipiring analysis. A thank you to John Dessler for his great work on the book design. And thanks again to participation and support of everyone who has joined in the discussion around games being well played. And to my wife, as always. 2 Table of Contents The Deeper Game of Pokémon, or, How the world's biggest RPG inad- vertently teaches 21st century kids everything they need to know ELI NEIBURGER Hills and Lines: Final Fantasy XIII SIMON FERRARI And if You Go Chasing Rabbits: The Inner Demons of American McGee's Alice MATTHEW SAKEY Limbo ALICE TAYLOR The Neverhood; A Different Kind of Never Never Land.You Had Me at Claymation STEPHEN JACOBS Heavy Rain – How I Learned to Trust the Designer JOSÉ P. ZAGAL Fallout 3: How Relationship-relevant Decisions craft Identities that Keep Bringing Us Back to Enjoy the Horrors of the Nuclear Wasteland ALEX GAMES Uncharted 2: Among Thieves - Becoming a Hero DREW DAVIDSON & RICHARD LEMARCHAND Mass Effect: Leveraging a Science Fiction Childhood MATT MCLEAN The World Ends With You THERESA CHEN Anything you can do, Chrono Trigger can do better FRANCISCO SOUKI The Opposite of Accessible: Street Fighter IV JASON VANDENBERGHE Majora's Mask SCOTT JUSTER Blocks, Planes, Drain, and Kain: Well Played for Legacy of Kain: Soul Reaver MARK SIVAK Toy Soldiers CHARLES PALMER Siren is the Scariest Game Ever Made CHRIS PRUETT 3 Narrative Reincarnation in The Way of the Samurai 3 ARTHUR PROTASIO Limbo and The Misadventures of P.B. Winterbottom ANDY JIH The Path HEATHER CHAPLIN La Noche de los Muertos GREG TREFRY Ding! World of Warcraft Well Played, Well Researched CRYSTLE MARTIN, SARAH CHU, DEE JOHNSON, AMANDA OCHSNER, CARO WILLIAMS, & CONSTANCE STEINKUEHLER Playing Ico: from Involvement through Immersion to Investment DREW DAVIDSON Well Read: Applying Close Reading Techniques to Gameplay Experi- ences JIM BIZZOCCHI & JOSHUA TANENBAUM 4 Introduction Well Played 3.0 Further Perspectives on Video Games, Value and Meaning Well Played 3.0 is another great book of in-depth close readings of video games that parse out the various meanings to be found in the ex- perience of playing a game. As before, contributors have analyzed se- quences in games in detail in order to illustrate and interpret how the various components of a game can come together to create a fulfilling playing experience unique to this medium. Across the three books, con- tributors have provided a variety of insightful perspectives on the value of games. For those who have yet to see the two previous books, the term “well played” is being used in two senses. On the one hand, well played is to games as well read is to books. So, a person who reads books a lot is “well read” and a person who plays games a lot is “well played.” On the other hand, well played as in well done. So, a hand of poker can be “well played” by a person, and a game can be “well played” by the develop- ment team. Contributors are looking at video games through both senses of “well played.” So, with well played as in well read, contributors are looking closely at the experience of playing a game. And with well played as in well done, contributors are looking at a game in terms of how well it is designed and developed. And this book is completely full of spoilers on all the games discussed, so consider this your fair warning. While it’s not necessary, all the con- tributors encourage you to play the games before you read about them. Well Played 3.0 is going to be the last book. We’re now going to follow these three books with a regular on-going Well Played journal series open to anyone who is interested in submitting an essay analyzing a game. We’re also going to host Well Played tracks with live play and analysis of games at the Games, Learning and Society Conference and at IndieCade as well. The goal of all of the books, and the following series and conference tracks, is to help create a forum for discussion that further develops and defines a literacy of games as well as a sense of their value as an experi- ence. Also, the books have focused specifically on close readings, having an on-going journal and conference tracks can also enable us to consider distant readings (a la Franco Moretti) of games and how they’ve evolved across time. Video games are a complex medium that merits careful 5 interpretation and insightful analysis. By having contributors to look closely (or distantly) at video games and the experience of playing them, we hope to show how many different games are well played in a variety of ways. 6 The Deeper Game of Pokémon, or, How the world’s biggest RPG inadvertently teaches 21st century kids everything they need to know - Eli Neiburger 1. Introduction So, is Pokémon really that big of a deal? Yes, it is really that big of a deal. 200 million units sold, only the Plumber is bigger, and even run- away hit franchises like Halo or Madden can only dream of success on this scale. Most of these players are future adults, and the franchise en- snares their little minds with not just the narcotic Japanese adorableness of this little fleet of collectible fluffy ideas, but with a nearly bottomless gameplay, offering young players the opportunity to find out exactly how deep the rabbit hole goes… but almost entirely outside the game world. While not