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Now We Are All Sons of Bitches
Now We Are All Sons of Bitches MICHAEL BONTATIBUS “Wake up, Mr. Freeman. Wake up and smell the ashes,” the enigmat- ic G-Man murmurs as he leers into the camera, finishing an eerie opening monologue—and so begins Half-Life 2, Valve Corporation’s flagship game. The last time we saw Gordon Freeman, the protagonist, the same rigid and mysterious (though more poorly animated, since the prequel was released six years earlier) G-Man was handing him a job offer after witnessing the former scientist transform into a warrior, bent on escaping from the besieged Black Mesa Research Facility alive. Now, suddenly, Freeman finds himself on a train. No context.1 Is it a prison train? The three other individuals on it wear uniforms like those the inmates wore in Cool Hand Luke. The train soon stops at its destination, and we realize that it is a prison train, in a way—Freeman has arrived at the Orwellian “City 17,” where the ironically named Civil Protection abuses and oppresses, where antagonist Dr. Breen preaches poet- ic propaganda from large monitors hung high above the town. In the years since scientists at the facility accidentally opened a gateway between dimen- sions and allowed a bevy of grotesque creatures to spill into our universe, Earth has been taken over by the Combine, an alien multiplanetary empire. Breen is merely Earth’s administrator—and we realize that the ashes the G- Man spoke of were the ashes of the prelapsarian world. It’s classic dystopia, complete with a Resistance, of which Freeman soon finds himself the “mes- sianic” leader (HL2). -
Master's Thesis: Visualizing Storytelling in Games
Chronicle Developing a visualisation of emergent narratives in grand strategy games EDVARD RUTSTRO¨ M JONAS WICKERSTRO¨ M Master's Thesis in Interaction Design Department of Applied Information Technology Chalmers University of Technology Gothenburg, Sweden 2013 Master's Thesis 2013:091 The Authors grants to Chalmers University of Technology and University of Gothen- burg the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Authors warrants that they are the authors to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Authors shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Authors has signed a copyright agreement with a third party regarding the Work, the Authors warrants hereby that they have obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. Chronicle Developing a Visualisation of Emergent Narratives in Grand Strategy Games c EDVARD RUTSTROM,¨ June 2013. c JONAS WICKERSTROM,¨ June 2013. Examiner: OLOF TORGERSSON Department of Applied Information Technology Chalmers University of Technology, SE-412 96, G¨oteborg, Sweden Telephone +46 (0)31-772 1000 Gothenburg, Sweden June 2013 Abstract Many games of high complexity give rise to emergent narratives, where the events of the game are retold as a story. The goal of this thesis was to investigate ways to support the player in discovering their own emergent stories in grand strategy games. -
Die Kulturelle Aneignung Des Spielraums. Vom Virtuosen Spielen
Alexander Knorr Die kulturelle Aneignung des Spielraums Vom virtuosen Spielen zum Modifizieren und zurück Ausgangspunkt Obgleich der digital divide immer noch verhindert, dass Computerspiele zu ge- nuin globalen Gütern werden, wie es etwa der Verbrennungsmotor, die Ka- laschnikow, Hollywoodikonen, Aspirin und Coca Cola längst sind, sprengt ihre sich nach wie vor beschleunigende Verbreitung deutlich geografische, natio- nale, soziale und kulturelle Schranken. In den durch die Internetinfrastruktur ermöglichten konzeptuellen Kommunikations- und Interaktionsräumen sind Spieler- und Spielkulturen wesentlich verortet, welche weiten Teilen des öf- fentlichen Diskurses fremd und unverständlich erscheinen, insofern sie über- haupt bekannt sind. Durch eine von ethnologischen Methoden und Konzepten getragene, lang andauernde und nachhaltige Annäherung ¯1 an transnational zusammengesetzte Spielergemeinschaften werden die kulturell informierten Handlungen ihrer Mitglieder sichtbar und verstehbar. Es erschließen sich so- ziale Welten geteilter Werte, Normen, Vorstellungen, Ideen, Ästhetiken und Praktiken – Kulturen eben, die wesentlich komplexer, reichhaltiger und viel- schichtiger sind, als der oberflächliche Zaungast es sich vorzustellen vermag. Der vorliegende Artikel konzentriert sich auf ein, im Umfeld prototypischer First-Person-Shooter – genau dem Genre, das im öffentlichen Diskurs beson- ders unter Beschuss steht – entstandenes Phänomen: Die äußerst performativ orientierte Kultur des trickjumping. Nach einer Einführung in das ethnologische -
