PORTAL and the Rat in a Maze 2015
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Tricks, Empty Rooms, and Basic Trap Design
Tricks, Empty Rooms, & Basic Trap Design By Courtney C. Campbell PREFACE From the Dungeon Master’s Guide, page 171 Table V. F.: Chamber or Room Contents 1-12 Empty 13-14 Monster Only 15-17 Monster and Treasure 18 Special 19 Trick/Trap 20 Treasure And right there is the heart of the issue. Gygax lays out the essence of role-playing games in that single table. He provides methods of producing flowcharts (the random dungeon generator) and fills each node with an encounter: Empty rooms, monsters, traps, treasure and “special”. This system maps to any role playing game since. There is a scene: either nothing happens, you have an antagonist, you deal with a threat, or you receive a reward. There are a selection of options of which scene to reach next (often depending on the events in the first scene). One is selected, you move onto the next scene (room) and repeat the process again. What a wonderful concept! Brilliant in the way it cuts right to the heart of what makes a role-playing game fun. Immediately after (or before in the case of the Monster Manual) and in the years following several of these items were given great support. Across the various iterations of Dungeons and Dragons there are literally thousands of monsters and dozens of books and tables devoted to traps. But what about the other 70% of the table? I’ve already addressed the treasure entry, in my document “Treasure”, available at http://hackslashmaster. blogspot.com/2010/11/treasure-update.html giving you the tools to create tons of interesting treasure. -
Navigating the Videogame
From above, from below: navigating the videogame A thesis presented by Daniel Golding 228306 to The School of Culture and Communication in partial fulfilment of the requirements for the degree of Bachelor of Arts (Honours) in the field of Cultural Studies in the School of Culture and Communication The University of Melbourne Supervisor: Dr. Fran Martin October 2008 ABSTRACT The study of videogames is still evolving. While many theorists have accurately described aspects of the medium, this thesis seeks to move the study of videogames away from previously formal approaches and towards a holistic method of engagement with the experience of playing videogames. Therefore, I propose that videogames are best conceptualised as navigable, spatial texts. This approach, based on Michel de Certeau’s concept of strategies and tactics, illuminates both the textual structure of videogames and the immediate experience of playing them. I also regard videogame space as paramount. My close analysis of Portal (Valve Corporation, 2007) demonstrates that a designer can choose to communicate rules and fiction, and attempt to influence the behaviour of players through strategies of space. Therefore, I aim to plot the relationship between designer and player through the power structures of the videogame, as conceived through this new lens. ii TABLE OF CONTENTS ABSTRACT ii ACKNOWLEDGEMENTS iv CHAPTER ONE: Introduction 1 AN EVOLVING FIELD 2 LUDOLOGY AND NARRATOLOGY 3 DEFINITIONS, AND THE NAVIGABLE TEXT 6 PLAYER EXPERIENCE AND VIDEOGAME SPACE 11 MARGINS OF DISCUSSION 13 CHAPTER TWO: The videogame from above: the designer as strategist 18 PSYCHOGEOGRAPHY 18 PORTAL AND THE STRATEGIES OF DESIGN 20 STRUCTURES OF POWER 27 RAILS 29 CHAPTER THREE: The videogame from below: the player as tactician 34 THE PLAYER AS NAVIGATOR 36 THE PLAYER AS SUBJECT 38 THE PLAYER AS BRICOLEUR 40 THE PLAYER AS GUERRILLA 43 CHAPTER FOUR: Conclusion 48 BIBLIOGRAPHY 50 iii ACKNOWLEDGEMENTS I would like to thank my supervisor, Dr. -
Super Mario Portal Game
1 / 2 Super Mario Portal Game Lessons of Game Design learned from Super Mario Maker ... The portal gun is one of those mechanics that sounds like it has an unlimited .... The game combines the elements of the two popular video games: the platforming Super Mario Bros and the puzzle solving Portal. The game retains the traditional .... It's a mashup of Nintendo's classic Super Mario Bros. platform game with Portal. That's right – Mario now has a portal gun, which he can use to .... New Super Mario Bros. U is a game ... Portal 2, like Minecraft, is a highly popular console game that encourages experimentation and flexibility.. Last August we were promised to be able to play the classic Super Mario Bros. with 1 major difference integrated into the game. Aperature ... mario portal game · super mario bros meets portal game · blue television games portal mario.. Mario Bros Mappack Portal Mappack Mari0 Bros Mappack No WW Mari0 ... If you enjoy this game then also play games Super Mario Bros. and Super Mario 64.. Much like nuts and gum, Portal and Super Mario Bros. are together at last.. Click on this exciting game of the classic Super Mario bros, Portal Mario bros 64. You must help the famous Mario bros to defend himself from all his enemies in .... and Portal hybrid from indie game developer Stabyourself.net. Yup, it's the old Super Mario Bros. with portal guns, user created content, a map .... Mario and Portal, a perfect mix. Super Smash Flash 2. A fun game inspired by Super Smash Bros. -
Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles
Salvation: Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles A Senior Project Presented To: the Faculty of the Liberal Arts and Engineering Studies Department California Polytechnic State University, San Luis Obispo In Partial Fulfillment of the Requirements for the Degree Bachelor of Arts in Liberal Arts and Engineering Studies by Zachary Griffith June 2017 © Zachary Griffith 2017 Griffith 1 Table of Contents Introduction .................................................................................................................................................. 2 How to Play................................................................................................................................................... 3 Blending Eurogames and 4X ........................................................................................................................ 3 Eurogames ....................................................................................................................................... 3 4X Strategy ....................................................................................................................................... 4 Putting it All Together ...................................................................................................................... 4 Influences ..................................................................................................................................................... 4 The Game Design Process ........................................................................................................................... -
ISSUE #163 February 2021 February CONTENTS 2021 163
The VOICE of the FAMILY in GAMING TM Final Fantasy XVI, Monster Hunter Rise, Slide Stars, and more this is- sue. Survey Says: “Fam- ily Feud Video Game for Fami- lies!” ISSUE #163 February 2021 February CONTENTS 2021 163 Links: Home Page Section Page(s) Editor’s Desk 4 Female Side 5 Comics 7 Sound Off 8 - 10 Look Back 12 Quiz 13 Devotional 14 In The News 16 - 23 We Would Play That! 24 Reviews 25 - 37 Sports 38 - 41 Developing Games 42 - 67 Now Playing 68 - 83 Last Minute Tidbits 84 - 106 “Family Friendly Gaming” is trademarked. Contents of Family Friendly Gaming is the copyright of Paul Bury, and Yolanda Bury with the exception of trademarks and related indicia (example Digital Praise); which are prop- erty of their individual owners. Use of anything in Family Friendly Gaming that Paul and Yolanda Bury claims copyright to is a violation of federal copyright law. Contact the editor at the business address of: Family Friendly Gaming 7910 Autumn Creek Drive Cordova, TN 38018 [email protected] Trademark Notice Nintendo, Sony, Microsoft all have trademarks on their respective machines, and games. The current seal of approval, and boy/girl pics were drawn by Elijah Hughes thanks to a wonderful donation from Tim Emmerich. Peter and Noah are inspiration to their parents. Family Friendly Gaming Page 2 Page 3 Family Friendly Gaming Editor’s Desk FEMALE SIDE million that got infected with it. That was one propaganda artist trying to do damage con- Ups and Downs third of the human population at the time. -
DECONSTRUCTING the INVISIBLE WALL: How Policy Changes by the Trump Administration Are Slowing and Restricting Legal Immigration
DECONSTRUCTING THE INVISIBLE WALL: How Policy Changes by the Trump Administration Are Slowing and Restricting Legal Immigration #AILAStandsWithImmigrants AILA Doc. No. 18031933. (Posted 3/19/18) Deconstructing The Invisible Wall Introduction For decades, our country has reaped the extensive benefits of our legal immigration system. Immigrants living and working in the United States based on close family ties, employer sponsorship, humanitarian protection, and the Diversity Immigrant Visa program have made our nation stronger, better, and more vibrant by building strong family support systems and culturally enriched communities, and contributing to our shared economic growth by launching businesses, fueling entrepreneurship, driving innovation, and strengthening the U.S. labor force. U.S. history is full of immigrant success stories that confirm how you come to the United States is less important than what you accomplish once you arrive.1 No less than 43 percent of Fortune 500 companies were founded or co-founded by an immigrant or the child of an immigrant, and that figure rises to 57 percent among the Fortune 500 Top 35.2 In Silicon Valley, more than half of new tech start-up companies were founded by foreign-born individuals.3 Some of the most prominent immigrants who have helped launch successful U.S.-based businesses include Arianna Huffington (Huffington Post), Pierre Omidyar (eBay), Sergey Brin (Google), Elon Musk (Tesla, SpaceX), Jerry Yang (Yahoo), Hamdi Ulukaya (Chobani), and Jan Koum (WhatsApp). John Tu, co-founder of Kingston Technology and number 87 on the Forbes 400 list, immigrated to the United States based on sponsorship by his U.S. -