discounting the masterful management of the property for Nintendo by The Pokémon Company, a big part of the enduring appeal is the slowly increasing complexity of the dynamics underneath the rel- atively simple and fixed surface gameplay, as well as a steady trickle of new creatures and features. Balancing this ever-deepening knowledge space with a front end that remains extremely accessible and inviting is a goal that few franchises attain; part of Pokémon’s perennial success is due to the fact that each new release is devoured by the hardcore fans as readily as it encourages new fans to take the first step. Pokémon is so big with so many kids, across its various formats, me- dia, and series, that many adults can’t help but look at it as some new hot impenetrable craze that these kids are into, and it snares them so deeply it must be because it’s narcotic and nefarious, leading innocent children to commit crimes against culture and tradition such as naming the family dog Squirtle or other atrocities. On the lists of things banned from many elementary school classrooms, along with weapons, drugs, and cell phones, are Pokémon cards. While it’s understandable that something so much more interesting than the curriculum would get a chilly reception from the teacher, it’s an unfortunate perception because Pokémon is a powerful learning tool, far deeper and robust as a learning mechanism than the educational technologies normally found in a classroom. Pokémon teaches some obvious things; one of the most powerful im- pacts, frequently overlooked by disapproving teachers and librarians, is that Pokémon is an outstanding literacy tutor. There are over 200,000 lines of text in a Pokémon cartridge and no voice or video; all the 7 multiple layers of information that the players interact with through the game is plain old text, often with vocabulary far beyond grade level and ample opportunities to immediately apply the information gained through text parsing, one of the critical literacy building loops. And un- like the assigned curriculum, Pokémon players actually want to read and understand every single line of dialogue that every single player, termin- al, or talking signpost says as they never know where critical informa- tion will be hidden. In addition to being such a literacy driver, Pokémon is a very positive example of how to compete with grace and sportsmanship, what win- ning and losing really mean (not much), and how to balance risk and re- ward. Primarily, engaging in battles against other players risks nothing other than honor; the player’s game save is unaffected by either a win or a loss. This sets up a low risk environment so that players are more will- ing to experiment, take chances, and go for the brass ring, with the op- tion of trying it again and again if need be. Allowing kids to try challen- ging tasks repeatedly until they find success is not a common experience in today’s test-driven schools. However, the real power of Pokémon is that far beyond these benefits, the very fabric and gameplay of the series stretches young minds in ex- actly the directions they most need to be stretched, and that their 20th- century styled educations barely even poke, as they are required to act- ively subsume large bodies of abstract knowledge through play and ex- perimentation (supplemented with online resources) and build a ready working knowledge of a complex and hidden set of rules.
Recommended publications
  • Download Book \ Rurouni Kenshin: V. 10 # 5HB0XPJPHEM9
    A9XS6AAGYUEB \ Book # Rurouni Kenshin: v. 10 Rurouni Kenshin: v. 10 Filesize: 7.83 MB Reviews Completely among the finest ebook We have at any time read through. it was actually writtern really properly and helpful. You are going to like just how the writer compose this publication. (Mr. Deangelo Considine) DISCLAIMER | DMCA TRMZY0UNH8QK ^ Kindle Rurouni Kenshin: v. 10 RUROUNI KENSHIN: V. 10 To get Rurouni Kenshin: v. 10 eBook, make sure you access the hyperlink below and download the document or gain access to other information which are have conjunction with RUROUNI KENSHIN: V. 10 ebook. Viz Media, Subs. of Shogakukan Inc. Paperback. Book Condition: new. BRAND NEW, Rurouni Kenshin: v. 10, Nobuhiro Watsuki, Packed with action, romance and historical intrigue, "Rurouni Kenshin" is one of the most beloved and popular manga series worldwide. Set against the backdrop of the Meiji Restoration, it tells the saga of Himura Kenshin, once an assassin of ferocious power, now a humble "rurouni," a wandering swordsman fighting to protect the honor of those in need. A hundred and fiy years ago in Kyoto, amid the flames of revolution, there arose a warrior, an assassin of such ferocious power he was given the title "Hitokiri" Manslayer. With his bloodstained blade, Hitokiri Battosai helped close the turbulent Bakumatsu period and end the reign of the shoguns, slashing open the way toward the progressive Meiji Era. Then he vanished, and with the flow of years became legend. In the 11th year of Meiji, in the middle of Tokyo, the tale begins. Himura Kenshin, a humble "rurouni," or wandering swordsman, comes to the aid of Kamiya Kaoru, a young woman struggling to defend her father's school of swordsmanship against attacks by the infamous Hitokiri Battosai.