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. -
Embrace the Unexpected: Yet Another Family Conversation
© 2016 TSJLD & Authors ThaiSim Journal: TSJLD Vol. 1, No.1 (Jan-Jun 2016), 38 – 50 Learning Development (TSJLD) ISSN 2158-5539 http://www.thaisim.org/sgld/ Embrace the unexpected: Yet another family conversation Elizabeth Tipton Eastern Washington University, USA James Murff ArenaNet, USA Abstract This paper summarizes a long conversation between an educational game design mother and her entertainment game tester son that began with a discussion about bugs in video games. Along the way, it led to some interesting observations on emergent behavior and metagaming. Finally, this dialog wandered into experiences with emergent gameplay in the design and implementation of pedagogical simulations and games. The importance of good debriefing in the classroom was also underscored. Keywords: bugs; debriefing; designer-player interaction; emergent behavior, intentional emergent gameplay, metagaming, player agency Introduction: Working definitions of Gaming Simulation Four years ago, the authors made public during panel discussions at ABSEL and ISAGA their conversation on improving educational game design through an understanding of the problems commonly seen in during the testing and consumption of entertainment games. Those dialogues have continued to this day. What follows began over dinner one day when the topic was bugs in video games. 38 Embrace the unexpected: Yet another family conversation Tipton & Murff Bugs Bugs, harmless or otherwise, are a common part of software development. You can't predict every single outcome of a particular scenario, especially when the system is extremely complex. While test cases and extensive QA can help, games always ship with glitches ranging from the hilarious-but-harmless to the game- breaking. Some games ship with so many bugs that they are unplayable, but thoroughly entertaining to watch from the perspective of a horrible disaster playing out. -
05-15-14 Karlsen Digra Proofread
Analysing the history of game controversies Faltin Karlsen Norwegian School of Information Technology Schweigaardsgate 14 N-0185 +47 90 73 70 88 [email protected] ABSTRACT The aim of this paper is to discuss some of the controversies that have surrounded digital games. Within media studies, such controversies are often referred to as moral panics or media panics. They are understood as cyclical events that arise when new media or media phenomena are introduced into society. The paper’s point of departure is the controversy that erupted after the launch of Death Race in 1976, which initiated the first world- spanning debate concerning digital games and violence. Similar debates followed the launch of games like Doom and Mortal Kombat. More recent controversies about game violence have erupted specifically in the wake of school shootings. My analysis shows that, while these debates certainly share similarities, they also undergo important transformations over time. Via a historical perspective, I will demonstrate the importance of these changes to our understanding of the status of digital games in society. Keywords moral panic, media panic, game violence, media regulation, media history INTRODUCTION The concept of media panic is often invoked when public controversies arise around digital games or other media. A media panic is a heated public debate that is most often ignited when a new medium enters society. Concern is usually expressed on behalf of children or youth, and the medium is described as seductive, psychologically harmful, or immoral (Drotner 1999). While media panics tend to revolve around new media, slightly older media, like newspapers and television, are where these concerns are expressed. -
Portal Prima Official Mini Eguide.Pdf 2008-05-31 12:20 3.1 MB