The Inkwell Quarterly Issue 14.3: Spring 2020
The Inkwell Quarterly Issue 14.3: Spring 2020 THE INKWELL QUARTERLY Exploring Issues at the Intersection of In this Issue: Race and Class The Spitfire Grill Review Cindered Shadows Game Review By Savannah Pinnock On February 27th, isn’t an unfamiliar name as he was Carrie Review 2020, English Professor Dr. a prominent voice in the Pan- Booker Prize Controversy Jap-Nanak Makkar delivered Africanist movement, a well-known The Vagina Monologues Interview an informative and thought- writer, and a major contributor to Witness to “Living at the End of provoking presentation that Black Literature and culture as they History...” addressed the topic of Black pertain to the Harlem Renaissance. Alice Sola Kim at Wilkes liberation. It primarily focused However, Frantz Fanon may be an Frozen 2 Review on the intersection of race, class, unknown name to many English Take on the Lore of League of and colonialism. Her presentation majors and minors as his works Legends was eloquently presented and she were focused on other disciplines King Lear Review incorporated the insights of W.E.B in the humanities and he wasn’t surrounding the dynamics Du Bois and Frantz Fanon which primarily a literary figure. With this that inform Black Liberation dovetailed seamlessly with her being said, Frantz Fanon’s voice is informative and more inclusive. presentation and gave it an added still very relevant as it pertains to As it pertains to inclusivity, I am level of credibility, as well as a racial equality--and to the study a person who identifies as Black strong foundation. of literature. -
The Heroic Journey of a Villain
Háskóli Íslands Hugvísindasvið Enska The Heroic Journey of a Villain The Lost and Found Humanity of an Artificial Intelligence Ritgerð til MA-prófs í Ensku Ásta Karen Ólafsdóttir Kt.: 150390-2499 Leiðbeinandi: Guðrún B. Guðsteinsdóttir Maí 2017 Abstract In this essay, we will look at the villain of the Portal franchise, the artificial intelligence GLaDOS, in context with Maureen Murdock’s theory of the “Heroine’s Journey,” from her book The Heroine’s Journey: Woman’s Quest for Wholeness. The essay argues that although GLaDOS is not a heroine in the conventional sense, she is just as important of a figure in the franchise as its protagonist, Chell. GLaDOS acts both as the first game’s narrator and villain, as she runs the Aperture Science Enrichment Center where the games take place. Unlike Chell, GLaDOS is a speaking character with a complex backstory and goes through real character development as the franchise’s story progresses. The essay is divided into four chapters, a short history of women’s part as characters in video games, an introduction to Murdock’s “The Heroine’s Journey,” and its context to John Campbell’s “The Hero’s Journey,” a chapter on the Portal franchises, and then we go through “The Heroine’s Journey,” in regards to GLaDOS, and each step in its own subchapter. Our main focus will be on the second installment in the series, Portal 2. Since, in that game, GLaDOS goes through most of her heroine’s journey. In the first game, Portal, GLaDOS separates from her femininity and embraces the masculine, causing her fractured psyche, and as the player goes through Portal 2 along with her, she reclaims her femininity, finds her inner masculinity, and regains wholeness. -
2009-2010 8Th Grade Writing Mrs. Campbell
IntergenerationalIntergenerational PoetryPoetry 2009200920102010 88th GradeGrade WritingWriting Mrs.Mrs. CampbellCampbell OurOur GuestsGuests FromFrom CCCC YOUNGYOUNG Mr.Mr. DaveDave ArantArant Mr.Mr. BillBill HunterHunter Mrs.Mrs. GenevieveGenevieve OlsonOlson Mrs.Mrs. BerniceBernice PressPress Mrs. Campbell’s B6 Class What did we talk about? • What life was like Sixty Years ago?… • What Life is like today… • What do we think our life is going to be like Sixty Years from now?… The Afternoon in Pictures… What life was like… Life today! Life in Sixty Years??? Listening to Stories of days gone by… Lots to think about… Lots to be grateful for! Veggie Tales and Lollipops to end the day… A good time was had by all! What’s Life Like Today?? My Life I love to dance, I love to play softball, I eat way too much, My life seems great, Mcdonald’s is my favorite, At a glance. I also like Taco Bell, Unhealthy food is what a The Jersey Shore, munch. Is the show I watch, It taught me the fist pump, I go to Parish, I start by feeling the rhythm in I love it here, the floor. Everyday is fun, My time here I truly cherish. Lil Wayne is a true artist, He wears his pants down low, Life now may seem like it is too I love to listen to him rap, much, His lyrics are the smartest. But I would not trade it for anything, I have so many friends, I am happy and content, I truly love them all, Just the way I am. We laugh, we cry, • Gabby Struckell We are the perfect blend. -
The Invisible Wall: Public Charge Policy Impacts on Immigrant Families
