Game Narrative Review
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Universidade Federal De São Carlos Centro De Educação E Ciências Humanas Programa De Pós-Graduação Em Imagem E Som Camila
UNIVERSIDADE FEDERAL DE SÃO CARLOS CENTRO DE EDUCAÇÃO E CIÊNCIAS HUMANAS PROGRAMA DE PÓS-GRADUAÇÃO EM IMAGEM E SOM CAMILA BRANDÃO BISSON A aventura narrativa da Telltale Games: um estudo de caso de Game of Thrones – A Telltale Games Series São Carlos, SP 2020 CAMILA BRANDÃO BISSON A aventura narrativa da Telltale Games: um estudo de caso de Game of Thrones – A Telltale Games Series Dissertação de conclusão de Mestrado apresentada ao Programa de Pós-Graduação em Imagem e Som, do Centro de Educação e Ciências Humanas da Universidade Federal de São Carlos como requisito parcial para a obtenção do título de Mestre em Imagem e Som, na área de pesquisa de Narrativas Audiovisuais. Orientação: Prof. Dr. Leonardo Antônio de Andrade. São Carlos, SP 2020 O presente trabalho foi realizado com apoio da Coordenação de Aperfeiçoamento de Pessoal de Nível Superior – Brasil (CAPES) – Código de Financiamento 001 Aos meus pais, ao meu padrinho e aos meus amigos. AGRADECIMENTOS Agradeço acima de tudo aos meus pais, Sônia e Antônio, que me deram o primeiro videogame quando eu tinha cinco anos de idade, que nunca deixaram de acreditar nos meus sonhos e incentivar qualquer passo que eu decidi dar e que sempre estiveram ao meu lado, me ensinando sobre a vida, o universo e tudo mais. Mãe, obrigada por ser a mulher mais incrível desse mundo e por ser meu maior exemplo. Pai, obrigada por alegrar os meus dias, ter o melhor abraço do mundo e ser o meu herói. Ao meu padrinho, José, por ser o meu segundo pai e sempre zelar por mim não importa o que aconteça. -
Cultural Imaginations of Piracy in Video Games
FORUM FOR INTER-AMERICAN RESEARCH (FIAR) VOL. 11.2 (SEP. 2018) 30-43 ISSN: 1867-1519 © forum for inter-american research “In a world without gold, we might have been heroes!” Cultural Imaginations of Piracy in Video Games EUGEN PFISTER (HOCHSCHULE DER KÜNSTE BERN) Abstract From its beginning, colonialism had to be legitimized in Western Europe through cultural and political narratives and imagery, for example in early modern travel reports and engravings. Images and tales of the exotic Caribbean, of beautiful but dangerous „natives“, of unbelievable fortunes and adventures inspired numerous generations of young men to leave for the „new worlds“ and those left behind to support the project. An interesting figure in this set of imaginations in North- Western Europe was the “pirate”: poems, plays, novels and illustrations of dashing young rogues, helping their nation to claim their rightful share of the „Seven Seas“ achieved major successes in France, Britain the Netherlands and beyond. These images – regardless of how far they might have been from their historical inspiration – were immensely successful and are still an integral and popular part of our narrative repertoire: from novels to movies to video games. It is important to note that the “story” was – from the 18th century onwards –almost always the same: a young (often aristocratic) man, unfairly convicted for a crime he didn’t commit became an hors-la-loi against his will but still adhered to his own strict code of conduct and honour. By rescuing a city/ colony/princess he redeemed himself and could be reintegrated into society. Here lies the morale of the story: these imaginations functioned also as acts of political communication, teaching “social discipline”. -
THIS WEEK ...We Focus on Some More Titles That Have Made an Impression on Eurogamer Readers, and Reveal Why
Brought to you by Every week: The UK games market in less than ten minutes Issue 6: 14th - 20th July WELCOME ...to GamesRetail.biz, your weekly look at the key analysis, news and data sources for the retail sector, brought to you by GamesIndustry.biz and Eurogamer.net. THIS WEEK ...we focus on some more titles that have made an impression on Eurogamer readers, and reveal why. Plus - the highlights of an interview with Tony Hawk developer Robomodo, the latest news, charts, Eurogamer reader data, price comparisons, release dates, jobs and more! Popularity of Age of Conan - Hyborian Adventures in 2009 B AGE OF CONAN VS WII SPORTS RESORT #1 A This week