Borderlands®: the Pre-Sequel™ Available October 14, 2014
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Notes 1 Introduction: Video Games and Storytelling 1. It must be noted that the term ‘Narratological’ is a rather loose application by the Ludologists and the implications of this are pointed out later in this chapter. 2. Roland Barthes states that the ‘infinity of the signifier refers not to some idea of the ineffable (the unnameable signified) but to that of a playing [ ...] theText is plural’. Source: Barthes, R., 1977. Image, Music, Text, in: Heath,S.(Tran.), Fontana Communications Series. Fontana, London. pp. 158–159. 3.In Gaming Globally: Production, Play, and Place (Huntemann and Aslinger, 2012),theeditors acknowledgethat ‘while gaming maybe global, gaming cultures and practices vary widely depending on the power and voice of var- ious stakeholders’ (p. 27). The paucity of games studies scholarship coming from some of the largest consumers of video games, such as South Korea, China and India, to name a few, is markedly noticeable. The lack of represen- tation of non-Western conceptions of play culture and storytelling traditions is similarly problematic. 4. Chapter 8 will engage with this issue in more detail. 5. ‘(W)reading’ is preferred over the more commonly used neologism ‘wread- ing’toemphasise the supplementarity of the reading and writingprocesses and also to differentiate it from earlier usage that might claim that the two processes are the same thing. 3 (W)Reading the Machinic Game-Narrative 6. For whichhe is criticisedby Hayles (see Chapter 2). 7. Landow respondstothis by rightly stating that Aarseth misreads his original comment where heclaims that ‘the reader whochooses among linksortakes advantage of Storyspace’s hypertext capabilities shares some of the power of theauthor’(Landow, p. -
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Production Begins on Borderlands® Animated Short Film March 19
Production Begins on Borderlands® Animated Short Film March 19, 2013 8:00 AM ET 2K, Gearbox Software and Academy of Art University partner to provide unique career development and internship opportunities for next-generation of storytellers NEW YORK--(BUSINESS WIRE)--Mar. 19, 2013-- 2K, Gearbox Software and the Academy of Art University today announced Borderlands® Cooperative, an exciting partnership that will provide students of the university with once-in-a-lifetime career development opportunities. With the guidance of their professors, and resources from 2K and Gearbox, students across all disciplines will come together to create an original animated short film set in the popular Borderlands universe. The animated short will be available by the end of 2013. Borderlands 2, the most recent installment of the franchise developed by Gearbox, and published by 2K, has sold-in nearly six-million copies and won over 55 editorial awards since its release in September of 2012. “Academy of Art's mission is to prepare students for the jobs of the 21st century and this project with industry leaders at 2K and Gearbox is exactly the kind of real-world experience we strive to provide,” said Chris Armstrong, Director of School of Animation & VFX at Academy of Art University. “These students are aspiring game designers, programmers, writers and animators who will now graduate with hands-on experience and a product of work they can share with prospective employers, making them well- positioned to compete for and win the jobs of today's global economy." Panelists: From left, 2K's Scott Pytlik and Kelly Miller join Gearbox's Anthony In addition to valuable experience and Burch and Adam Fletcher in a panel discussion about Borderlands Cooperative, a networking opportunities, students involved in partnership with the Academy of Art University that will allow students to work Borderlands Cooperative have a chance to together to create an original animated short film set in the Borderlands video jump-start their careers with an internship at game universe. -
The 2K Botprize : Home Can Computers Play Like People?
