The Narrative Edge of Gaming Game Concepts
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Second Amended Complaint Browne George Ross Llp
1 BROWNE GEORGE ROSS LLP Keith J. Wesley (State Bar No. 229276) 2 [email protected] 2121 Avenue of the Stars, Suite 2800 3 Los Angeles, California 90067 Telephone: (310) 274-7100 4 Facsimile: (310) 275-5697 5 Stephen P. Farrelly (admitted pro hac vice) [email protected] 6 5 Penn Plaza, 24th Floor New York, New York 10001 7 Telephone: (212) 413-2600 Facsimile: (212) 413-2629 8 Attorneys for Plaintiffs Ragnarok Game, LLC 9 and ESDFOS, LLC 10 11 SUPERIOR COURT FOR THE STATE OF CALIFORNIA 12 FOR THE COUNTY OF LOS ANGELES, CENTRAL DISTRICT 13 14 RAGNAROK GAME, LLC, a Delaware Case No. 19STCV43434 limited liability company, ESDFOS, LLC, a 15 Delaware limited liability company, Hon. Ruth Ann Kwan 16 Plaintiffs, SECOND AMENDED COMPLAINT FOR: 17 vs. 1. BREACH OF CONTRACT 18 NINE REALMS, INC. dba HUMAN HEAD, a 2. FRAUDULENT Wisconsin company; BETHESDA CONCEALMENT 19 SOFTWORKS, LLC, a Delaware company; ZENIMAX MEDIA, INC., a Delaware 3. CONVERSION 20 company; ROUNDHOUSE STUDIOS LLC, a Delaware company; CHRISTOPHER J. 4. FRAUDULENT 21 RHINEHART, an individual; BEN GOKEY, MISREPRESENTATION an individual; PAUL MACARTHUR, an 22 individual, ROB EDGAR, an individual, and 5. NEGLIGENT DOES 1 to 20, inclusive, MISREPRESENTATION 23 Defendants. 6. UNFAIR BUSINESS 24 PRACTICES (Cal. Bus. & Prof. Code § 17200) 25 7. TORTIOUS INTERFERENCE WITH 26 CONTRACT 27 8. TORTIOUS INTERFERENCE WITH PROSPECTIVE ECONOMIC 28 RELATIONSHIP 1674367.2 "PUBLIC-REDACTS MATERIALS FROM CONDITIONALLY SEALED RECORD" SECOND AMENDED COMPLAINT 1 9. RECEIPT OF STOLEN PROPERTY 2 (Cal. Penal Code § 496(c)) 3 10. RECEIPT OF STOLEN PROPERTY (Wis. Stat. -
Dead Space 2: the Sublime, Uncanny and Abject in Survival Horror Games
Dead Space 2: The Sublime, Uncanny and Abject in Survival Horror Games Garth Mc Intosh 404209 Master of Arts by Course Work in Digital Animation 18 February 2015 Supervisor: Hanli Geyser ` 1 Figure 1. Visceral Games, Dead Space II, game cover, 2011. Copyright U.S.A. Electronic Arts. ` 2 Table of Contents INTRODUCTION ................................................................................................................................. 4 HORROR GENRE................................................................................................................................................ 5 ‘DEAD SPACE 2’ ................................................................................................................................................ 6 METHODOLOGY & STRUCTURE ...................................................................................................................... 8 CLARIFICATION OF TERMS .............................................................................................................................. 9 CHAPTER 1 SUBLIME WITHIN NARRATIVE AND MIS-EN-SCENE ....................................10 THE MARKER AND GOYA .............................................................................................................................. 11 AWAKING TO A NIGHTMARE ........................................................................................................................ 13 THE SUBLIME ................................................................................................................................................ -
Bethesda Apre Un Nuovo Studio Di Sviluppo
Bethesda apre un nuovo studio di sviluppo Il team Human Head Studios entra in Bethesda Bethesda Softworks ha aperto un nuovo studio di sviluppo, Roundhouse Studios, a Madison, Wis. Gestito dal team di Human Head Studios chiuso di recente, Roundhouse Studios si metterà subito al lavoro su progetti della software house statunitense non ancora annunciati. Chris Rhinehart, direttore creativo di Roundhouse Studios, ha dichiarato: “Quando abbiamo dovuto chiudere Human Head Studios definitivamente, è stato un momento devastante, considerate la passione e la creatività dell’intero team. Abbiamo quindi contattato i nostri amici di Bethesda, che hanno ritrovato in noi quella passione e quella creatività. Con la formazione di Roundhouse Studios, Bethesda ha offerto a ogni singolo membro di Human Head una posizione nella nuova società. Siamo entusiasti di poter continuare