    [Show full text]
  • The First but Hopefully Not the Last: How the Last of Us Redefines the Survival Horror Video Game Genre
    The College of Wooster Open Works Senior Independent Study Theses 2018 The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre Joseph T. Gonzales The College of Wooster, [email protected] Follow this and additional works at: https://openworks.wooster.edu/independentstudy Part of the Other Arts and Humanities Commons, and the Other Film and Media Studies Commons Recommended Citation Gonzales, Joseph T., "The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre" (2018). Senior Independent Study Theses. Paper 8219. This Senior Independent Study Thesis Exemplar is brought to you by Open Works, a service of The College of Wooster Libraries. It has been accepted for inclusion in Senior Independent Study Theses by an authorized administrator of Open Works. For more information, please contact [email protected]. © Copyright 2018 Joseph T. Gonzales THE FIRST BUT HOPEFULLY NOT THE LAST: HOW THE LAST OF US REDEFINES THE SURVIVAL HORROR VIDEO GAME GENRE by Joseph Gonzales An Independent Study Thesis Presented in Partial Fulfillment of the Course Requirements for Senior Independent Study: The Department of Communication March 7, 2018 Advisor: Dr. Ahmet Atay ABSTRACT For this study, I applied generic criticism, which looks at how a text subverts and adheres to patterns and formats in its respective genre, to analyze how The Last of Us redefined the survival horror video game genre through its narrative. Although some tropes are present in the game and are necessary to stay tonally consistent to the genre, I argued that much of the focus of the game is shifted from the typical situational horror of the monsters and violence to the overall narrative, effective dialogue, strategic use of cinematic elements, and character development throughout the course of the game.
    [Show full text]
  • Yūrei” W Japońskich Survival Horrorach : Analiza Wybranych Przykładów
    Dominika Staszenko Motyw „yūrei” w japońskich survival horrorach : analiza wybranych przykładów Replay. The Polish Journal of Game Studies 1, 29-38 2014 Dominika Staszenko Uniwersytet Łódzki Motyw yūrei w japońskich survival horrorach — analiza wybranych przykładów Wprowadzenie W japońskiej mitologii określenie yūrei odnosi się do duchów zmarłych, które z ja- kichkolwiek przyczyn powróciły na ziemię i szukają kontaktu z ludźmi [Kijewska, 2012]. Według tradycyjnych wierzeń najczęstszym powodem ich przybycia do świata doczesnego są silne związki uczuciowe z bliskimi oraz pragnienie wykonania nie- dokończonych zadań. Należy podkreślić, że chociaż zdarzają się opowieści o yūrei, w których powrót motywowany jest pozytywnymi odczuciami, takimi jak miłość czy troska, to znacznie większa część przekazów odnosi się do duchów kierujących się chęcią zemsty i zadośćuczynienia za wyrządzone krzywdy. Istoty, których jedynym celem pobytu na ziemi jest krwawy odwet, noszą nazwę onryō. Termin yūrei pierwot- nie odnosił się do wszystkich powracających duchów zmarłych, jednakże obecnie czę- ściej utożsamiany jest z postacią mściwej istoty, wymierzającej karę żyjącym. Z tego względu określenie yūrei i onryō stosuję wymiennie. Japończycy od wieków wierzą, że w świecie żywych mogą przebywać byty nadna- turalne. Takie przekonanie ma swoje źródło w systemach praktyk religijnych, takich jak buddyzm czy sintoizm. Wiara w wędrówkę dusz, opiekuńczą moc duchów zmar- łych przodków czy niemal nieograniczoną możliwość wpływania istot nadnatural- nych na egzystencję żyjących sprawia, że japońska mitologia staje się inspiracją nawet dla współczesnych tekstów kultury, ponieważ zawiera szereg uniwersalnych moty- wów, które doskonale łączą tradycję z nowoczesnością. 29 Czym jest survival horror? Wraz ze wzrostem popularności filmów grozy, opierających się na motywie pośmiert- nej zemsty, postać onryō zaczęła pojawiać się również w grach wideo z gatunku survi- val horror.
