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EA Partners and Hothead Games Team up to Deliver Deathspank in 2010
EA Partners and Hothead Games Team up to Deliver DeathSpank in 2010 EA to Publish the Latest Game from Industry Icon Ron Gilbert REDWOOD SHORES, Calif., Mar 04, 2010 (BUSINESS WIRE) -- EA Partners, a division of Electronic Arts Inc. (NASDAQ: ERTS) and leading independent developer Hothead Games announced today an exclusive publishing agreement that will bring DeathSpank to Xbox LIVE(R) Arcade and PlayStation(R)Network in 2010. Developed under the vision of The Secret of Monkey Island creator and industry icon Ron Gilbert, DeathSpank blends a story filled with Gilbert's unique humor and wit with classic and addictive action RPG gameplay. "The team at Hothead Games is a perfect fit for EA Partners. They are a great example of how the EA Partners program continues to emphasize the importance of building strong relationships with the world's top indie developers," said Jamil Moledina, Outreach Director, Business Development at EA Partners. "DeathSpank is an engrossingly fun and hysterically funny experience, and we are all excited to have the opportunity to help introduce DeathSpank to gamers across the world." Ian Wilkinson, CEO of Hothead Games added, "We are proud of our independence, but are very excited to be working with EA Partners on a title as big as DeathSpank. With EA Partners handling distribution and marketing, Hothead can continue to focus on what we do best, making great games." The game casts players in the role DeathSpank, the Hero to the Downtrodden, a Vanquisher of Evil and Defender of Justice as he fulfills his life-long destiny and searches for a mysterious and magical item only known as "The Artifact". -
Fumito Ueda Och Samtalet Mellan Maskin Och Människa
INSTITUTIONEN FÖR KULTURVETENSKAPER Fumito Ueda och samtalet mellan maskin och människa Filip Ekström Kandidatuppsats: 15 hp Program: Kultur, kandidatprogrammet (KP1125) Nivå: Kandidat Termin/år: VT18 Handledare: Ola Stockfelt Examinator: Viveka Kjellmer ABSTRACT University of Gothenburg Department of Cultural Sciences Gothenburg, Sweden Bachelor of Arts – Program in Cultural Sciences, 15.0 higher education credits Graduating Thesis, spring 2018 Author: Filip Ekström Mentor: Ola Stockfelt Examinator: Title: Fumito Ueda – And the Conversation Between Human and Machine This thesis approaches videogame-designer Fumito Uedas three major works, ICO, Shadow of the Colossus and The Last Guardian, through the theories of cybernetics. Mostly those of the philosopher and mathematician Norbert Wiener. With the focus on the relation and communication between the player/human and the videogame/machine/computer. How the a.i-characters through Uedas games develop more and more liberties of being their own individuals, free from the player-characters full control, and how this effects the gameplay and players relation to the machine and his/hers interaction with them. It shows that through the evolution of Uedas a.i-characters, players learn to adapt more to the demands of a computer, and the digitally generated world. And using the communication made available by videogames, is able to adjust to these artificial creatures requirements, just as if they were real beings. Keywords: Cybernetics, videogames, intergration, machine/human interaction 1 INNEHÅLLSFÖRTECKNING -
Exploration in a Reverse-RPG
Exploration in a Reverse-RPG Robogeddon, a Casual Real-Time Strategy Game A Major Qualifying Project Report submitted to the Faculty of the Worcester Polytechnic Institute in partial fulfillment of the requirements of the Degree of Bachelor of Science On April 28th, 2010 Submitted By: Riley Brown, Sean Crepeau, Karl Gibson, Adam Pastorello, Philip Tang, and Ian Williams Advised By: Professor Joseph Farbrook, Professor Jennifer deWinter and Professor Joseph Beck Exploration in a Reverse RPG – Robogeddon, a Casual Real-Time Strategy Game Abstract This report discusses the design, implementation, and analysis of Robogeddon, a casual real-time- strategy game for the PC, and was created as a WPI MQP for the computer science, interactive media and game development, and professional writing majors. Players in Robogeddon have the unique experience of taking on the role of an overwhelming agent of destruction, in contrast to the typical heroic archetype of many role-playing-games. Robogeddon incorporates “tried and true” elements from classic RTS games, as well as unique new features to attract more casual gamers. This report details the designers’ vision, in terms of artistic style and theme, as well as gameplay and the player experience. Additionally, the report will describe the approach to implementation and the challenges therein. Finally, the creators of Robogeddon describe the lessons learned from the process, and advice to future teams at WPI and beyond. 2 Exploration in a Reverse RPG – Robogeddon, a Casual Real-Time Strategy Game Acknowledgements We would like to extend our deepest gratitude to Professors Farbrook, deWinter, and Beck for their continual guidance in bringing our vision to life. -
DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? . -
Playstation Desvela Tráiler De La Historia De Shadow of the Colossus
PlayStation desvela tráiler de la historia de Shadow of the Colossus También al compositor Kow Otani hablando de la espectacular obra maestra que pone música a este videojuego tan especial. Sony Interactive Entertainment (SIE) ha presentado hoy dos nuevos vídeos del remake de Shadow of the Colossus™ para PlayStation®4 (PS4™) en los que se muestran el principio de esta épica historia y al compositor Kow Otani hablando de la espectacular obra maestra que pone música a este videojuego tan especial. En el tráiler de la historia se observan los inicios de la aventura tal y como fue concebida por Fumito Ueda en el videojuego original de PlayStation®2 publicado en 2005. Wander llega a la ciudad prohibida a lomos de su fiel yegua Agro con la bella Mono en sus brazos, la deposita cuidadosamente en el altar del Templo de Adoración y pide al misterioso Dormin que la ayude. Éste le dice que la única manera de ayudarla es derrotar a los 16 colosos que habitan la Tierra Prohibida, unos extraordinarios seres acorazados de dimensiones enormes que deberá encontrar siguiendo el haz de luz emanado de su espada. Uno de los aspectos que hacen de Shadow of the Colossus™ una obra de arte es, sin lugar a dudas, su maravillosa banda sonora. En ella se encuentra música de batalla, ambiental y de victoria y en palabras de su compositor Kow Otani, “Shadow of the Colossus™ ha renacido y el nivel de inmersión es increíble. Al actualizar la música quisimos dar más intensidad al inicio y al final, así que introdujimos más músicos y también instrumentos de cuerda. -
Clicando Aqui
Bruno Cicanci Rodrigues de Sousa Game Design Document V1.0 Bruno Cicanci Rodrigues de Sousa http://gamedeveloper.com.br http://gamedeveloper.com.br Bruno Cicanci Rodrigues de Sousa 1. Visão Geral a. Conceito Salvar o Mundo dos Sonhos de Morfeu do domínio de Pesadelos. b. Sinopse Jogo de aventura onde um garoto, Paulo, é escolhido pelo Deus Grego dos Sonhos Morfeu para ajudá-lo a recuperar as 12 relíquias quer permitem o acesso dos doze dos Deuses do Olímpio ao Mundo dos Sonhos. As relíquias foram roubadas pelos Pesadelos, seres sombrios que querem dominar o Mundo dos Sonhos, lar e reino de Morfeu e seus irmãos, local onde todas as criaturas que sonham vão ao cair no sono. Oniro significa Sonho em grego. Este nome foi escolhido por que o jogo será baseado na mitologia grega e será ambientado no Mundo dos Sonhos do deus grego Morfeu. 2. Produto a. Público O público-alvo do Oniro são jogadores casuais com idade entre 15 e 20 anos, porém este produto também deve atingir outras faixas etárias e jogadores hardcore . O jogo apresentará um nível de dificuldade crescente em seus desafios além de diversas conquistas que o jogador não precisará conseguir para finalizar o jogo, mas são objetivos secundários que podem chamar atenção do público hardcore . b. Plataforma A versão de demonstração do jogo será lançada para a plataforma PC com sistema operacional Windows. Posteriormente, a versão completa do jogo será lançada também para Xbox 360 através da Xbox Live Arcade (XBLA). Posteriormente, este projeto também poderá ganhar uma versão para smartphones com o Windows Phone 7, que permitirá rodar jogos desenvolvidos com XNA Game Studio (plataforma de desenvolvimento escolhida para este projeto), e com alguns ajustes o Oniro poderá ser portado para esta plataforma. -
Gaming Systems and Features of Discovery Centre Station 1
Gaming systems and features of Discovery Centre Station 1: XBox 1 with Remote The Book of Unwritten Tales 2 Wii U and Wii U Remote Braid Playstation 4 with Remote The Bridge Gaming PC with Gaming keyboard and The Cat and the Coup mouse Cave Story+ Downloaded games in station 1 include: Closure 7 Grand Steps, Step 1: What Ancients Begat Cogs 140 Coil AaAaAA!! – A Reckless Disregard for Colosse Gravity Colour Bind ABE VR Crawl Achron Cube & Star: An Arbitrary Love AltscpaceVR Dayz Amnesia: The Dark Descent Deep Under the Sky Analogue: A Hate Story Desktop Dungeons A Story About My Uncle Destinations B.U.T.T.O.N. Dinner Date Bad Hotel Dream Banished The Dream Machine Bastion The Dream Machine: Chapter 3 The Beginner’s Guide The Dream Machine: Chapter 4 Besiege The Dream Machine: Chapter 5 Between IGF Demo Dungeon of the Endless Bientôt l’été Dust: An Elysian Tail Bigscreen Beta Elegy for a Dead World BioShock Infinite Endless Legend The Binding of Isaac: Rebirth Ephemerid: A Musical Adventure BIT.TRIP RUNNER Estranged: Act 1 BlazeRush Carleton University Library and the Discovery Centre September 2019 Euro Truck Simulator 2 Interstellar Marines Evoland Intrusion 2 Evoland 2 Invisible, Inc. Fallout Jamestown Fallout 2 Joe Danger Fallout Tactics Keep Talking and Nobody Explodes Farming Simulator 17 Kentucky Route Zero Flotilla LA Cops FLY’N Legend of Dungeon The FOO show Life is Strange The Forest LIMBO Fotonica Lisa Frozen Synapse Little Inferno FTL: Faster than -
