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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? . -
Henry Jenkins Convergence Culture Where Old and New Media
Henry Jenkins Convergence Culture Where Old and New Media Collide n New York University Press • NewYork and London Skenovano pro studijni ucely NEW YORK UNIVERSITY PRESS New York and London www.nyupress. org © 2006 by New York University All rights reserved Library of Congress Cataloging-in-Publication Data Jenkins, Henry, 1958- Convergence culture : where old and new media collide / Henry Jenkins, p. cm. Includes bibliographical references and index. ISBN-13: 978-0-8147-4281-5 (cloth : alk. paper) ISBN-10: 0-8147-4281-5 (cloth : alk. paper) 1. Mass media and culture—United States. 2. Popular culture—United States. I. Title. P94.65.U6J46 2006 302.230973—dc22 2006007358 New York University Press books are printed on acid-free paper, and their binding materials are chosen for strength and durability. Manufactured in the United States of America c 15 14 13 12 11 p 10 987654321 Skenovano pro studijni ucely Contents Acknowledgments vii Introduction: "Worship at the Altar of Convergence": A New Paradigm for Understanding Media Change 1 1 Spoiling Survivor: The Anatomy of a Knowledge Community 25 2 Buying into American Idol: How We are Being Sold on Reality TV 59 3 Searching for the Origami Unicorn: The Matrix and Transmedia Storytelling 93 4 Quentin Tarantino's Star Wars? Grassroots Creativity Meets the Media Industry 131 5 Why Heather Can Write: Media Literacy and the Harry Potter Wars 169 6 Photoshop for Democracy: The New Relationship between Politics and Popular Culture 206 Conclusion: Democratizing Television? The Politics of Participation 240 Notes 261 Glossary 279 Index 295 About the Author 308 V Skenovano pro studijni ucely Acknowledgments Writing this book has been an epic journey, helped along by many hands. -
Abecedni Izpis
COBISS Kooperativni online bibliografski sistem in servisi COBISS Abecedni izpis 1. ABBOTT, Edwin Abbott, 1838-1926 Dežela Ravnina : pripovedka o več dimenzijah z avtorjevimi ilustracijami / Edwin A. Abbott ; prevedel Sandi Kodrič. - 1. natis. - Ljubljana : UMco, 2018 ([Ljubljana] : Primitus). - 159 str. : ilustr. ; 21 cm. - (Zbirka Angažirano) Prevod dela: Flatland. - 400 izv. - Dežela Ravnina za 21. stoletje / Sandi Kodrič: str. 153-159. - O avtorju na zadnjem zavihku ov. ISBN 978-961-6954-55-6 : 16,90 EUR 821.111-313.1 COBISS.SI-ID 284055296 2. ABERCROMBIE, Joe Na vešalih : druga knjiga trilogije Prvi zakon / Joe Abercrombie ; [prevedel Sergej Hvala]. - 1. izd. - Ljubljana : Mladinska knjiga, 2018 ([Nova Gorica] : Grafika Soča). - 590 str. ; 21 cm. - (Zbirka Srednji svet) Prevod dela: Before they are hanged. - 700 izv. ISBN 978-961-01-5204-0 : 39,99 EUR 821.111-312.9 COBISS.SI-ID 295996928 3. ACCENTUS Sephardic romances [Zvočni posnetek] : traditional Jewish music from Spain / Ensemble Accentus ; director Thomas Wimmer. - Munich : MVD music and video distribution GmbH, p 1995, cop. 1996. - 1 CD (59 min, 15 sek) : stereo ; 12 cm + spremno besedilo ([20] str.). - (Early music = Alte Musik) Posneto v W*A*R Studio pri Lutheran Stadtpfarrkirche A.B. na Dunaju, 17., 18. in 20. septembra 1995. - Iz vsebine: Avrix mi galanica = Let me in, my love ; La Serena = Calm ; Sa'dâwî ; Partos trocados = Babes exchanged 8.553617 783(086.76) COBISS.SI-ID 14626361 4. ADAMS, Taylor Brez izhoda / Taylor Adams ; [prevedla Maja Lihtenvalner]. - 1. izd. - Tržič : Učila International, 2018 (natisnjeno v EU). - 313 str. ; 20 cm Prevod dela: No exit. - Tiskano po naročilu. -
Dice 2011 Keynote Panel Announced
2011 D.I.C.E. SUMMIT KEYNOTE TO FEATURE A PANEL OF AIAS HALL OF FAMERS Renowned Gaming Journalist Seth Schiesel of the New York Times to Moderate CALABASAS, Calif. – January 27, 2011 – The Academy of Interactive Arts & Sciences (AIAS) today announced that their distinguished Hall of Famers’ from the past four years – Mike Morhaime, Bruce Shelley, Mark Cerny, Dr. Ray Muzyka and Dr. Greg Zeschuk - will participate in the keynote panel for the 2011 D.I.C.E. (Design, Innovate, Communicate and Entertain) Summit at the Red Rock Resort in Las Vegas on the evening of Wednesday, February 9, 2011. These five video game luminaries will be conducting a lively discussion, debate and predict the next frontier of interactive entertainment. The keynote panel will be moderated by Seth Schiesel, long time video games journalist for The New York Times. “We are looking forward to putting these