PRIMA OFFICIAL GAME GUIDE DAVID SJ HODGSON STEPHEN STRATTON MIGUEL LOPEZ Prima Games David SJ Hodgson A Division of Random House, Inc. Originally hailing from the United Kingdom, David left his role as a writer of numerous 3000 Lava Ridge Court, Suite 100 British video game magazines (including Mean Machines, Computer & Video Games, Roseville, CA 95661 and the Offi cial Nintendo and Sega Saturn magazines) and a bohemian lifestyle on a dry-docked German fi shing trawler to work on the infamous GameFan magazine in www.primagames.com 1996. David helped to launch the fl edgling GameFan Books and helped form Gamers’ The Prima Games logo is a registered trademark of Random House, Inc., Republic in 1998, authoring many strategy guides for Millennium Publications, registered in the United States and other countries. Primagames.com is including The Offi cial Metal Gear Solid Mission Handbook. After launching the wildly a registered trademark of Random House, Inc., registered in the United unsuccessful incite Video Gaming and Gamers.com, David found his calling, and States. began authoring guides for Prima Games. He has written over 30 Prima strategy guides, including The Godfather: The Game, Knights of the Old Republic, Perfect Dark © 2007 by Prima Games. All rights reserved. No part of this book may be Zero, Half-Life 2, and Burnout Revenge. He lives in the Pacifi c Northwest with his reproduced or transmitted in any form or by any means, electronic or mechanical, wife, Melanie, and an eight-foot statue of Great Cthulhu. including photocopying, recording, or by any information storage or retrieval system without written permission from Prima Games. -
Directx™ 12 Case Studies
DirectX™ 12 Case Studies Holger Gruen Senior DevTech Engineer, 3/1/2017 Agenda •Introduction •DX12 in The Division from Massive Entertainment •DX12 in Anvil Next Engine from Ubisoft •DX12 in Hitman from IO Interactive •DX12 in 'Game AAA' •AfterMath Preview •Nsight VSE & DirectX12 Games •Q&A www.gameworks.nvidia.com 2 Agenda •Introduction •DX12 in The Division from Massive Entertainment •DX12 in Anvil Next Engine from Ubisoft •DX12 in Hitman from IO Interactive •DX12 in 'Game AAA' •AfterMath Preview •Nsight VSE & DirectX12 Games •Q&A www.gameworks.nvidia.com 3 Introduction •DirectX 12 is here to stay • Games do now support DX12 & many engines are transitioning to DX12 •DirectX 12 makes 3D programming more complex • see DX12 Do’s & Don’ts in developer section on NVIDIA.com •Goal for this talk is to … • Hear what talented developers have done to cope with DX12 • See what developers want to share when asked to describe their DX12 story • Gain insights for your own DX11 to DX12 transition www.gameworks.nvidia.com 4 Thanks & Credits •Carl Johan Lejdfors Technical Director & Daniel Wesslen Render Architect - Massive •Jonas Meyer Lead Render Programmer & Anders Wang Kristensen Render Programmer - Io-Interactive •Tiago Rodrigues 3D Programmer - Ubisoft Montreal www.gameworks.nvidia.com 5 Before we really start … •Things we’ll be hearing about a lot • Memory Managment • Barriers • Pipeline State Objects • Root Signature and Shader Bindings • Multiple Queues • Multi threading If you get a chance check out the DX12 presentation from Monday’s ‘The -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Smod, Coolest HL2 Mod Ever! - Facepunch Studios 1/28/2015
Smod, Coolest HL2 Mod ever! - Facepunch Studios 1/28/2015 NOV DEC FEB http://forums.facepunchstudios.com/showthread.php?t=148509 Go Close 14 captures 25 22 Dec 06 - 28 Sep 11 2006 2007 2009 Help Facepunch Studios > Facepunch Studios > General Discussion Username: User Name Remember Smod, Coolest HL2 Mod ever! Password: Log in Rules IRC Log Custom Forums Archive Steam Group More.. Register Page 1 of 165 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 51 101 > Last » Thread Tools 11/09/05 Post #1 JoshuaC Courtesy of luigi1107 Feb 2005 5196 Smartness ------------------------------------------------------------------------------------------------------------------------------------ ---------------------------------------------------------------------------------------------------------------- The old SMOD thread was losing steam, so I decided to create a brand new thread for this brilliant mod, containing everything you need to know from weapons to console commands. ------------------------------------------------------------------------------------------------------------------------------------ ---------------------------------------------------------------------------------------------------------------- - This section will contain eveything you need to know about SMOD itself, not the features. SMOD Site: - http://www.geocities.jp/faster_down/smod_bak/ Current Version: - 36b - This section will tell you what weapons are in the current version. - Crowbar - Gravity Gun - Physgun - Gordon's Magical Stick - Strider Cannon - Shovel - 9MM -