    [Show full text]
  • CHARIZARD Cancel: Interrupt an Action and Transition to a Different Action
    :: NormalNormal AttackAttack :: GrabGrab AttackAttack :: CounterCounter AttackAttack CHARIZARD Cancel: Interrupt an action and transition to a different action BURST ATTACK MOVE NAME COMMAND USE NOTES Searing Blaze with Synergy Burst active: + pierces counter attacks / usable midair POKÉMON MOVES MOVE NAME COMMAND USE NOTES Flamethrower Fire Punch forward + Counter transition to Flying Stance with Fire Punch to Flying Stance forward + (hold) Inferno back + transition to Flying Stance with Flare Blitz: fall midair Major damage dealer consumes your HP FIELD PHASE ONLY MOVE NAME COMMAND USE NOTES Flare Blitz: direct midair forward + consumes your HP DUEL PHASE ONLY MOVE NAME COMMAND USE NOTES Flare Blitz: direct midair up + consumes your HP Seismic Toss up + Overcome blocks can grab grounded or midair opponents BASIC MOVES MOVE NAME COMMAND USE NOTES grab attack + Overcome blocks counter attack + Counter cancelable with + counter attack: charge + (hold) pierces counter attacks glide midair For surprise attacks increase falling speed with / can transition to any midair attack Synergy Burst with Synergy Gauge MAX: + you can jump again in midair when Synergy Burst is active FIELD PHASE ONLY MOVE NAME COMMAND USE NOTES Ranged Attack Use to stop your opponent Ranged Attack: charge (hold) chain Ranged Attack , side Ranged Attack sideways + , chain side Ranged Attack sideways + , , forward Ranged Attack forward + Use to shift phases backward Ranged Attack back + Effective against airborne opponents backward Ranged Attack: charge back + (hold) jumping
    [Show full text]
  • Sound, Embodiment, and the Experience of Interactivity in Video Games & Virtual
    Sound, Embodiment, and the Experience of Interactivity in Video Games & Virtual Environments –DRAFT—citations incomplete! Lori Landay, Professor of Cultural Studies Berklee College of Music This presentation is part of a larger project that explores perception and imagination in interactive media, and how they are created by sound, image, and action. It marks an early stage in extending my previous work on the virtual kinoeye in virtual worlds and video games to consider aural, haptic, and kinetic aspects of embodiment and interactivity. SLIDE 2 2 In particular, the argument is that innovative sound has the potential to bridge the gaps in experiencing embodiment caused by disconnections between the perceived body in physical, representational, and imagined contexts. To explore this, I draw on Walter Murch’s spectrum of encoded and embodied sound, interviews with sound designers and composers, ways of thinking about the body from phenomenology, video game studies scholarship, and examples of the relationship between sound effects and music in video games. Let’s start with a question philosopher Don Ihde poses when he asks his students to imagine then describe an activity they have never done. Often students choose jumping out of an airplane with a parachute, and as he works through the distinctions between the possible senses of one’s own body as the physical body, a first-person perspective of the perceiving body, which 3 he calls the here-body, or the objectified over-there-body, the third-person view of one’s own body, he asks, “Where does one feel the wind?” Ihde argues the full multidimensional sensory experience is in the embodied perspective.
    [Show full text]
  • Screaming Eagle Hot Sauce!