11/14/12 botprize : home The 2K BotPrize : Home Can computers play like people? Computers are superbly fast and accurate at playing games, but can they be programmed to be more fun to play - to play like you and me? People like to play against opponents Hwohmo eare like themselves - opponents with personality, who can surprise, who sometimes make mistakRese,s yueltt don't blindly make the same mistakes over and over. The BotPrize competition challenges Teams programmers/researchers/hobbyists to create a bot for UT2004 (a first-persCoonm spheotoittioenr) Rthualet scan fool opponents into thinking it is another human player. The competition has beeDne vseploonpsmoerendt by 2K games since 2008, with up to $7000 prize money. It was created and is organised Pbyre Asssociate Professor Philip Hingston, of Edith Cowan University, in Perth, Western Australia. Publications FAQ In the competition, computer-controlled bots and human players (judges) meet in multiple rounds of combat, and the judges try to guess which opponents are human. To win th e prize, a bot has to be indistinguishable from a human player. Quiz The 2008 Competition Two Teams win the BotPrize! The 2009 Competition The 2010 Competition Here is a video piece about the result from DailyMotion: The 2011 Competition New! AI Game Research clearing house with news about new developments in AI Game Research. The BotPrize in 2012 joins in the Centenary Celebration of the Life and Work of Alan Turing. Visit the official site here. Video Game Bots Act Like Real Humans ► NewsyVideos 02:07 Video Game Bots Act Like Real Humans by NewsyVideos In a breakthrough result, after five years of striving from 14 different interSnoamtieo nhuaml taena-lmikes bfroot msit ensine countries, two teams have cracked the human-like play barrier! It's especiallsyq sliatetbisoftying that the prize has been won in the 2012 Alan Turing Centenary Year. -
Bioshock® Infinite: Burial at Sea – Episode Two Available for Download Starting Today
BioShock® Infinite: Burial at Sea – Episode Two Available for Download Starting Today March 25, 2014 8:00 AM ET Irrational Games delivers its final episode and concludes the story of BioShock Infinite and Burial at Sea NEW YORK--(BUSINESS WIRE)--Mar. 25, 2014-- 2K and Irrational Games announced today that BioShock® Infinite: Burial at Sea – Episode Two is downloadable* in all available territories** on the PlayStation®3 computer entertainment system, Xbox 360 games and entertainment system from Microsoft and Windows PC starting today. BioShock Infinite: Burial at Sea – Episode Two, developed from the ground up by Irrational Games, is the final content pack for the award-winning BioShock Infinite, and features Elizabeth in a film noir-style story that provides players with a different perspective on the BioShock universe. “I think the work the team did on this final chapter speaks for itself,” said Ken Levine, creative director of Irrational Games. “We built something that is larger in scope and length, and at the same time put the player in Elizabeth’s shoes. This required overhauling the experience to make the player see the world and approach problems as Elizabeth would: leveraging stealth, mechanical insight, new weapons and tactics. The inclusion of a separate 1998 Mode demands the player complete the experience without any lethal action. BioShock fans are going to plotz.” *BioShock Infinite is not included in this add-on content, but is required to play all of the included content. **BioShock Infinite: Burial at Sea – Episode Two will be available in Japan later this year. About BioShock Infinite From the creators of the highest-rated first-person shooter of all time***, BioShock, BioShock Infinite puts players in the shoes of U.S. -
Grand Theft Auto
Generated significant cash flow and ended the fiscal year with nearly in cash and short-term investments Delivered record digitally-delivered net revenue of nearly Generated highest revenues ever from recurrent consumer spending – 53% year-over-year increase of digitally-delivered net revenue and Series with at least one five-million unit selling release; and 50 individual multi-million unit selling titles of total net revenue One of the most critically-acclaimed and commercially successful video games of all time with over units sold-in to date Sold-in nearly 7.5 million units to date and remains the top-selling and top-rated NBA simulation Employees working in game development and 15 studios around the world TAKE-TWO INTERACTIVE SOFTWARE, INC. 2016 ANNUAL REPORT Fiscal 2016 marked another year in which Take-Two delivered strong results, driven principally by positive momentum in our core offerings. We generated record