we look at the Eurogamer buzz performance around two key products since the beginning of 2009. First up is the MMO Age of #10 Conan - a game which launched to great fanfare this time last year, but subsequently suffered from a lack of polish and endgame content. #100 Eurogamer.net Popularity (Ranked) Recently the developer, Funcom, attempted to reignite interest in the game by marketing the changes made in the build-up to its first anniversary - point A notes a big feature and #1000 Jul free trial key launch, while point B shows the Feb Mar Apr May Jun Jan '09 Age of Conan - Hyborian Adventures re-review which put the game right at the top of the pile earlier this month - whether that interest can be converted into subs is a different question, but the team has given itself a good Popularity of Wii Sports Resort in 2009 chance at least. -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
Island People the Caribbean and the World 1St Edition Pdf, Epub, Ebook
ISLAND PEOPLE THE CARIBBEAN AND THE WORLD 1ST EDITION PDF, EPUB, EBOOK Joshua Jelly-Schapiro | 9780385349765 | | | | | Island People The Caribbean and the World 1st edition PDF Book Archived from the original on October 30, Audio help More spoken articles. The oldest cathedral, monastery, and hospital in the Americas were established on the island, and the first university was chartered in Santo Domingo in From Wikipedia, the free encyclopedia. Corn maize , beans , squash , tobacco , peanuts groundnuts , and peppers were also grown, and wild plants were gathered. Caryl-Sue, National Geographic Society. Email address. We scoured our vast selection of vintage books for the most beautiful dust jackets, and soon discovered that selecting just 30 was a nearly impossible task. First Separate Edition - The first appearance as a complete book or pamphlet of a work that has previously appeared as part of another book. Irma floods a beach in Marigot on September 6. Be on the lookout for your Britannica newsletter to get trusted stories delivered right to your inbox. Hurricane Irma devastated the US territory and other Caribbean islands in the region, leaving them exposed to new storms brewing in the Atlantic. By signing up, you agree to our Privacy Notice. Telltale Games. The limited historical records reveal a successive wave of Arawak immigrants moved from Orinoco Delta of South America towards the north, settling in the Caribbean Islands. Martin residents during a visit to the island on September Below is a set of some other glossary terms that booksellers use to describe different editions. It's a small island, 62 square miles, and its residents have a strong sense of belonging. -
NARRATIVE ENVIRONMENTS from Disneyland to World of Warcraft
Essay Te x t Celia Pearce NARRATIVE ENVIRONMENTS From Disneyland to World of Warcraft In 1955, Walt Disney opened what many regard as the first-ever theme park in Anaheim, California, 28 miles southeast of Los Angeles. In the United States, vari- ous types of attractions had enjoyed varying degrees of success over the preceding 100 years. From the edgy and sometimes scary fun of the seedy seaside boardwalk to the exuberant industrial futurism of the World’s Fair to the “high” culture of the museum, middle class Americans had plenty of amusements. More than the mere celebrations of novelty, technology, entertainment and culture that preceded it, Disneyland was a synthesis of architecture and story (Marling 1997). It was a revival of narrative architecture, which had previously been reserved for secular functions, from the royal tombs of Mesopotamia and Egypt to the temples of the Aztecs to the great cathedrals of Europe. Over the centuries, the creation of narrative space has primarily been the pur- view of those in power; buildings whose purpose is to convey a story are expensive to build and require a high degree of skill and artistry. Ancient “imagineers” shared some of the same skills as Disney’s army of creative technologists: they understood light, space flow, materials and the techniques of illusion; they could make two dimensions appear as three and three dimensions appear as two; they understood the power of scale, and they developed a highly refined vocabulary of expressive techniques in the service of awe and illusion (Klein 2004). Like the creators of Disney- land, they built synthetic worlds, intricately planned citadels often set aside from the day-to-day bustle of emergent, chaotic cities or serving as a centerpiece of es- cape within them. -