    SERENDIPITY CENTER - 503-761-7139 Volume 4, Issue 4 - December 2017 Serendipity Comes Together for a Thanksgiving Meal Important Dates: To add to the Serendipity tradition of having a December 4: Leading up to the lunch, students thanksgiving meal for lunch on the last day before and staff filled out leaves with what Thanksgiving break, upper school decided to have NO LOWER they are thankful for. The leaves a gathering where they were all served and ate SCHOOL—Staff made up a tree that adorned room 108’s door. On Tuesday, it was moved together in the dining hall. It was fun to come Development to the dining hall as a decoration for together as a community and enjoy each other’s the upper school meal. company with some delicious food! December 15: Winter Ball Dance December 15: Last Day Before Winter Break December 16- January 1: NO SCHOOL - Winter Break Congratulations to January 2 & 3: Daniel for creating the NO LOWER winning name and SCHOOL—Staff Development label for the Serendipity hot sauce!!! January 4: Introducing, First Day of School for Screaming Eagle Lower School Hot Sauce! Taylor and Louis sharing Caught some laughs! in the Nick enjoying his Moment Thanksgiving The moments that meal make Serendipity Room 8 working Shine Devynn passing Rojo a snack together in the garden Newsletter Created by Staff and Students of Serendipity Center, Inc. SERENDIPITY CENTER - THE EAGLE’S SCREAM December 2017 FROM ARTIST’S CORNER PRINCIPAL MEGAN Dear Students, I am so proud of all the students hard work this autumn in working on learning new skills.
    [Show full text]
  • Reader Agency and Intimacy in Contemporary Horror Fiction
    “This Is Not For You” Reader Agency and Intimacy in Contemporary Horror Fiction Aslak Rustad Hauglid A Thesis Presented to The Department of Literature, Area Studies and European Languages In Partial Fulfillment of the Requirements For the Master of Arts Degree UNIVERSITETET I OSLO Spring 2016 II “This Is Not For You” Reader Agency and Intimacy in Contemporary Horror Fiction Aslak Rustad Hauglid A Thesis Presented to The Department of Literature, Area Studies and European Languages University of Oslo In Partial Fulfillment of the Requirements For the Master of Arts Degree Spring 2016 III © Aslak Rustad Hauglid 2016 “This Is Not For You”: Reader Agency and Intimacy in Contemporary Horror Fiction Aslak Rustad Hauglid http://www.duo.uio.no/ Print: Reprosentralen, Universitetet i Oslo IV Abstract This thesis examines how recent/contemporary horror fiction uses the establishment of reader intimacy and challenges to reader agency in order to create experiences of horror. The discussion focuses on a selection of horror texts from different media published between 2000 and 2016. The thesis argues that these two techniques have come to be increasingly important horror tropes over this period, and examines how they are applied in order to propose a new perspective for understanding how contemporary horror operates. Two central arguments structure this discussion. The first argument is a claim that the aesthetic, narrative and in some case interactive dimensions of the examined horror texts illustrate how these texts seek to shorten the distance between reader and author, while simultaneously questioning the power the reader possesses in relation to the text. All of this takes place in the pursuit of creating an effective experience of horror.
    [Show full text]
  • Page 22 Survival Horrality: Analysis of a Videogame Genre (1) Ewan
    Page 22 Survival Horrality: Analysis of a Videogame Genre (1) Ewan Kirkland Introduction The title of this article is drawn from Philip Brophy’s 1983 essay which coins the neologism ‘horrality’, a merging of horror, textuality, morality and hilarity. Like Brophy’s original did of 1980s horror cinema, this article examines characteristics of survival horror videogames, seeking to illustrate the relationship between ‘new’ (media) horror and ‘old’ (media) horror. Brophy’s term structures this investigation around key issues and aspects of survival horror videogames. Horror relates to generic parallels with similarly­labelled film and literature, including gothic fiction, American horror cinema and traditional Japanese culture. Textuality examines the aesthetic qualities of survival horror, including the games’ use of narrative, their visual design and structuring of virtual spaces. Morality explores the genre’s ideological characteristics, the nature of survival horror violence, the familial politics of these texts, and their reflection on issues of institutional and bodily control. Hilarity refers to moments of humour and self reflexivity, leading to consideration of survival horror’s preoccupation with issues of vision, identification, and the nature of the videogame medium. ‘Survival horror’ as a game category is unusual for its prominence within videogame scholarship. Indicative of the amorphous nature of popular genres, Aphra Kerr notes: ‘game genres are poorly defined and evolve as new technologies and fashions emerge’;(2) an observation which applied as much to videogame academia as to the videogame industry. Within studies of the medium, various game types are commonly listed. These might include the shoot­‘em­up, the racing game, the platform game, the God game, the real­time strategy game, and the puzzle game,(3) the simulation, role­playing, fighting/action, sports, traditional and ‘”edutainment”’ game,(4) or action, adventure, strategy and ‘process­orientated’ games.(5) These clusters of game types tend to be broad, commonsensical, and under­theorized.