five video game legends on stage to open the 10th iteration of the D.I.C.E. Summit – it is the first time the Academy has endeavored to create a presentation of this kind,” said Martin Rae, president, Academy of Interactive Arts & Sciences. “These men have individually put deep marks and shaped the industry in very different ways – hearing their thoughts on the future of this industry will exemplify the best aspects of the Summit and we’re confident that our attendees anticipate this dialogue as much as we do.” The keynote panel will showcase: 2008 Hall of Fame - Mike Morhaime, President, CEO and Co-Founder of Blizzard Entertainment, and highly regarded for his contributions to the one of the world’s most popular and enduring games, World of Warcraft. -
Vintage Game Consoles: an INSIDE LOOK at APPLE, ATARI
Vintage Game Consoles Bound to Create You are a creator. Whatever your form of expression — photography, filmmaking, animation, games, audio, media communication, web design, or theatre — you simply want to create without limitation. Bound by nothing except your own creativity and determination. Focal Press can help. For over 75 years Focal has published books that support your creative goals. Our founder, Andor Kraszna-Krausz, established Focal in 1938 so you could have access to leading-edge expert knowledge, techniques, and tools that allow you to create without constraint. We strive to create exceptional, engaging, and practical content that helps you master your passion. Focal Press and you. Bound to create. We’d love to hear how we’ve helped you create. Share your experience: www.focalpress.com/boundtocreate Vintage Game Consoles AN INSIDE LOOK AT APPLE, ATARI, COMMODORE, NINTENDO, AND THE GREATEST GAMING PLATFORMS OF ALL TIME Bill Loguidice and Matt Barton First published 2014 by Focal Press 70 Blanchard Road, Suite 402, Burlington, MA 01803 and by Focal Press 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Focal Press is an imprint of the Taylor & Francis Group, an informa business © 2014 Taylor & Francis The right of Bill Loguidice and Matt Barton to be identified as the authors of this work has been asserted by them in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. 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. -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
Enabling the Localization of Large Role-Playing Games Four Recorded Languages: French, Italian, Ger- Is to Put Together As Complete a Localization Man and Polish)
In order to achieve total immersion in the game world, TRANS · núm. 15 · 2011 DOSSIER · 39-51 increasing therefore player’ satisfaction, localization should ideally aim at creating complete suspension of disbelief. However, time constraints and constant design and script changes mean that localisation is sometimes forced to trade quality in favor of speed, because missing release dates can mean multimillion losses. This article explains the strategies BioWare has developed internally to counteract the problems provoked by long-established game development practices with the ultimate goal of supporting quality localization from the start, and so guaranteeing players’ suspension of disbelief whatever the language version they play. key words: multiplayer, localization, role-playing, video game, online, MMO, RPG Enabling the Localization of Large Role-Playing Games Facilitando la localización de videojuegos de rol masivos Con el objeto de lograr la inmersión absoluta en el mundo virtual del videojuego, aumentando así la satisfacción del jugador, la localización debe conseguir el ideal de la total suspensión de la incredulidad. Sin embargo, los cortos pla- zos así como cambios constantes de diseño y guión a veces obligan a que la localización tenga que cambiar calidad por velocidad, porque el cambio de las fechas de lanzamiento suele provocar pérdidas multimillonarias. Este artículo explica las estrategias que BioWare ha desarrollado inter- hris hristou C C namente para contrarrestar los problemas provocados por Lead Localization Tools Programmer, BioWare las prácticas tradicionales en la industria del videojuego. Jenny MCKearney El objetivo es facilitar un proceso de localización de alta Localization Producer, BioWare calidad desde el principio del desarrollo, de modo que se ryan warden garantice la suspensión de la incredulidad de los jugadores independientemente de la lengua en la que estén jugando. -
Medicine Now a Fun Hobby for Edmonton's Game Boys
