Playing Fiction: on the Literary Video Game by James C. Moore a Senior
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Olliolli2 Welcome to Olliwood Patch
1 / 2 OlliOlli2: Welcome To Olliwood Patch ... will receive a patch to implement these elements): Additional NPCs added for an ... OlliOlli2: Welcome to Olliwood plucks the iconic skater from the street and .... Oct 31, 2016 — This is a small update to the original GOL game that greatly improves the ... Below is a list of updates. ... OlliOlli2: Welcome to Olliwood.. Apr 27, 2020 — ... into the faster, more arcade-like titles like OlliOlli2: Welcome to Olliwood, ... Related: Skate 4 Update: EA Gives Up Skate Trademark Only To .... End Space Quest 2 Update Brings 90Hz and More. ... 2 Bride of the New Moon PS4 pkg 5.05, OlliOlli2 Welcome to Olliwood Update v1.01 PS4-PRELUDE, 8-BIT .... Mar 3, 2015 — Those more subtle changes include new tricks to pull off, curved patches of ground, launch ramps, and split routes. It's not that these go unnoticed .... Aug 18, 2015 — I rari problemi di frame rate sono stati risolti con l'ultima patch, quindi non vale la pena dilungarsi a parlarne. L'unico appunto che possiamo fare .... Olliolli2: Welcome To Olliwood Free Download (v1.0.0.7). Indie ... Wallpaper Engine Free Download (Build 1.0.981 Incl. Workshop Patch) · Indie ... Apr 2, 2015 — ... scores on OlliOlli2: Welcome to Olliwood seemed strange at launch. ... In the latest patch for the PlayStation 4, we have fixed the bug and .... Feb 27, 2016 — Welcome to the latest entry in our Bonus Round series, wherein we tell you all about the new Android games ... OlliOlli2: Welcome to Olliwood.. Nov 22, 2020 — Following an update, you can now pet the dog in Hades pic. -
Journal of Games Is Here to Ask Himself, "What Design-Focused Pre- Hideo Kojima Need an Editor?" Inferiors
WE’RE PROB NVENING ABLY ALL A G AND CO BOUT V ONFERRIN IDEO GA BOUT C MES ALSO A JournalThe IDLE THUMBS of Games Ultraboost Ad Est’d. 2004 TOUCHING THE INDUSTRY IN A PROVOCATIVE PLACE FUN FACTOR Sessions of Interest Former developers Game Developers Confer We read the program. sue 3D Realms Did you? Probably not. Read this instead. Computer game entreprenuers claim by Steve Gaynor and Chris Remo Duke Nukem copyright Countdown to Tears (A history of tears?) infringement Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design by Chris Remo Two founders of long-defunct Goichi Suda a.k.a. SUDA51 Fumito Ueda British computer game developer Notable Industry Figure Skewered in Print Crumpetsoft Disk Systems have Emil Pagliarulo Mark MacDonald sued 3D Realms, claiming the lat- ter's hit game series Duke Nukem Wednesday, 10:30am - 11:30am infringes copyright of Crumpetsoft's Room 132, North Hall vintage game character, The Duke of industry session deemed completely unnewswor- Newcolmbe. Overview: What are the most impor- The character's first adventure, tant recent trends in modern game Yuan-Hao Chiang The Duke of Newcolmbe Finds Himself design? Where are games headed in the thy, insightful next few years? Drawing on their own in a Bit of a Spot, was the Walton-on- experiences as leading names in game the-Naze-based studio's thirty-sev- design, the panel will discuss their an- enth game title. Released in 1986 for swers to these questions, and how they the Amstrad CPC 6128, it features see them affecting the industry both in Japan and the West. -
Brace Yourself for Lightspeed Arcade Multiplayer Mayhem in Laser League
BRACE YOURSELF FOR LIGHTSPEED ARCADE MULTIPLAYER MAYHEM IN LASER LEAGUE 505 Games and Roll7 Team Up to Redefine the Arcade Genre with Fast-Paced, Exhilarating Online Competition for Everyone CALABASAS, Calif. – June 9, 2017 – 505 Games announced today a partnership with BAFTA- winning indie dev magicians Roll7 on Laser League , a fast, fun, multiplayer arcade-style action game. Known for the award-winning OlliOlli series and NOT A HERO , Roll7 bring their trademark addictive gameplay to an original vision of near-future competition. With up to 4 v. 4 intense online or local multiplayer mode with friends, Laser League ’s frenetic yet intuitive matches are easy to play but difficult to master, in a throwback to the heyday of gaming’s more approachable arcade action. Witness the exhilarating action in the first trailer. [INSERT ESRB or PEGI embed code ] “We have admired and enjoyed Roll7’s work from afar ever since the first OlliOlli game,” said Tim Woodley, senior vice president of brand and marketing, 505 Games. “When we saw the first prototype for Laser League , we could already feel that all-too-rare ‘just one more go’ impulse. We jumped at the chance to help Roll7 take their proven studio to the next level and realize their ambitions for Laser League. ” In Laser League , the exhilarating, high-octane contact sport of 2150, players battle against the opposition for control of nodes that bathe the arena in deadly light. Evading rival colored beams, teams attempt to fry their opponents with speed, strength and strategy. Special offensive and defensive abilities, as well as game-changing power-ups on the arena floor, provide an edge at the crucial moment. -
Art Games Applied to Disability