    [Show full text]
  • 1 WHAT's in a SUBTITLE ANYWAY? by Katherine Ellis a Thesis
    WHAT’S IN A SUBTITLE ANYWAY? By Katherine Ellis A thesis Presented to the Independent Studies Program of the University of Waterloo in fulfillment of the thesis requirements for the degree Bachelor of Independent Studies (BIS) Waterloo, Canada 2016 1 剣は凶器。剣術は殺人術。それが真実。薫どのの言ってる事は...一度も自分 の手血はがした事もないこと言う甘えだれ事でござる。けれでも、拙者は真実よ りも薫どのの言うざれごとのほうが好きでござるよ。願あくはこれからのよはそ の戯れ言の真実もらいたいでござるな。 Ken wa kyouki. Kenjutsu wa satsujinjutsu. Sore wa jijitsu. Kaoru-dono no itte koto wa… ichidomo jishin no te chi wa gashita gotomonaikoto iu amae darekoto de gozaru. Keredomo, sessha wa jujitsu yorimo Kaoru-dono no iu zaregoto no houga suki de gozaru yo. Nega aku wa korekara no yo wa sono zaregoto no jujitsu moraitai de gozaru na. Swords are weapons. Swordsmanship is the art of killing. That is the truth. Kaoru-dono ‘s words… are what only those innocents who have never stained their hands with blood can say. However, I prefer Kaoru- dono’s words more than the truth, I do. I wish… that in the world to come, her foolish words shall become the truth. - Rurouni Kenshin, Rurouni Kenshin episode 1 3 Table of Contents Abstract……………………………………………………………………………………………………………….5 Body Introduction………………………………………………………………….……………………………………..6 Adaptation of Media……………………………………………….…………………………………………..12 Kenshin Characters and Japanese Archetypes……………………………………………………...22 Scripts Japanese………………………………………………………………………………………………….29 English……………………………………………………………………………………………………35 Scene Analysis……………………………………………………………………………………………………40 Linguistic Factors and Translation………………………………………………………………………53
    [Show full text]
  • Dp Guide Lite Us
    Dreamcast USA Digital Press GB I GB I GB I 102 Dalmatians: Puppies to the Re R1 Dinosaur (Disney's)/Ubi Soft R4 Kao The Kangaroo/Titus R4 18 Wheeler: American Pro Trucker R1 Donald Duck Goin' Quackers (Disn R2 King of Fighters Dream Match, The R3 4 Wheel Thunder/Midway R2 Draconus: Cult of the Wyrm/Crave R2 King of Fighters Evolution, The/Ag R3 4x4 Evolution/GOD R2 Dragon Riders: Chronicles of Pern/ R4 KISS Psycho Circus: The Nightmar R1 AeroWings/Crave R4 Dreamcast Generator Vol. 01/Sega R0 Last Blade 2, The: Heart of the Sa R3 AeroWings 2: Airstrike/Crave R4 Dreamcast Generator Vol. 02/Sega R0 Looney Toons Space Race/Infogra R2 Air Force Delta/Konami R2 Ducati World Racing Challenge/Acc R4 MagForce Racing/Crave R2 Alien Front Online/Sega R2 Dynamite Cop/Sega R1 Magical Racing Tour (Walt Disney R2 Alone In The Dark: The New Night R2 Ecco the Dolphin: Defender of the R2 Maken X/Sega R1 Armada/Metro3D R2 ECW Anarchy Rulez!/Acclaim R2 Mars Matrix/Capcom R3 Army Men: Sarge's Heroes/Midway R2 ECW Hardcore Revolution/Acclaim R1 Marvel vs. Capcom/Capcom R2 Atari Anniversary Edition/Infogram R2 Elemental Gimmick Gear/Vatical R1 Marvel vs. Capcom 2: New Age Of R2 Bang! Gunship Elite/RedStorm R3 ESPN International Track and Field R3 Mat Hoffman's Pro BMX/Activision R4 Bangai-o/Crave R4 ESPN NBA 2 Night/Konami R2 Max Steel/Mattel Interact R2 bleemcast! Gran Turismo 2/bleem R3 Evil Dead: Hail to the King/T*HQ R3 Maximum Pool (Sierra Sports)/Sier R2 bleemcast! Metal Gear Solid/bleem R2 Evolution 2: Far
    [Show full text]
  • The Art of Video Games Voting Results