a lavorare insieme alla ricerca di nuovi obiettivi come parte di una grande realtà che da sempre conosciamo e ammiriamo.” Gli sviluppatori di Roundhouse Studios vantano più di vent’anni di lavoro su una serie di giochi e generi, tra cui GDR, sparatutto, giochi di azione e avventura e altro ancora. Sviluppatori originali del primo Prey, il team è noto per aver sviluppato titoli come Dead Man’s Hand, Rune, Rune II e Lost Within, e contribuito a giochi di grande successo come Batman: Arkham Origins e BioShock Infinite. Todd Vaughn, vicepresidente senior dello sviluppo di Bethesda, ha affermato: “Sebbene dispiaciuti per le difficoltà vissute da Human Head Studios, siamo entusiasti di aver accolto in Bethesda un team di sviluppo consolidato e di grande talento. Ci fa piacere che l’intero staff sia di nuovo insieme come parte della famiglia Bethesda.” Roundhouse Studios è il secondo team di sviluppo che si unisce a Bethesda nell’ultimo mese dopo la recente acquisizione di Alpha Dog Games, studio che si occupa di giochi per dispositivi mobili in Nuova Scozia, Canada.. -
Seth Johnson I N K S L I N G E R
Seth Johnson I N K S L I N G E R Curriculum Vitae (as of 9/1/06) Writing - Game Design - Game Playtesting - Copywriting - Editing - Multimedia Writing • HorrorClix: The Lab (fiction), WizKids Games (October 2006) • Pirates of the Mysterious Isles (fiction), WizKids Games (October 2006) • “Mage Knight: Omens : Designer Preview”, Scrye Magazine (February 2005) • Daily “Scrying Chamber” short fiction on WizKids Games’ Mage Knight website (June 2004- March 2005) • Short fiction for Blizzard Entertainment and Sword & Sorcery Studios (in Warcraft RPG products) • Concept work and story (with DMH team), dialogue, manual, and additional writing for Dead Man's Hand (Xbox/PC, 2004, Human Head Studios) • Dialogue script and addition writing for Rune (PC, October 2000, Human Head Studios) and Rune: Viking Warlord (Playstation 2, October 2002, Human Head Studios) • Fiction and manuals for Human Head Studios games Rune (PC, October 2000), Rune: Halls of Valhalla (PC, March 2002), and Rune: Viking Warlord (Playstation 2, October 2002) • "Comics 2000", The Year's Best Fantasy and Horror: Fourteenth Annual Collection , edited by Ellen Datlow and Terri Windling (St. Martin's Press, July 2001) • "Comics 1999", The Year's Best Fantasy and Horror: Thirteenth Annual Collection , edited by Ellen Datlow and Terri Windling (St. Martin's Press, July 2000) • Contributing writer, WisPolitics political news service (online, 1999-2000) • "Comics 1998", The Year's Best Fantasy and Horror: Twelfth Annual Collection , edited by Ellen Datlow and Terri Windling (St. Martin's Press, August 1999) • "Comics 1997", The Year's Best Fantasy and Horror: Eleventh Annual Collection , edited by Ellen Datlow and Terri Windling (St. -
2K Unveils Stellar Video Game Line
2K Unveils Stellar Video Game Line-up for 2006 Electronic Entertainment Expo; Line-up Includes Highly- Anticipated Titles such as The Da Vinci Code(TM), Prey, Sid Meier's Civilization IV: Warlords and NBA 2K7 May 10, 2006 8:31 AM ET NEW YORK--(BUSINESS WIRE)--May 10, 2006--2K and 2K Sports, publishing labels of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), today announced a strong line-up for Electronic Entertainment Expo 2006 (E3) taking place at the Los Angeles Convention Center from May 10-12, 2006. From 2K, the line-up includes titles based on blockbuster entertainment brands such as The Da Vinci Code(TM) and Family Guy and popular comic book franchises The Darkness and Ghost Rider, as well as original next generation games such as Prey and BioShock. 2K is also featuring highly-anticipated titles from Firaxis Games, including Sid Meier's Civilization IV: Warlords and Sid Meier's Railroads! as well as the Firaxis and Firefly Studios collaboration title CivCity: Rome. Other eagerly awaited titles include Stronghold Legends(TM) along with Dungeon Siege II(R): Broken World(TM) and Dungeon Siege: Throne of Agony(TM), based on the acclaimed Dungeon Siege(R) franchise. In addition, the 2K Sports line-up features the next installments from top-rated franchises such as NHL 2K7, NBA 2K7 and College Hoops 2K7. 2K Line-up Includes: BioShock BioShock is an innovative role-playing shooter from Irrational Games who was named IGN's 2005 Developer of the Year. BioShock immerses players into a war-torn underwater utopia, where mankind has abandoned their humanity in their quest for perfection. -