59˚ 42 Issue Four
issue four 59˚ 42 14 12 03 Editor’s Letter 22 04 Disposed Media Gaming 06 Rev Says... 07 Wishlist 08 Gamer’s Diary 09 BigLime 10 News: wii 11 Freeware 12 User Created Gaming 14 Shadow Of The Colossus 16 Monkey Island 17 Game Reviews Music 19 Festivals 21 Good/Bad: The New Emo 26 22 Mogwai 23 DoorMat 24 Music Reviews Films 26 Six Feet Under 28 Silent Hill 30 U-Turn 31 Film Reviews Comics 33 Marvel’s Ultimates Line 35 Scott Pilgrim 36 Wolverine 37 Comic Reviews Gallery 33 42 Next Issue... Publisher Tim Cheesman Editors Andrew Revell/Ian Moreno-Melgar Art Director Andrew Campbell Contributors Dan Gassis/Jason Brown/Jason Robbins/Adam Parker/Robert Florence/Keith Andrew /Jamie Thomson/Danny Badger Designers Peter Wright/Rachel Wild Cover-art Melanie Caine [© Disposable Media 2006. // All images and characters are retained by original company holding.] DM4/EDITOR’S LETTER So we’ve changed. We’ve CHANGE IS GOOD.not been around long, but we’re doing ok. We think. But we’ve changed as we promised we would in issue 1 to reflect both what you asked for, and also what we want to do. It’s all part of a long term goal for the magazine which means there’ll be more issues more often, as well as the new look and new content. You might have noticed we’ve got a new website as well; it’ll be worth checking on a very frequent basis as we update it with DM news, and opinion. We’ve also gone and done the ‘scene’ thing and set up a MySpace page. -
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. -
English with Guybrush Threepwood and the Secret of Monkey Island Learning English Grammar Through Computer Games at Swedish Junior High School Level
English with Guybrush Threepwood and the Secret of Monkey Island Learning English grammar through computer games at Swedish junior high school level Author: Mikael Manneklint Supervisor: Ibolya Maricic Examiner: Christopher Allen Date: 8th June 2015 Subject: Language Didactics Level: Advanced level Course code: GO1304 Abstract The computer has been a part of the language learning since the 1950’s. It has had many roles in the classroom and the potential usage of it is ever changing and evolving. Today the computer is widely used around the world as equipment for entertaining and game playing. When it comes to game playing it has been confirmed that it can be very effective in teaching. This is also true for language learning. This study aims to investigate if a non-educational game, the Secret of Monkey Island, could be potentially used to teach English grammar to Swedish learners of English at junior high school, year 7. This is done through a comparison study where two groups of students receives different exposure to the target grammar followed by a test in order to establish to what extent the game can be used in inductive grammar teaching. The results of this study showed that the game in fact can be used as a tool for learning English grammar. However, the students who played the computer game did not reach the same level of learning outcome as the students who received traditional teaching. The study also indicated some differences in achievement between boys and girls where the boys favored game-based learning and the girls performed better after traditional teaching. -
Historic and Architectural Resources of Currituck County 1790-1958
NPS Form 10-900-a OMB No. 1024-0018 (8-86) United States Department of the Interior National Park Service NATIONAL REGISTER OF HISTORIC PLACES CONTINUATION SHEET Historic and Architectural Resources of Currituck County, 1790-1958 Section __E___ Page __1 =================================================================================== Introduction “When Nature came to design the topography of eastern North Carolina,” wrote North Carolina historian Charles Christopher Crittenden in 1936, “she almost persuaded herself to create a great maritime center.”1 The interplay between water and land in Currituck is key to understanding the history and evolution of the county. Although one of the oldest in the state of North Carolina, the county has also been