digitally- delivered net revenue, including our highest-ever recurrent consumer spending, and significant cash flow. Today, Take-Two is a global leader in the interactive entertainment business, with some of the industry’s most commercially successful and critically acclaimed series that engage and excite audiences around the world across all relevant platforms. OUR KEY ACHIEVEMENTS • Grand Theft Auto V and Grand Theft Auto Online have exceeded our expectations in every quarter since their release, and continue to expand their audience nearly three years after their initial launch. Grand Theft Auto V remains the highest-rated title on PlayStation 4 and Xbox One, and is the “must- have” experience for gamers, especially as the installed base of new-generation consoles continues to grow. -
PROCEDURAL CONTENT GENERATION for GAME DESIGNERS a Dissertation
UNIVERSITY OF CALIFORNIA SANTA CRUZ EXPRESSIVE DESIGN TOOLS: PROCEDURAL CONTENT GENERATION FOR GAME DESIGNERS A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Gillian Margaret Smith June 2012 The Dissertation of Gillian Margaret Smith is approved: ________________________________ Professor Jim Whitehead, Chair ________________________________ Associate Professor Michael Mateas ________________________________ Associate Professor Noah Wardrip-Fruin ________________________________ Professor R. Michael Young ________________________________ Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Gillian Margaret Smith 2012 TABLE OF CONTENTS List of Figures .................................................................................................................. ix List of Tables ................................................................................................................ xvii Abstract ...................................................................................................................... xviii Acknowledgments ......................................................................................................... xx Chapter 1: Introduction ....................................................................................................1 1 Procedural Content Generation ................................................................................. 6 1.1 Game Design................................................................................................... -
Irrational Games Renamed 2K Boston and 2K Australia August 10, 2007
Irrational Games Renamed 2K Boston and 2K Australia August 10, 2007 12:01 PM ET Standout development studio behind BioShock changes names of US and Australian offices NEW YORK--(BUSINESS WIRE)--Aug. 10, 2007--Take-Two Interactive Software, Inc. (NASDAQ: TTWO), announced today the name change of industry leading development studio Irrational Games to 2K Boston and 2K Australia. Headquartered in Boston, Massachusetts and with offices in Canberra, Australia, Irrational Games is an internationally renowned developer of story-driven, genre-defining games with award-winning hits like System Shock 2, Freedom Force, Tribes: Vengeance, and SWAT 4. The name changes to 2K Boston and 2K Australia symbolize the studios' further integration into the 2K Games family following their outstanding performance on BioShock(TM), the upcoming blockbuster available exclusively for the Xbox 360(TM) video game and entertainment system and Games For Windows on August 21, 2007 in North America and in Europe beginning August 24, 2007. "Irrational Games is widely recognized as one of the most innovative development studios in the world," said Christoph Hartmann, President of 2K. "Following their incredible efforts in bringing BioShock to life, we are proud to make the newly renamed Irrational Games studios a cornerstone of our game development family." Recognizing the exceptional talent and creative vision that have made Irrational Games one of the industry's premier developers, 2K Games has fostered the studio's growth by substantially investing in its people, allowing Irrational Games to almost double in size since the studio's acquisition by 2K in 2005. With the upcoming release of BioShock - one of the year's most hotly anticipated titles - 2K Boston and 2K Australia, with the backing of 2K Games, are raising the bar for forward-thinking game design. -
Cole, Tom. 2021. ”Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience
Cole, Tom. 2021. ”Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience. Doctoral thesis, Goldsmiths, University of London [Thesis] https://research.gold.ac.uk/id/eprint/29689/ The version presented here may differ from the published, performed or presented work. Please go to the persistent GRO record above for more information. If you believe that any material held in the repository infringes copyright law, please contact the Repository Team at Goldsmiths, University of London via the following email address: [email protected]. The item will be removed from the repository while any claim is being investigated. For more information, please contact the GRO team: [email protected] “Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience Thomas Cole Department of Computing Goldsmiths, University of London April 2020 (corrections December 2020) Thesis submitted in requirements for the degree of Doctor of Philosophy Abstract This thesis investigates the mixed-affect emotional experience of playing videogames. Its contribution is by way of a set of grounded theories that help us understand the game players’ mixed-affect emotional experience, and that support ana- lysts and designers in seeking to broaden and deepen emotional engagement in videogames. This was the product of three studies: First — An analysis of magazine reviews for a selection of videogames sug- gested there were two kinds of challenge being presented. Functional challenge — the commonly accepted notion of challenge, where dexterity and skill with the controls or strategy is used to overcome challenges, and emotional chal- lenge — where resolution of tension within the narrative, emotional exploration of ambiguities within the diegesis, or identification with characters is overcome with cognitive and affective effort. -
Bioshock 360 Manint.Qxp 7/12/07 12:23 PM Page 2
BioShock_360_ManInt.qxp 7/12/07 12:23 PM Page 2 Table of Contents Welcome to Rapture 2 Controls 3 Weapons 4 ADAM 5 Plasmids 5 Switching Between Weapons and Plasmids 6 Gene Tonics 6 Heads Up Display 7 Main Menu 7 Getting Help 7 Xbox LIVE 8 Rapture 8 Character Growth 11 Machines 12 Pause Menu 16 Options 16 Status Menu 17 Hacking 18 Credits 20 Warranties 26 Product Support 29 1 BioShock_360_ManInt.qxp 7/12/07 12:23 PM Page 4 Controls Fire Fire Switch Plasmid Plasmid Weapon Switch Weapon (Hold to Activate (Hold to Activate Selection Radial) Selection Radial) I'm Andrew Ryan and I'm here to ask you a question: Jump Is a man not entitled to the sweat of his own brow? Move Use First No, says the man in Washington. It belongs to the poor. Aid No, says the man in the Vatican. It belongs to God. No, says the man in Moscow. It belongs to everyone. I rejected those answers. Instead, I chose something Status Pause Menu Menu different. I chose the impossible. I chose... Push In to Interact Toggle Crouch Change Look Ammo Reload Push In to Toggle Zoom Xbox Guide Button Reference Table: BUTTON FUNCTION BUTTON FUNCTION L Move w Fire Plasmid C Look z Switch Weapon X Reload (Hold to Activate Selection Radial) Y Jump x Fire Weapon B Use First Aid L Toggle Crouch A Interact C Toggle Zoom Change Ammo l < Status Menu A city where the artist would not fear the censor. Where the scientist y Switch Plasmid > Pause Menu would not be bound by petty morality. -
2K Announces Borderlands®: the Pre-Sequel™ Now Available
2K Announces Borderlands®: The Pre-Sequel™ Now Available October 14, 2014 8:00 AM ET Explore Pandora’s moon as four new Vault Hunters in the next installment of the best-selling shoot ‘n’ loot franchise Join the conversation on Twitter using #ThePreSequel NEW YORK--(BUSINESS WIRE)--Oct. 14, 2014-- 2K and Gearbox Software announced today that the newest standalone game in the critically acclaimed Borderlands franchise, Borderlands®: The Pre-Sequel™, is now available in North America for the Xbox 360 games and entertainment system from Microsoft, PlayStation®3 computer entertainment system, and Windows PC. In addition, the game is now available on Mac and Linux in North America via Aspyr Media. Borderlands: The Pre-Sequel features all-new gravity-bending gameplay, powerful laser and icy Cryo weapons, four new playable characters, and an epic cooperative story experience set between the events of Borderlands and Borderlands 2. The title will be available internationally on October 17, 2014. “Borderlands: The Pre-Sequel is the next big installment in the award winning shooter-looter franchise, which to date, has sold-in more than 18 million units worldwide,” said Christoph Hartmann, president of 2K. “For newcomers, this game is the perfect entry point to the franchise, exploring Pandora’s moon for the first time, while also being a must-have chapter in the Borderlands story for longtime fans.” In Borderlands: The Pre-Sequel, fans can play as one of four all-new character classes, each with distinct play-styles and personalities, including Nisha the Lawbringer, Athena the Gladiator, Wilhelm the Enforcer, and Claptrap the Fragtrap.