Threat Simulation in Virtual Limbo Preprint
This is a preprint of the article “Threat simulation in virtual limbo: An evolutionary approach to horror video games” by Jens Kjeldgaard-Christiansen and Mathias Clasen, Aarhus University. The final, published version has been published in the Journal of Gaming and Virtual Worlds and is available at https://doi.org/10.1386/jgvw.11.2.119_1. Page 2 of 33 Threat Simulation in Virtual Limbo: An Evolutionary Approach to Horror Video Games Keywords: horror, Limbo, game studies, evolution, simulation, evolutionary psychology Abstract Why would anyone want to play a game designed to scare them? We argue that an alliance between evolutionary theory and game studies can shed light on the forms and psychological functions of horror video games. Horror games invite players to simulate prototypical fear scenarios of uncertainty and danger. These scenarios challenge players to adaptively assess and negotiate their dangers. While horror games thereby instil negative emotion, they also entice players with stimulating challenges of fearful coping. Players who brave these challenges expand their emotional and behavioural repertoire and experience a sense of mastery, explaining the genre’s paradoxical appeal. We end by illustrating our evolutionary approach through an in-depth analysis of Playdead’s puzzle-horror game Limbo. Page 3 of 33 Introduction Imagine this: You are a little boy, lost somewhere deep in the woods at night. You do not know how you got there or how to get out. All you know is that your sister is out there, somewhere, possibly in great danger. You have to find her. The ambiance is alive with animal calls, the flutter of branches and bushes and a welter of noises that you cannot quite make out. -
Art Worlds for Art Games Edited
Loading… The Journal of the Canadian Game Studies Association Vol 7(11): 41-60 http://loading.gamestudies.ca An Art World for Artgames Felan Parker York University [email protected] Abstract Drawing together the insights of game studies, aesthetics, and the sociology of art, this article examines the legitimation of ‘artgames’ as a category of indie games with particularly high cultural and artistic status. Passage (PC, Mac, Linux, iOS, 2007) serves as a case study, demonstrating how a diverse range of factors and processes, including a conducive ‘opportunity space’, changes in independent game production, distribution, and reception, and the emergence of a critical discourse, collectively produce an assemblage or ‘art world’ (Baumann, 2007a; 2007b) that constitutes artgames as legitimate art. Author Keywords Artgames; legitimation; art world; indie games; critical discourse; authorship; Passage; Rohrer Introduction The seemingly meteoric rise to widespread recognition of ‘indie’ digital games in recent years is the product of a much longer process made up of many diverse elements. It is generally accepted as a given that indie games now play an important role in the industry and culture of digital games, but just over a decade ago there was no such category in popular discourse – independent game production went by other names (freeware, shareware, amateur, bedroom) and took place in insular, autonomous communities of practice focused on particular game-creation tools or genres, with their own distribution networks, audiences, and systems of evaluation, only occasionally connected with a larger marketplace. Even five years ago, the idea of indie games was still burgeoning and becoming stable, and it is the historical moment around 2007 that I will address in this article. -
EA and Hothead Games Bring Thongs to PC Today with Deathspank: Thongs of Virtue