    The Art of Video Games Voting Results The Art of Video Games exhibition will explore the 40‐year evolution of video games as an artistic medium, with a focus on striking visual effects, the creative use of new technologies, and the most influential artists and designers. A website (www.artofvideogames.org) offered participants a chance to vote for 80 games from a pool of 240 proposed choices in various categories, divided by era, game type and platform. Voting took place between February 14, 2011 and April 17, 2011. The exhibition will be on display at the Smithsonian American Art Museum from March 16, 2012 through September 30, 2012 (www.americanart.si.edu/taovg). Visit www.artofvideogames.org to sign up to receive updates about this exhibition. Era 1: Start! System Image Genre Winning Game Other Nominees Atari VCS Action Pac‐Man , 1981, Toru Iwatani /Tod Haunted House Frye. ™ and © NAMCO BANDAI Tunnel Runner Games Inc. Adventure Pitfall! , 1982, David Crane. Adventure Activision Publishing. All trade E.T. The Extra‐Terrestrial names and trademarks are properties of their respective parties. All rights reserved. Target Space Invaders , 1980, Rick Maurer. Missile Command® Yars’ Revenge® Cb/SCombat/Strategy CbCombat ®®, 19771977, SSteve MMayer, JJoe SStar RidRaiders ® Decuir, Larry Kaplan, Larry Wagner. Video Chess® © 1978 Atari Interactive, Inc. ColecoVision Action Donkey Kong ™, 1982, Created by Jungle Hunt Shigeru Miyamoto. Smurf: Rescue in Gargamel’s Castle Adventure Pitfall II: Lost Caverns , 1984, David Alcazar: The Forgotten Crane, adapted by Robert Fortress Rutkowski. Activision Publishing. Gateway to Apshai All trade names and trademarks are properties of their respective parties.
    [Show full text]
  • La Evolución De La Narrativa En El Videojuego Trabajo Final De Grado
    La evolución de la narrativa en el videojuego Trabajo final de grado Curso 2018/2019 Javier M. García González Beneharo Mesa Peña Grado en Periodismo Profesor tutor: Dr. Benigno León Felipe Facultad de Ciencias Sociales y de la Comunicación Trabajo final de grado RESUMEN En este trabajo se pretende mostrar los mecanismos y funcionamientos narrativos dentro de la industria lúdica del videojuego, comentando los primeros títulos que fueron creados y la posterior evolución de la narración de sus historias. Asimismo, se analizarán las particularidades entre las mecánicas del videojuego y cómo estas se ajustan a la narrativa a cada género, señalando cuáles son los más populares, cuáles incurren más en disonancias, juegos de autor, así como aquellos títulos que han sentado precedentes a la hora de crear historias en los videojuegos. Como conclusión final, se tratará de mostrar las particularidades y complejidades de un medio que, si bien es menos longevo que el cine, música o la literatura, genera más beneficio que los anteriores en su conjunto. Por otro lado, aunque en sus inicios el videojuego tuviera unos objetivos más limitados, a lo largo de su evolución se ha acercado al lenguaje literario y cinematográfico, creando así una retroalimentación entre estas tres modalidades artísticas. PALABRAS CLAVE Videojuego, narrativa, ludonarrativa, software, interactividad, transmedia, arte, literatura, cine. ABSTRACT The aim of this work is to show the narrative mechanisms and functions within the video game industry, commenting on the first titles that were created and the subsequent evolution of storytelling. Also, It will analyze the particularities between the mechanics of the game and how they fit the narrative to each genre, indicating which are the most popular, which incur more dissonance, author games, as well as those titles that set precedents to create stories in video games.
    [Show full text]