Figure 1. Thatgamecompany. PlayStation 3. (2009), Flower. Figure 2. Thatgamecompany. PlayStation 4. (2013), Flow. Esther Guanche Dorta. Phd student. [email protected] Ana Marqués Ibáñez. Teacher. [email protected] Department of Didactics of Plastic Expression. Faculty of Education. University of La Laguna. Tenerife. Art Games applied to disability. Figure 3. Thatgamecompany. PlayStation 3. (2012), Journey. THEME 4 – Technology – S3 DT Art Games, Disabilities, Design, Videogames, Inclusive education. Art Games applied to disability. Videogames are an emerging medium which represent a new form of artistic design, creating another means of expression for artists as well as different educational context adapted to people with dissabilities. Abstract This is a study of several examples of artistic videogames which can be 1. Art Games and Indie Games Concept The MOMA2 arranged an exhibition on the 50 years of videogame history, made a used to improve the quality of life of persons with impairment, for those review about the design and has added the most significant games to its permanent with specific or general motoric disabilities and mental disabilities in Art Game is an art object associated to the new interactive communications media exhibition, such as those of the Johnson Gallery with 14 videogames, which have order to bring them closer to art and design studies. As well as to develop new approaches in order to include this medium in artistic and a subgenre of the so-called serious videogames. The term was first used in been increased to around fifty. productions, study the impact of these images in Visual Culture and its academic circles in 2002, and referred to a videogame designed to boost artistic and construction by designing. -
Game Narrative Review
Game Narrative Review ==================== Your name (one name, please): Glenn Winters Your school: Drexel University Your email: [email protected] Month/Year you submitted this review: January 2013 ==================== Game Title: Journey Platform: Playstation 3 Genre: Adventure Release Date: March 13 2012 Developer: ThatGameCompany Publisher: Sony Computer Entertainment Game Writer/Creative Director/Narrative Designer: Director - Jenova Chen, Robin Hunicke - Producer, Nicholas Clark - Designer, Bryan Singh - Designer, Chris Bell - Designer Overview Janet Murray states, “journey stories emphasize navigation -- the transitions between different places, the arrivals and departures -- and the how to’s of the hero’s repeated escapes from danger [4].” At its core, the game Journey encompasses this sense of transitioning and the player character’s rite of passage. It is essentially a “hero’s journey” described in Joseph Cambell’s “The Hero with a Thousand Faces.” In Journey you play as a red robed character whom is often referred to as “the traveler.” The game's narrative revolves around the player’s exploration of the eight different levels as you unravel the history of a once thriving civilization. You collect energy by freeing several “scarf like creatures” that are trapped throughout the world. In this process, the player is challenged by environment driven puzzles and guardians of the past who actively try to capture her energy source before reaching her destination. Different from many other computer games, Journey provides no textual description of the story or dialogues. Thus to convey the story, it relies heavily on visuals and interactions with the environment. In other words, the environment and the resulting visual narrative are crucial narrative elements in addition to the more common storytelling components in the game. -
How to Know If It Is Art ? the Case of Video Games
How to know if it is art ? / P Krajewski – Juin 2018 How to know if it is art ? The case of video games Pascal Krajewski Context : Proposal for : Pascal Krajewski et Jorge Martins Rosa, Convocarte N°6-7: Ars Ludens, l'art, le jeu et le ludique, 1st trimester 2019. Index Table of contents: Prolegomena to the question Enrolment in an institutional artistic context Analogy with reputed concomitant arts Integration into an extended fine arts system Identification of universal art markers Election of (Ur) masterpieces Highlighting art compatible principles Conclusion: “to do as if” 1 / 17 How to know if it is art ? / P Krajewski – Juin 2018 How to know if it is art ? The case of video games What good would it be to demonstrate that video game is an art ? Or is not ? Why trying to link it to a discipline is not even eyeing ? Do we wonder if sport is art ? No, sport is sport, and that sounds OK to anyone. Yet, even sport do use occasionally some artistic terms : this player is an artist; that gesture was almost art; such game will stay as a masterpiece of great game; such a sport, played at this level of skills, is reaching art (fencing, skying); and eventually some sports do deserve the adjective of “artistic” since they aim at the beauty of a sequence and not the efficiency of a gesture (figure skating, synchronized swimming). Sport could – by chance, temporarily or specifically – produce “artistic” results, when they prove a perfect mastery allied to a gracious beauty. And even then, they remain sports, because, by vocation, they don't aim at being art. -
Press Start: Video Games and Art
