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Thèse Numérique
Université de Montréal Des typologies mécaniques à l’expérience esthétique Fonctions et mutations du genre dans le jeu vidéo par Dominic Arsenault Département d‘histoire de l‘art et études cinématographiques Faculté des arts et des sciences Thèse présentée à la Faculté des arts et des sciences en vue de l‘obtention du grade de Philosophiæ Doctor (Ph. D.) en études cinématographiques Août 2011 © Dominic Arsenault, 2011 Université de Montréal Faculté des études supérieures et postdoctorales Cette thèse intitulée : Des typologies mécaniques à l‘expérience esthétique : fonctions et mutations du genre dans le jeu vidéo Présentée par : Dominic Arsenault a été évaluée par un jury composé des personnes suivantes : Olivier Asselin, président-rapporteur Bernard Perron, directeur de recherche Samuel Archibald, membre du jury Renée Bourassa, examinatrice externe Sébastien Roy, représentant du doyen de la FES i Résumé Cette thèse examine en profondeur la nature et l‘application du concept de genre en jeu vidéo. Elle se divise en trois parties. La première fait l‘inventaire des théories des genres en littérature et en études cinématographiques. Les propriétés essentielles du genre comme concept sont identifiées : il s‘agit d‘une catégorisation intuitive et irraisonnée, de nature discursive, qui découle d‘un consensus culturel commun plutôt que de systèmes théoriques, et qui repose sur les notions de tradition, d‘innovation et d‘hybridité. Dans la deuxième partie, ces constats sont appliqués au cas du genre vidéoludique. Quelques typologies sont décortiquées pour montrer l‘impossibilité d‘une classification autoritaire. Un modèle du développement des genres est avancé, lequel s‘appuie sur trois modalités : l‘imitation, la réitération et l‘innovation. -
A Guide to the Josh Brandt Video Game Collection Worcester Polytechnic Institute
Worcester Polytechnic Institute DigitalCommons@WPI Collection Guides CPA Collections 2014 A guide to the Josh Brandt video game collection Worcester Polytechnic Institute Follow this and additional works at: http://digitalcommons.wpi.edu/cpa-guides Suggested Citation , (2014). A guide to the Josh Brandt video game collection. Retrieved from: http://digitalcommons.wpi.edu/cpa-guides/4 This Other is brought to you for free and open access by the CPA Collections at DigitalCommons@WPI. It has been accepted for inclusion in Collection Guides by an authorized administrator of DigitalCommons@WPI. Finding Aid Report Josh Brandt Video Game Collection MS 16 Records This collection contains over 100 PC games ranging from 1983 to 2002. The games have been kept in good condition and most are contained in the original box or case. The PC games span all genres and are playable on Macintosh, Windows, or both. There are also guides for some of the games, and game-related T-shirts. The collection was donated by Josh Brandt, a former WPI student. Container List Container Folder Date Title Box 1 1986 Tass Times in Tonestown Activision game in original box, 3 1/2" disk Box 1 1989 Advanced Dungeons & Dragons - Curse of the Azure Bonds 5 1/4" discs, form IBM PC, in orginal box Box 1 1988 Life & Death: You are the Surgeon 3 1/2" disk and related idtems, for IBM PC, in original box Box 1 1990 Spaceward Ho! 2 3 1/2" disks, for Apple Macintosh, in original box Box 1 1987 Nord and Bert Couldn't Make Heads or Tails of It Infocom, 3 1/2" discs, for Macintosh in original -
Explore a Change of Perspective in Virtual Reality