EA and Hothead Games Bring Thongs to PC Today with DeathSpank: Thongs of Virtue World's Funniest Downloadable Hero Throws Down With Santa and His Mighty Red Thong in an All New Adventure on PC REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Electronic Arts Inc. (NASDAQ:ERTS) and Hothead Games® announced today that DeathSpank: Thongs of Virtue™ (T.O.V.), the follow-up to the award-winning Action/RPG DeathSpank™, is available on PC for $14.99 exclusively via Steam, Valve Corporation's delivery and management platform. DeathSpank: T.O.V. is a fresh new adventure for the PC where players hack, slash and shoot their way through mission after mission, in search of the six mystical thongs that are corrupting the universe. Following the PC release, DeathSpank and DeathSpank: T.O.V. will launch on Mac OSX on December 14 for $14.99 also via Steam. Included in DeathSpank: T.O.V. for PC or Mac are two free pieces of downloadable content: the Snowy Mountain Dungeon, a terrifying, ice-covered dungeon frozen in the North Pole and a new playable co-op character, Sidekick Tankko. "With the success of the DeathSpank series, we decided that it was time to bring the added adventures and compelling story of DeathSpank: Thongs of Virtue to the PC and Mac," said Vlad Ceraldi, Director of Game Development at Hothead Games. "By branching out to new platforms we hope to share the charm and wit of DeathSpank with a wider audience." DeathSpank: T.O.V. puts players in the mighty boots of DeathSpank in his quest to destroy the six mystical thongs which have taken over the universe by corrupting those who wear them. -
Digital Games and Electronic Literature: Toward an Intersectional Analysis
Patrick Jagoda 1 Digital Games and Electronic Literature: Toward an Intersectional Analysis Introduction: Literature and the Paraliterary Should groups such as the Electronic Literature Organization (ELO) play a role in the study of digital games? And what about broader professional organizations such as the Modern Language Association (MLA)? These questions suggest others: Fundamentally, what is the relationship between the categories of “electronic literature” or “literature” as such, on the one hand, and “digital games” on the other? Also, how do we understand the field of literature to be changing when so many compelling artistic experiments are unfolding in the realm of computer, console, and mobile games? The mission statement of the ELO notes that the organization exists to “foster and promote the reading, writing, teaching, and understanding of literature as it develops and persists in a changing digital environment” (Electronic Literature Organization 2013). The overarching MLA statement explains that the organization works to “strengthen the study and teaching of language and literature” (Modern Language Association 2013). It is noteworthy (though perhaps unsurprising to most readers) that games are nowhere to be found in either of these statements. Since the focus, in these descriptions, is on the term “literature,” it is worth asking one final and more rudimentary question: How does the form of “games,” especially as it has transformed in the early twenty-first century, relate to the category of “literature”? In his work from the mid-1990s, novelist and critic Samuel Delany posits a material practice of “paraliterature” that describes “texts which the most uncritical literary reader would describe as ‘just not literature.’” In the illustrative list that follows, he includes “Comic books, mysteries, westerns, science fiction, pornography, greeting card verse, newspaper reports, academic criticism, advertising texts, movie and TV scripts, popular song lyrics” (Delany 1995, Patrick Jagoda 2 210). -
Criticism of Religion and Child Abuse in the Video Game the Binding of Isaac
Tilburg University I Have Faith in Thee, Lord Bosman, Frank; van Wieringen, Archibald Published in: Religions DOI: 10.3390/rel9040133 Publication date: 2018 Document Version Publisher's PDF, also known as Version of record Link to publication in Tilburg University Research Portal Citation for published version (APA): Bosman, F., & van Wieringen, A. (2018). I Have Faith in Thee, Lord: Criticism of Religion and Child Abuse in the Video Game the Binding of Isaac. Religions, 9(4), [133]. https://doi.org/10.3390/rel9040133 General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. Download date: 30. sep. 2021 religions Article I Have Faith in Thee, Lord: Criticism of Religion and Child Abuse in the Video Game the Binding of Isaac Frank G. Bosman 1,* and Archibald L. H. M. van Wieringen 2 1 Department of Systematic Theology and Philosophy, Tilburg University, 5037 AB Tilburg, The Netherlands 2 Department of Biblical Sciences and Church History, Tilburg University, 5037 AB Tilburg, The Netherlands; [email protected] * Correspondence: [email protected] or [email protected] Received: 26 March 2018; Accepted: 12 April 2018; Published: 16 April 2018 Abstract: The game The Binding of Isaac is an excellent example of a game that incorporates criticism of religion.