Press Start: Video Games and Art BY ERIN GAVIN Throughout the history of art, there have been many times when a new artistic medium has struggled to be recognized as an art form. Media such as photography, not considered an art until almost one hundred years after its creation, were eventually accepted into the art world. In the past forty years, a new medium has been introduced and is increasingly becoming more integrated into the arts. Video games, and their rapid development, provide new opportunities for artists to convey a message, immersing the player in their work. However, video games still struggle to be recognized as an art form, and there is much debate as to whether or not they should be. Before I address the influences of video games on the art world, I would like to pose one question: What is art? One definition of art is: “the expression or application of human creative skill and imagination, typically in a visual form such as painting or sculpture, producing works to be appreciated primarily for their beauty or emotional power.”1 If this definition were the only criteria, then video games certainly fall under the category. It is not so simple, however. In modern times, the definition has become hazy. Many of today’s popular video games are most definitely not artistic, just as not every painting in existence is considered successful. Certain games are held at a higher regard than others. There is also the problem of whom and what defines works as art. Many gamers consider certain games as works of art while the average person might not believe so. -
CHEAT CODES of the GODS: NARRATIVE and GREEK MYTHOLOGY in VIDEO GAMES by Eleanor Rose Sedgwick, B.A. a Thesis Submitted to the G
CHEAT CODES OF THE GODS: NARRATIVE AND GREEK MYTHOLOGY IN VIDEO GAMES by Eleanor Rose Sedgwick, B.A. A thesis submitted to the Graduate Council of Texas State University in partial fulfillment of the requirements for the degree of Master of Arts with a Major in Literature August 2021 Committee Members: Suparno Banerjee, Chair Anne Winchell Graeme Wend-Walker COPYRIGHT by Eleanor Rose Sedgwick 2021 FAIR USE AND AUTHOR’S PERMISSION STATEMENT Fair Use This work is protected by the Copyright Laws of the United States (Public Law 94-553, section 107). Consistent with fair use as defined in the Copyright Laws, brief quotations from this material are allowed with proper acknowledgement. Use of this material for financial gain without the author’s express written permission is not allowed. Duplication Permission As the copyright holder of this work I, Eleanor Rose Sedgwick, authorize duplication of this work, in whole or in part, for educational or scholarly purposes only. DEDICATION I dedicate my thesis to my entire family, dogs and all, but primarily to my mother, who gave me the idea to research video games while sitting in a Thai food restaurant. Thank you, Mum, for encouraging me to write about the things I love most. I’d also like to dedicate my thesis to my dear group of friends that I met during my Master’s program, and plan to keep for the rest of my life. To Chelsi, Elisa, Hannah, Lindsey, Luise, Olivia, Sarah, and Tuesday—thank you for doing your part in keeping me sane throughout this project. -
“Putting Our Hearts Into It”
CHAPTER 2. “PUTTING OUR HEARTS INTO IT” Gaming’s Many Social Justice Warriors and the Quest for Accessible Games BY LISA NAKAMURA Griefing, the purposeful use of digital affordances to destroy another user’s pleasure or freedom of movement, is a perennial practice, and women, people of color, and sexual minorities are targeted more than others (Gray, 2012; Nakamura, 2009, 2011, and 2012). This is true of the Internet, in general. Citing a recent study, Hudson writes, In a 2013 Pew Research survey, 23 percent of people ages 18 to 29 reported being stalked or harassed online; advocacy groups report that around 70 percent of the cases they deal with involve female victims, and one study of online gaming found players with female voices received three times as many negative responses as men. (2014) GamerGate, the coordinated social media harassment of female developers and social justice game developers like Zoe Quinn and Brianna Wu, as well as feminist critic Anita Sarkeesian is part of a much longer history of sexual harassment of women in gaming. Its eruption into the news in 2014 only made this glaringly visible to the non-gamer world. Death threats, along with other abusive and misogynistic comments coordinated by users who gathered on Twitter and other social media using the #GamerGate hashtag effectively griefed these women in their personal and public lives, making it impossible for them to continue to work and even to move freely. These GamerGate targets and their defenders on social media were derisively labeled “social justice warriors,” or “SJW’s” because they publicly claimed the identity of “feminist” and asserted the need for more diverse games and game cultures. -
Amended Final Draft