Sony Computer Entertainment Inc. Introduces Playstation®4 (Ps4™)
FOR IMMEDIATE RELEASE SONY COMPUTER ENTERTAINMENT INC. INTRODUCES PLAYSTATION®4 (PS4™) PS4’s Powerful System Architecture, Social Integration and Intelligent Personalization, Combined with PlayStation Network with Cloud Technology, Delivers Breakthrough Gaming Experiences and Completely New Ways to Play New York City, New York, February 20, 2013 –Sony Computer Entertainment Inc. (SCEI) today introduced PlayStation®4 (PS4™), its next generation computer entertainment system that redefines rich and immersive gameplay with powerful graphics and speed, intelligent personalization, deeply integrated social capabilities, and innovative second-screen features. Combined with PlayStation®Network with cloud technology, PS4 offers an expansive gaming ecosystem that is centered on gamers, enabling them to play when, where and how they want. PS4 will be available this holiday season. Gamer Focused, Developer Inspired PS4 was designed from the ground up to ensure that the very best games and the most immersive experiences reach PlayStation gamers. PS4 accomplishes this by enabling the greatest game developers in the world to unlock their creativity and push the boundaries of play through a system that is tuned specifically to their needs. PS4 also fluidly connects players to the larger world of experiences offered by PlayStation, across the console and mobile spaces, and PlayStation® Network (PSN). The PS4 system architecture is distinguished by its high performance and ease of development. PS4 is centered around a powerful custom chip that contains eight x86-64 cores and a state of the art graphics processor. The Graphics Processing Unit (GPU) has been enhanced in a number of ways, principally to allow for easier use of the GPU for general purpose computing (GPGPU) such as physics simulation. -
The Film and Television Industry Works
Opportunities for Growth and Competitive Advantage for BC’s Film and New Media Industries A Report to the BC Competition Council March 2006 A Message From the Chairs The Co-Chairs express their gratitude to Rick Griffiths and his team at PricewaterhouseCoopers for the accumulation of the data The Film and New Media Industry Advisory Committee underlying this report and its initial (IAC) is composed of ten members from the film, drafting. television, animation and interactive gaming industries in British Columbia. Four advisors from the service and educational sectors supporting these industries also provided assistance in the collection of data and Film and New Media Industry development of this report. IAC members met three Advisory Committee times to discuss the terms of reference and identify the key challenges and suggested recommendations. IAC Co-Chairs members also each conducted interviews with leading executives operating in the industry; a complete listing of Crawford Hawkins Directors Guild of Canada-BC the individuals interviewed can be found in Appendix A. The purpose of the interviews was to establish/confirm Rick Mischel BC’s current competitive position, future potential for Mainframe Entertainment growth, factors that will influence that growth, and steps that can be taken by industry and government to resolve competitive issues. Members These sectors share the same story as others in BC. Chris Bartleman Studio B Productions The initial creation by a pioneering few creates a foundation upon which to build. But the lack of risk Arthur Evrensel capital, senior talent and the limited size of the Canadian Heenan Blaikie market make it very hard to grow to a new sustainable Warren Carr level.