Heart & Soul Gens de cœur Medicine now a fun hobby for Edmonton’s game boys Richard Cairney tions. “We’ll have to wear suits for that, and that’s a little laying video games was once a stimulating diversion bit disconcerting,” he says. Zeschuk derives great pleasure from the rigours of medical school for Drs. Greg from this dilemma — he’ll be out of town that weekend PZeschuk and Ray Muzyka. Now it’s their claim to and will dodge the problem entirely. fame. The office’s hallways are lined with blueprint-style These electronic game connoisseurs have turned their drawings of fantasy worlds cooked up by writers, drawn by hobby into a highly successful business, BioWare, that is artists and then rendered into electronic form by program- recognized as one of the best in the world. BioWare started mers. The centrepiece of the lunchroom is a big-screen as a medical software company in the early 1990s, when the TV, where the employees beat the tar out of each other on 2 family physicians designed and mar- new games — staff members had their keted CD-ROMs for use as educa- hands on a Dreamcast game before its tional tools. initial release and couldn’t put their Though they didn’t know it at the control pads down. time, creating electronic games to Zeschuk and Muzyka play games help other medical students hone their too, helping staff debug programs in diagnostic skills would eventually let development. “BioWare’s advantage is them teach electronic gamers around that we make good, quality, fun the world how to fly with a ribbon games,” says Zeschuk. -
Die Unternehmensgeschichte Von Bioware
DIE UNTERNEHMENSGESCHICHTE VON BIOWARE „BIOWARE CREATES GAMES FOCUSED ON RICH STORIES, UNFORGETTABLE CHARACTERS AND VAST WORLDS“ BioWare wurde im Februar 1995 von Ray Muzyka, Greg Zeschuk und Augustine Yip, der das Unternehmen bereits zwei Jahre später wieder verließ, in Edmonton, Kanada, gegründet. Mittlerweile besitzt das Unternehmen dort sowie in Montreal und Austin, Texas, Entwick- lungsstudios, in denen etwa 800 Mitarbeiter beschäftigt sind. Der Name BioWare ist dabei sowohl eine Anspielung auf das abgeschlossene Medizinstudium der drei Gründer als auch ein Ausdruck des Gründungsziels, Software für Menschen zu entwickeln. In den ersten Jah- ren entwickelte BioWare zunächst tatsächlich medizinische Lehrsoftware für die University of Alberta. Das erste Projekt war ein Programm namens Gastroenterology Patient Simulator, das angehenden Medizinern bei der Diagnose und Behandlung von Magen-Darm-Erkrankun- gen unterstützen sollte. Recht schnell wandte man sich aber der Spieleentwicklung zu und veröffentlichte 1996 mit Shattered Steel das erste Videospiel. BioWare entwickelte die Infinity-Engine, die auch zur Entwicklung des ersten Teils von Baldur’s Gate diente, das 1998 auf den Markt kam und den bis heute gültigen Ruf von BioWare als stark storylastiges Entwicklungsstudio begründete. In den folgenden zehn Jahren folgten fünf weitere Titel, die in Edmonton entwickelt wurden: Baldur’s Gate II (1999), MDK2 (2000), Neverwinter Nights (2002/2003), Star Wars: Knights of the Old Republic (2003) und Jade Empire (2005/2007). BioWare legte dabei von Beginn an extrem großen Wert auf die außergewöhnliche Qualität der eigenen Spiele mit anspruchsvol- len und emotional berührenden Geschichten, unvergleichlich tiefgründigen Charakteren und großen, einzigartigen Welten. Diese Grundsätze gelten bis zum heutigen Tage und sind Teil der DNA jedes einzelnen BioWare Titels. -
Living in Edmonton
LIVING I N EDMONTON A HANDY GUIDE TO WORK AT BioWare EDMONTON MAIN MENU EDMONTON FACTS ACCOMODATIONS TRANSPORTATION CULTURE & FUN BIOWARE PHOTOBOOTH INTRO We would like to thank you for your interest in BioWare, a division of EA. We know working in another country can be a challenge, but it can also be a unique opportunity to get to know a new place, culture, and people and have a great amount of new experiences. This guide has useful information about various topics that should answer many of your questions, but feel free to contact your recruiter to address any questions or concerns you may have. EDMONTON FACTS COST OF LIVING We imagine that you are wondering if your income will be enough to get by in Edmonton. Below you can find some examples of regular consumption products along with their average prices in the city. Lunch: $12-$15 Cup of cappuccino: $4.00 1 pint of beer (bar): $5.00 Drink (bar): $6.00 Milk (1 L): $2.15 Beefsteak (1lbs): $12.00 Bread loaf: $2.50 Pasta (packet): $3.00 Bag of chips: $2.00 Roasted chicken: $10.00 Can of