Independent or Indie? Creative Autonomy and Cultural Capital in Independent Video Game Production Martin Graham Smith A thesis submitted in fulfilment of the requirements of the Manchester Metropolitan University for the degree of Master of Arts (By Research) Manchester Institute for Research and Innovation in Art and Design (MIRIAD) May 2016 ABSTRACT The use of the word ‘indie’ in relation to video games has shifted from referring to games made independently of a large publisher to being a more nebulous term that is harder to define but that is clearly used at times to refer to games other than those made without the financial assistance of publishers. This thesis seeKs to contribute to the ongoing debate in academic writing on video games as to the meaning of the phrase ‘indie games’. The thesis combines textual and institutional analysis to contextualise the modern indie game by investigating the history of independent video game production in the UK and USA from the 1970s to the modern day, with reference to how changes in technology have shaped independent video game production over time. Alternative models of production that existed before the indie games of the mid-2000s onwards are an under researched area, and this thesis argues that a number of independent counter trends to dominant industry practices set precedents for many of the features of later indie games, in terms of content, style, distribution methods, and models of production. The thesis also contains a case study into the publisher-funded indie games of Jenova Chen and Thatgamecompany which investigates the conflicting definitions of indie in academic writing on video games and other forms of media, arguing that as with indie in cinema, indie in games functions as a form of cultural capital for the audience and developers. -
Neverwinter Nights: Bringing the Tabletop to the Desktop
Neverwinter Nights: Bioware Brings the Tabletop to the Desktop By Eric Furtado 3/18/03 1 “With Baldur’s Gate, we sparked a role-playing renaissance – now a multiplayer revolution!” These are the words spoken in the opening of an early trailer for Neverwinter Nights, released for the PC in June of 2002. Even at the point when the trailer was released in 2000, anticipation for the game was already running high. In 1998, Bioware, the developer of Neverwinter Nights, had almost single handedly resurrected the ailing computer roleplaying game (RPG) market with its great graphics, excellent implementation of the AD&D 2nd Edition rules, and remarkable story. The aforementioned trailer for Neverwinter Nights, although not the first trailer, was included on the CD of Baldur’s Gate II: Shadows of Amn. The video clearly states Bioware’s goal in its creation of Neverwinter Nights: to recreate, as accurately as possible, the feel and play style of pen and paper (or PnP) roleplaying, Dungeon Master included, on the PC. Were they successful? The answer is a resounding yes. For this reason, Neverwinter 2 Nights stands as model for future games and stands as a landmark in the history of computer RPGs. Word of Neverwinter Nights first surfaced in 1999 at GenCon along with an announcement by Wizards of the Coast about the new 3rd Edition Dungeons & Dragons rule set. However, the idea for Neverwinter Nights was created in 1997 as “the ultimate pen-and-paper role-playing game simulation.” Up until this point, computer role-playing games had been primarily single player affairs, or had multiplayer gameplay tacked on at the end of their development to allow groups of people to progress through the single player portion of the game with friends, but there was nothing that allowed them to create their own adventures. -
An Exploration of Dissonant Player Experiences
Atmosphere & Challenge An Exploration of Dissonant Player Experiences by Giovanni Ribeiro A thesis presented to the University of Waterloo in fulfillment of the thesis requirement for the degree of Master of Applied Science in Systems Design Engineering Waterloo, Ontario, Canada, 2019 © Giovanni Ribeiro 2019 AUTHOR’S DECLARATION This thesis consists of material all of which I authored or co-authored: see Statement of Contributions included in the thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I understand that my thesis may be made electronically available to the public. ii STATEMENT OF CONTRIBUTIONS This thesis consists of two papers that were co-authored by myself, my supervisor, Dr. Lennart Nacke, and three others: Towards a Physiological Profile of Rage Quitting By: Giovanni Ribeiro, Rina Wehbe, and Lennart E. Nacke Atmosphere: The Effect of Thematic Audio Fit on Player Experience By: Giovanni Ribeiro, Katja Rogers, Thomas Terkildsen, and Lennart E. Nacke Dr. Nacke, Rina Wehbe, Katja Rogers, and Thomas Terkildsen provided research guidance, advice, and proofreading. Ms. Rogers and Ms. Wehbe were invaluable in the experimental design and research ideation process of their respective projects and Mr. Terkildsen contributed to the evaluation and statistical analysis of physiological data. Surya Banerjee (Department of Statistics and Actuarial Science) helped me decide what the most appropriate statistical tests to run were. iii ABSTRACT Dissonance means an unusual combination of any two things. Two dissonant experiences in video games which could lead to undesirable player states are thematic dissonance and difficulty dissonance. Thematic dissonance potentially annoys players by breaking the atmosphere, and difficulty dissonance by preventing players with low skill from progressing past unbalanced challenges, resulting in rage-quits.