Rim: Explore a Change of Perspective in Virtual Reality Thesis Presented by Jiayu Liu to The College of Arts, Media and Design In Partial Fulfillment of the Requirements for the Degree of Master of Science in Game Science and Design Northeastern University Boston, Massachusetts December 2017 1 Rim: Explore a Change of Perspective in Virtual Reality by Jiayu Liu ABSTRACT Player perspective is a vital and rudimentary component of game design. Perspective defines points of view (POV) and what the player as a particular character can both see and interact with. Perspective can greatly affect player agency in making decisions and getting feedback from the game world. However, the change in perspective and character embodiment as a part of player agency is rarely explored in video games. In the paper, Rim is introduced as an adventure spatial puzzle game in VR which uses the core mechanic of changing perspective as the principal form of player agency. 2 1. Introduction Player perspective is a vital and rudimentary component of game design. Perspective defines points of view (POV) and what the player as a particular character can both see and interact with. POVs convey visual information in distinctive ways that lead to a myriad of possibilities to perceiving and engaging with the game world [2]. However, despite its expressive capabilities, the option to change perspective and character representation during gameplay, with a few exceptions, is rare in video games. In some cases, changes of perspective take place in preset cinematic sequences and functionalities such as zooming-in/-out and rotating camera [5]. -
Lucasarts and the Design of Successful Adventure Games
LucasArts and the Design of Successful Adventure Games: The True Secret of Monkey Island by Cameron Warren 5056794 for STS 145 Winter 2003 March 18, 2003 2 The history of computer adventure gaming is a long one, dating back to the first visits of Will Crowther to the Mammoth Caves back in the 1960s and 1970s (Jerz). How then did a wannabe pirate with a preposterous name manage to hijack the original computer game genre, starring in some of the most memorable adventures ever to grace the personal computer? Is it the yearning of game players to participate in swashbuckling adventures? The allure of life as a pirate? A craving to be on the high seas? Strangely enough, the Monkey Island series of games by LucasArts satisfies none of these desires; it manages to keep the attention of gamers through an admirable mix of humorous dialogue and inventive puzzles. The strength of this formula has allowed the Monkey Island series, along with the other varied adventure game offerings from LucasArts, to remain a viable alternative in a computer game marketplace increasingly filled with big- budget first-person shooters and real-time strategy games. Indeed, the LucasArts adventure games are the last stronghold of adventure gaming in America. What has allowed LucasArts to create games that continue to be successful in a genre that has floundered so much in recent years? The solution to this problem is found through examining the history of Monkey Island. LucasArts’ secret to success is the combination of tradition and evolution. With each successive title, Monkey Island has made significant strides in technology, while at the same time staying true to a basic gameplay formula. -
A Tour of Maniac Mansion
Written by: Jok Church, Ron Gilbert, Doug Glen, Brenda Laurel, John Sinclair Layout by: Wendy Bertram, Martin Cameron, Gary Winnick TM and © 1987, 1988 Lucasfilm Ltd. All rights reserved. MANIAC MANSIONTM Table of Contents Problems? Unusual Questions? Get as much or as little help as you want in the..... ...Maniac Mansion Hint Book pages 1 through 26 Maniac Mansion is full of rooms which are all filled with useful things. Find which is where in the..... ...Maniac Mansion Objects List pages 27 through 30 Maniac Mansion has both stories and stories - the kind that have a beginning, middle and end; and the kind that are filled with rooms. In fact, Maniac Mansion has six full stories of rooms. A floorplan can be found in the..... ...Map of Maniac Mansion pages 31 through 32 Perhaps it's best to follow in the footsteps of one who has gone before. Dave has been there and knows his way around. It could save you lots of trouble. Check out the..... ...Tour of Maniac Mansion pages 33 through 47 Maniac MansionTM Hint Book How to use your Maniac Mansion Hint Book secret decoder strip. The red gelatin strip is provided for your protection. Without it, you couldn't help discovering how to solve all the mysteries. Which would take most of the fun out of the game. With the gelatin strip, you only see the clues that you really need. So you can get yourself out of one jam, and still thoroughly enjoy the next one. Just skim through the hint book until you find the question that has you stumped, then place the gelatin strip over the first line of clues underneath. -