one of the most overlooked. Piecing together the history of the county is difficult. Many of the records pertaining to the early history of Currituck have been lost or destroyed. A courthouse fire in 1842, for example, destroyed a substantial body of records, including marriage records. As a consequence, much of the county’s past lives on as oral history; written accounts tend to be either personal reminiscences or a recounting of events that have been passed orally through the different generations of a family. The history of the county remains to be written. A Geographical Overview of the County The most northeasterly of the one hundred North Carolina counties, Currituck is a peninsula: the land is long and narrow, low and even. The county consists of a mainland 1 Charles Christoper Crittenden, The Commerce of North Carolina 1763-1789. New Haven: Yale University Press, 1936, p. 8. NPS Form 10-900-a OMB No. -
What Makes a Trophy Hunter? an Empirical Analysis of Reddit Discussions
Copyright © 2020 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0). What makes a trophy hunter? An empirical analysis of Reddit discussions Chien Lu1, Jaakko Peltonen1, Timo Nummenmaa1, Xiaozhou Li1, and Zheying Zhang 1 Tampere University, Kalevantie 4, 33100 Tampere, Finland Abstract. In this paper, an empirical data-driven analysis of online discussions of meta-game reward systems is carried out. The data is collected from one of the biggest online discussion forums called Reddit and a text-mining technique called topic modeling is employed. Over 46000 discussion threads from the two most relevant subreddits /r/xboxachievements and /r/Trophies are analyzed and the results of topic modeling shows not only interesting topics but also the (dis)similarity between two text sources the temporal trends of topics. We have found that the volume of related discussions shows an ongoing trend. The topic model results have also revealed that some game genres are more prevalent than others and the (dis)similarities between text sources have been also discovered. Keywords: trophy hunting, Reddit, topic modeling 1 Introduction It has been noted that games can also be gamified [10], which has attracted research- ers’ attention [9,14]. Early work on applying badge systems to non-game contexts have also used game achievement systems as a source of inspiration [19]. One of the gamification design implementations is a meta-game reward system, which awards visual indicators for completion of tasks and acts as an overarching game in which players obtain rewards through playing across different games [5]. -
Design and Production of a VR Monkey Island's Video Game Remake for Lucasarts
Master in Project Management Final Master Thesis Design and production of a VR Monkey Island’s video game remake for LucasArts Alumno/a Profesor/a Ponente Laia Espuny Planelles Pedro Vila 2 ACTA DE LA DEFENSA DEL TRABAJO FINAL DE MASTER Reunido el Tribunal calificador en el día de la fecha, el alumno/a Laia Espuny Planelles Expuso su Trabajo Final de Master, que trató del siguiente tema: Design and production of a VR Monkey Island® video game remake for LucasArts Acabada la exposición y contestadas por parte del alumno las objeciones formuladas por los Sres. Miembros del Tribunal, éste valoró el citado trabajo con la calificación de Barcelona, PRESIDENTE DEL TRIBUNAL VOCAL DEL TRIBUNAL VOCAL DEL TRIBUNAL 3 4 STATEMENT OF AUTHORSHIP OF THE FINAL MASTER THESIS Date: 01/07/2019 Author: Laia Espuny Planelles DNI / NIE / Passport: 48136990z By signing this document, I declare and state that: 1) I am the author of the final master's work entitled: Design and production of a VR Monkey Island® video game remake for LucasArts 2) I am the intellectual responsible of the generation and execution of the work 3) The work is a document of original content and has not been published, neither totally nor partially 4) Any intellectual contribution of other authors is duly referenced in the text 5) Therefore not engaging in fraud, and otherwise, I will accept any academic sanctions that may arise Signed, 5 Laia Espuny Planelles | La Salle-URL ABSTRACT This Final Master Thesis (FMT) consists in the implementation of the project plan for the design and production of a fully immersive virtual reality (VR) video game.