Coke: 1.50 Chocolate bar: $1.50 Gyms $30-$60 Movie ticket: $13.00 Amusement Park: $20-$40 FINDING ACCOMODATIONS It is highly recommended to start your house hunting and checking out all other amenities over the internet. Below you can find some websites that could prove useful in your search. Useful Links Housing Family Resources City information Padmapper Public Schools General information Rent Edmonton Catholic Schools Edmonton Tourism Edmonton Kijiji Childcare Discover Edmonton Realtor.ca Child Friendly Immigration Alberta Craigslist Health Care Services Edmonton Public Library Environment Telephone Find a Doctor Edmonton Recycling Hospitals Travel Alberta Video Rogers Telus Pets Bell Fido General Info Edmonton Humane Internet/Cable Society Vets & Pet Hospitals Bell Pet Licences Telus Shaw Energy Epcor Enmax EDMONTON BY DISTRICTS 1 – North West 2 – North East 2 · A suburban area of Edmonton. -
Download the File “Tackforalltmariebytdr.Pdf”
Käraste Micke med barn, Tillsammans med er sörjer vi en underbar persons hädangång, och medan ni har förlorat en hustru och en mamma har miljoner av beundrare världen över förlorat en vän och en inspirationskälla. Många av dessa kände att de hade velat prata med er, dela sina historier om Marie med er, om vad hon betydde för dem, och hur mycket hon har förändrat deras liv. Det ni håller i era händer är en samling av över 6200 berättelser, funderingar och minnen från människor ni förmodligen inte kän- ner personligen, men som Marie har gjort ett enormt intryck på. Ni kommer att hitta både sorgliga och glada inlägg förstås, men huvuddelen av dem visar faktiskt hur enormt mycket bättre världen har blivit med hjälp av er, och vår, Marie. Hon kommer att leva kvar i så många människors hjärtan, och hon kommer aldrig att glömmas. Tack för allt Marie, The Daily Roxette å tusentals beundrares vägnar. A A. Sarper Erokay from Ankara/ Türkiye: How beautiful your heart was, how beautiful your songs were. It is beyond the words to describe my sorrow, yet it was pleasant to share life on world with you in the same time frame. Many of Roxette songs inspired me through life, so many memories both sad and pleasant. May angels brighten your way through joining the universe, rest in peace. Roxette music will echo forever wihtin the hearts, world and in eternity. And you’ll be remembered! A.Frank from Germany: Liebe Marie, dein Tod hat mich zu tiefst traurig gemacht. Ich werde deine Musik immer wieder hören. -
The Psychological Architecture of Choice-Driven Narrative in Games Michael Scott Prinke Accepted in Partial Fulfillment of the R
The Psychological Architecture of Choice-Driven Narrative in Games Michael Scott Prinke Accepted in Partial Fulfillment of the Requirements For the Degree of Master of Fine Arts in Interactive Design and Game Development at The Savannah College of Art and Design © March 2011 Michael Scott Prinke The author hereby grants SCAD permission to reproduce and distribute publicly paper and electronic thesis copies of document in whole or part in any medium now known or hereafter created. Signature of Author and Date ______________________________________________ _______________________________________________________________/___/___ Aram Cookson (Sign Here) (Date Here) Committee Chair _______________________________________________________________/___/___ Gregory Johnson (Sign Here) (Date Here) Committee Member _______________________________________________________________/___/___ James Mamais (Sign Here) (Date Here) Committee Member The Psychological Architecture of Choice-Driven Narrative in Games A Thesis Submitted to the Faculty of the Department of Interactive Design and Game Development in Partial Fulfillment of the Requirements for the Degree of Master of Fine Arts in Interactive Design and Game Development Savannah College of Art and Design By Michael Scott Prinke Savannah, GA March 2011 Acknowledgements The visual component of this thesis is a digital game sample developed in the Adventure Game Studio game engine. Some open-source default assets from the engine are included. Artwork for the game was contributed by Marie Lazar and Jack Bushnell. The music was written by Benjamin Ray, and sound effects were gathered from Freesoundeffects.org. The character sprites are derived from the visual style of the 1987 Lucasarts graphic adventure Maniac Mansion, which served as a key inspiration for this game. These assets are protected under fair use, and no form of copyright infringement is intended.