Winona Daily News Winona City Newspapers
Winona State University OpenRiver Winona Daily News Winona City Newspapers 12-4-1970 Winona Daily News Winona Daily News Follow this and additional works at: https://openriver.winona.edu/winonadailynews Recommended Citation Winona Daily News, "Winona Daily News" (1970). Winona Daily News. 1030. https://openriver.winona.edu/winonadailynews/1030 This Newspaper is brought to you for free and open access by the Winona City Newspapers at OpenRiver. It has been accepted for inclusion in Winona Daily News by an authorized administrator of OpenRiver. For more information, please contact [email protected]. Light snow or Oil pai ntings freezing rain for sale tonight, Saturday classified section Captors flown to Cuba Cross thin but well MONTREAL (AP) - Cu- this condition was not af- a good collection of revolu- ment worked out between ban Intermediaries handed fected by his ordeal. They tionary literature, but it's Canadian officials and the over a kidnaped British dip- said they expected him to very unlikely he was con- kidnapers. lomat early today after the remain at the hospital •'for verted,'' Mrs. Cross said. The negotiations took Canadian government flew at least a day" and a more "Two men with subma- place at the Expo site and his captors to political asy- thorough examination would chine guns guarded him day in a house in North Montreal lum in Cuba. be made. and night, and he said he where Cross had been held British Trade Commission- His wife, waiting in Bern, kept hoping they were well since he was kidnaped Oct. er Richard Cross was turn- Switzerland, for news of trained in controlling them." 5 by members of the FLQ, ed over to Canadian authori- her husband said she hoped , Mrs. -
A Chronicle of Map Interfaces in Games
Maps, Navigation and Transportation: Find a way DIS ’20, July 6–10, 2020, Eindhoven, Netherlands Paper to Pixels: A Chronicle of Map Interfaces in Games Z O. Toups,1,3 Nicolas LaLone,4 Katta Spiel,5 Bill Hamilton2,3 1Play & Interactive Experiences for Learning Lab / 2Participatory Live Experiences Laboratory 3Computer Science Department, New Mexico State University, Las Cruces, NM, USA 4Bridge Lab, Department of Information Systems and Quantitative Analysis, College of Information Science and Technology, University of Nebraska at Omaha, Omaha, NE, USA 5e-Media Research Lab, KU Leuven, BE & Centre for Teacher Education, University of Vienna, AT [email protected], [email protected], [email protected], [email protected] ABSTRACT More than physical navigation, maps navigate the complex Game map interfaces provide an alternative perspective on and dynamic world of human culture. Maps on news media the worlds players inhabit. Compared to navigation applica- show political and socio-economic divides. Maps can show us tions popular in day-to-day life, game maps have different where people like ice cream over frozen yogurt or can be used affordances to match players’ situated goals. To contextualize by sports commentators showing us where specific athletes and understand these differences and how they developed, we have placed a ball or puck over time. present a historical chronicle of game map interfaces. Starting Despite that ubiquity, maps in and of themselves are generally from how games came to involve maps, we trace how maps static, a relic of the paper to which they owe their creation. are first separate from the game, becoming more and more There is so much more that maps can provide users given the integrated into play until converging in smartphone-style inter- growing ubiquity of computation and the increasing digital faces. -
Días De Tentáculos