NYLS Law Review Vols. 22-63 (1976-2019) Volume 65 Issue 2 Volume 65, Issue 2, 2020/21: A CENTURY OF TARGETING IMMIGRANTS: FROM Article 3 THE RED SCARE TO THE TRAVEL BAN January 2020 The Invisible Wall: Public Charge Policy Impacts on Immigrant Families Claire R. Thomas New York Law School, [email protected] Follow this and additional works at: https://digitalcommons.nyls.edu/nyls_law_review Part of the Law Commons Recommended Citation Claire R. Thomas, The Invisible Wall: Public Charge Policy Impacts on Immigrant Families, 65 N.Y.L. SCH. L. REV. 197 (2020-2021). This Article is brought to you for free and open access by DigitalCommons@NYLS. It has been accepted for inclusion in NYLS Law Review by an authorized editor of DigitalCommons@NYLS. NEW YORK LAW SCHOOL LAW REVIEW VOLUME 65 | 2020/21 VOLUME 65 | 2020/21 CLAIRE R. THOMAS Te Invisible Wall: Public Charge Policy Impacts on Immigrant Families 65 N.Y.L. Sch. L. Rev. 197 (2020–2021) ABOUT THE AUTHOR: Claire R. Thomas directs the Asylum Clinic at New York Law School, where she also teaches immigration law as an Adjunct Professor of Law. Her research and writing focus on migration and human rights. J.D. New York Law School, 2011; M.S. New York University, 2008; B.A. University of Chicago, 2004. https://digitalcommons.nyls.edu/nyls_law_review 197 THE INVISIBLE WALL NEW YORK LAW SCHOOL LAW REVIEW VOLUME 65 | 2020/21 I. INTRODUCTION In the late 1800s, my maternal great-grandfather, then a young adult, immigrated to the United States from his rural village in Poland. -
The Cake Is a Lie!« Polyperspektivische Betrachtungen
Michelle E. Ouellette/ Marc A. Ouellette Make Lemonade: The Pleasantly Unpleasant Aesthetics of Playing ›Portal‹ This paper takes its title and an important cue from the folksy premise of the axiom, »When life gives you lemons, make lemonade«. The paradoxical posi- tion that something unpleasant can be turned into something pleasant offers not only an entry point for an engagement with the Portal series, but also an opportunity to consider directly the applicability of Friedrich Schiller’s model of three inherent drives to the study of video games. Thus, our paper will sit- uate Schiller’s aesthetic principles within existing game studies scholarship, will examine how these apply to the Portal series’ implementation of rules, play and affirmation, and will consider the ramifications of the commentary which inheres in the process. Most importantly, the three drives – normative, sensuous, and play – map directly onto the rules and the rewards of the games. As well, this pattern appears in the form and in the content of the games so that the ways in which rules, affirmation and their linkage through play produce en- joyment also make the Portal series obvious examples of good art. In the case of affirmation, the fact that these rewards are through negative affirmation makes no difference. GLaDOS and Wheatley’s taunts and barbs, and the jour- ney on which they lead us, engages both the cognitive and affective responses of the players. The pleasure of this game is located in both of these responses; we are driven to think about the game, and the game makes us feel (bad). -
Soul of Zelda: a Memoir of an Ephemeral Being Mitchell Kopitch A
Soul of Zelda: A Memoir of an Ephemeral Being Mitchell Kopitch A thesis submitted in partial fulfillment of the requirements for the degree of Master of Fine Arts University of Washington 2018 Committee: Ted Hiebert Sarah Dowling Program Authorized to Offer Degree: Interdisciplinary Arts and Sciences ©Copyright 2018 Mitchell Kopitch University of Washington Abstract Soul of Zelda: A Memoir of an Ephemeral Being Mitchell Kopitch Chair of the Supervisory Committee: Ted Hiebert School of Interdisciplinary Arts and Sciences Hybrid document of memoir and fiction concerning fantasy, video games, and the ways in which game design nuance can be found in every day life. Particular attention is put on The Legend of Zelda from 1986, the first 3D Zelda installment, Ocarina of Time in 1998, and Dark Souls from 2011. This is a fictional story heavily inspired by those games and many others, but the story and characters are original, including a queer/gender bending protagonist. The story-line is a creative work that emulates the underlining philosophy of fantasy video games such as Zelda and Dark Souls, re-imagining video game design and personal gaming experiences as prose. 1 ~ Soul of Zelda ~ A Memoir of an Ephemeral Muse by Mitchell Kopitch Turn Page1 1 Book Equivalent of “Press Start”. 2 WORLD SELECTION: Poetics Statement Introduction: By the Author World I I-I: Intro Cinematic Interlude #1 - On Psychiatry I-II: Opening Interlude #2 - A Connection I-III: Character Creator Interlude #3 - Consumption World II II-I: Tutorial Interlude #4 - The Universe as Game II-II: Fast Travel Interlude #5 - On Labors of Love II-III: Mod Interlude #6 - Deprived World III III-I: Open World Interlude #7 - Extremity III-II: Dungeon Crawl Interlude #8 - The Male in the Room III-III: Boss Battle Interlude #9 - Of Demons and Memories Additional Content Attunement Exam 3 Poetics Statement When I parted ways with one of my roommates in college, he gave me his copy of Dark Souls (2011) as a parting gift.