B R U M A L Revista de Investigación sobre lo Fantástico DOI: https://doi.org/10.5565/rev/brumal.468 Research Journal on the Fantastic Vol. VI, n.º 1 (primavera/spring 2018), pp. 163-183, ISSN: 2014-7910 DÍAS DE TENTÁCULOS. HUMOR, SERIE B Y FANTASÍA CINÉFILA EN LAS AVENTURAS GRÁFICAS DE LUCASARTS MARIO-PAUL MARTÍNEZ FABRE Universidad Miguel Hernández de Elche [email protected] FRAN MATEU Universidad de Alicante [email protected] Recibido: 10-01-2018 Aceptado: 02-05-2018 RESUMEN Desde mediados de los años ochenta hasta finales de la década de los noventa, las aventuras gráficas vivieron un periodo de esplendor en el mercado del videojuego. La compañía LucasArts, con su particular mezcla de humor, cinefilia y sencillez de con- trol, dibujó el molde a seguir para las demás desarrolladoras de juegos digitales. Este artículo pretende exponer, a través de dos de sus ejemplos más importantes, Maniac Mansion y su secuela, Day of the Tentacle, cuáles fueron los principales argumentos que la instituyeron, no sólo como uno de los referentes esenciales del espacio lúdico, sino también como uno de los objetos culturales más señalados de su época, al englobar y transmitir, desde su propio intertexto y su cualidad novedosa, a otros medios como la literatura, la animación, la televisión, y, primordialmente, el cine. PALABRAS CLAVE: Humor, cine, videojuegos, serie B, LucasArts. ABSTRACT From the mid-eighties to the end of the nineties, the graphic adventures experienced a period of splendor in the video game market. The company LucasArts, with its par- ticular mixture of humor, cinephilia and simplicity of control, drew the format to fol- low for other developers of digital games. -
Monkey Island I, II
Case History Prospectus: The Secret of Monkey Island and Monkey Island 2: LeChuck’s Revenge Kang Hyun Han [email protected] Professor Lowood STS 145: The History of Computer Game Design February 12, 2002 Significance of This Topic LucasArts ruled the adventure game market in the early 1990’s. Titles such as The Secret of Monkey Island and Monkey Island 2: LeChuck’s Revenge defined the genre with their simple point-and-click interface and humorous engrossing game world, setting the standard for countless games to follow. The success of these two games owe much to the innovation and imagination fostered by the unique design process at LucasArts and its business strategies; however, its recent sequels, The Curse of Monkey Island and The Escape from Monkey Island, did not reach the classic status of their previous installments. In addition, many similar games that imitated the first two games of the series couldn’t match their success either. Several factors have contributed to the success of the first two installments: groundbreaking interface, the state of the industry at the time, highly polished look and feel, and great humor. In the case study, I plan to describe the reasons that made the first two games set apart from the rest. Background Information In the early years, adventure games were text only. Using text for input and output, the player could look at objects to get their description, take objects and use them, and solve puzzles. Infocom produced many popular hits, such as the Zork series. In the mid 1980’s, a young Californian couple, Ken and Roberta Williams, founded Sierra-On-Line and produced graphical adventure games that allowed the player to move his character in a virtual graphic world. -
Edge Interview
CREATE PEOPLE, PLACES, THINGS People DORIAN HART Meet the numbers guy who helped create smarter shooters Long before he was in the industry, Dorian created games for children at holiday camps: “I just liked to make up games. I had an obsession with game rules” 118 EDG248.c_people.indd 118 11/7/12 4:06 PM CV orian Hart is the man who worked out Hart’s interests in stat-tweaking and storytelling URL www.cardhunter.com precisely how hard a Big Daddy should combine again in his current project: a browser- Selected Softography Ultima Underworld II, Thief, System Shock, Thief II, System Shock 2, be to kill. BioShock’s melancholy, based fusion of RPG dungeon crawling with Terra Nova, Flight Unlimited II, Freedom Force, lumbering beasts had health bars that trading card battle mechanics called Card Hunter. Freedom Force Vs The 3rd Reich, BioShock, Drequired an approach more tactical than a full- It’s being developed by Blue Manchu, a studio set Choice Of The Star Captain, Card Hunter frontal assault, and encounters with the diver-suited up by Irrational Games co-founder Jonathan Chey. protectors gave rise to the game’s most emergent But while Hart’s first contact with the game and interesting scenarios. Players would lure industry was an interview for a writer’s role with splicers into attacking the Daddy, or set trip mines the studio that became known as Looking Glass, and traps around corners before goading the he soon found himself working on level design monster into a suicidal charge. But one thing on Ultima Underworld II, System Shock and all the divergent approaches had in common is Thief. -
Star Trek Armada II
Star Trek Armada II 01.28.02 "STAR TREK ARMADA II" 1.1 PATCH RELEASED Activision has released the latest patch, version 1.1, for "Star Trek Armada II." Download. 12.18.01 NEW REVIEWS OF "STAR TREK ARMADA II" Available Now Several online publications have reviewed Activision and Mad Doc Software's "Star Star Trek: Armada II Trek Armada II." GamesDomain review. Gaming Age Review. PC.IGN.COM review. Electric Play review. Gamespy Review. Gamezilla Review. HomeLAN Federation review. 12.04.01 "STAR TREK ARMADA II" DEMO NOW AVAILABLE A demo version of Activision and Mad Doc Software's real-time strategy game "Star Trek Armada II" is now available. Download demo. 12.04.01 GAMESPOT REVIEWS "STAR TREK ARMADA II" Gamespot has posted their review of "Star Trek Armada II." Full review. 11.16.01 "STAR TREK ARMADA II" NOW AVAILABLE Activision and Mad Doc Software's real time strategy game "Star Trek Armada II" is now available for purchase in retail and online stores. http://gaming.startrek.com/games/armada2/ (1 of 2)12/12/2003 7:04:35 AM Star Trek Armada II 11.08.01 GAMESMANIA PREVIEWS "STAR TREK ARMADA II" Gamesmania has posted a preview of Activision and Mad Doc Software's upcoming real time strategy game "Star Trek Armada II." Preview. 10.23.01 THREE NEW PREVIEWS OF "STAR TREK ARMADA II" Gamespot, PC.IGN.COM and Voodoo Extreme have all posted previews of Activision and Mad Doc Software's upcoming real time strategy game "Star Trek Armada II" Gamespot Preview. PC.IGN.COM Preview. -
Le 5 Migliori Avventure Grafiche Di Ron Gilbert (Ai Tempi Della Lucasarts)
Le 5 migliori avventure grafiche di Ron Gilbert (ai tempi della LucasArts) Parlare di avventure grafiche nel mondo dei videogame significa sempre in qualche modo parlare di Ron Gilbert. Il game designer e programmatore statunitense è certamente uno dei padri assoluti del genere, la cui nascita può collocarsi circa negli anni ’80, quando lo stesso Gilbert trasformò le avventure testuali nei punta e clicca che oggi tutti conosciamo. Erano i tempi dellaLucasfilm games, poi diventata LucasArts, azienda con la quale sfornò capolavori entrati nella storia che poggiavano su un’applicazione da lui stesso inventata per semplificare lo sviluppo delle avventure, loSCUMM . Il sodalizio fra Gilbert e LucasArts non può dirsi lungo ma fu di certo molto fervido, e di quel periodo ci sono almeno 5 avventure grafiche assolutamente da ricordare: La prima è Maniac Mansion, considerata una delle prime avventure grafiche della storia, uscita nel 1987 e sviluppata con il game developerGary Winnick, che l’anno prima aveva lavorato su Labyrinth sempre per la Lucasfilmgames. Sviluppato inizialmente per Commodore 64, Maniac Mansion è la parodia di un classico film horror, dove si racconta la storia di un gruppo di giovani ragazzi che devono aiutare un loro amico a salvare la propria ragazza rapita dal pazzo dottor Fred Edison. Il gioco è interamente ambientato nella magione degli Edison e riscontrò un enorme successo dovuto all’innovativa modalità di gioco, all’ampio ventaglio di personaggi e alla possibilità di sceglierne 3 da gestire in parallelo nel corso gioco, agli enigmi ben congegnati, a un’umorismo grottesco e debordante e a una serie di trovate che caratterizzeranno la cifra stilistica di Ron Gilbert e della Lucas, la quale produrrà anche un seguito del gioco, Day of The Tentacle, sviluppato però da Dave Grossmann e Tim Schafer che da Gilbert prenderanno alcune idee.