EA Delivers the First Big Blockbuster Game of 2011 with Dead Space 2
EA Delivers the First Big Blockbuster Game of 2011 With Dead Space 2 The Most Unrelentingly Intense Action Horror Game Hits Retail Shelves; Downloadable Campaigns Revealed with Dead Space 2: Severed Distinctive Dead Space Experience Available for iPhone, iPad and iPod touch REDWOOD CITY, Calif.--(BUSINESS WIRE)-- The psychological thrill of deep space rises to an electrifying new level as Visceral Games™, a studio ofElectronic Arts Inc. (NASDAQ:ERTS), today announced the internationally-acclaimed action horror game Dead Space™ is2 now available at retail stores in North America and on January 28 in Europe. This highly- anticipated sequel has been heralded as one of the top games of 2011 by New York Times' Seth Schiesel and has received 25 scores of 90+ from top gaming outlets such as Official Xbox Magazine, Playstation: The Official Magazine and Game Informer. PlayStation: The Official Magazine said that "'Dead Space 2' surpasses the original in every capacity," while IGN calls it "a new gold standard" and Game Informer declares the game "a monster of a sequel, offering bigger scares and more excitement." Visceral Games also announced today Dead Space 2: Severed, an all-new digital download pack that extends the Dead Space 2 story with the addition of two standalone chapters in the single-player game. Dead Space 2: Severed will see the return of Gabe Weller and Lexine Murdock, the two main characters from the award-winning 2009 game, Dead Space Extraction. In Dead Space 2: Severed, the story of Weller and Lexine runs parallel to Isaac's blood-curdling adventure in Dead Space 2, but this time players will take on the role of Gabe Weller. -
2K Games and Irrational Games Announce Bioshock(R) Infinite
2K Games and Irrational Games Announce BioShock(R) Infinite August 12, 2010 2:01 PM ET Creators of original BioShock(R) look to the sky in the next chapter of the award-winning franchise NEW YORK, Aug 12, 2010 (BUSINESS WIRE) -- 2K Games announced today that BioShock(R) Infinite, a first-person shooter, is currently in development at Irrational Games, the studio behind the original BioShock(R) which has sold over 4 million units worldwide. Set in 1912, BioShock Infinite introduces an entirely new narrative experience that lifts players out of the familiar confines of Rapture and rockets them to Columbia, an immense city in the sky. BioShock Infinite is currently planned for release during calendar 2012. Originally conceived as a floating symbol of American ideals at a time when the United States was emerging as a world power, Columbia is dispatched to distant shores with great fanfare by a captivated public. What begins as a brand new endeavor of hope turns drastically wrong as the city soon disappears into the clouds to whereabouts unknown. The player assumes the role of former Pinkerton agent Booker DeWitt, sent to the lost city to rescue Elizabeth, a young woman imprisoned there since childhood. He develops a relationship with Elizabeth, augmenting his abilities with hers so the pair may escape from a city that is literally falling from the sky. DeWitt must learn to fight foes in high-speed Sky-Line battles, engage in combat both indoors and amongst the clouds, and harness the power of dozens of new weapons and abilities. "We are excited to expand the world of BioShock, which is one of the industry's most critically acclaimed and beloved franchises," said Christoph Hartmann, president of 2K. -
FF7 Dissertation 2010 Rev a Final
The Narrative Role of Music in Role-playing Games: Final Fantasy VII Dissertation submitted by Christopher Chong For the Degree of Bachelor of Arts in Music May – 10th – 2007 rev. April – 2010 Department of Music University of Nottingham Introduction Musical Narrative in Digital Media: i Immersion and Engagement 1 Roles and Role-playing Games Becoming a Character 1 2 Aural Control The Narrative Joystick 9 3 Game Worlds Landscapes in the Living Room 16 4 Passage of Time Temporal Shifting 27 5 Musical Characterisation Personifying Pixels 38 Bibliography 39 i Immersion and Engagement: Musical Narrative in Digital Media Final Fantasy VII is one of the most successful videogames in the role-playing genre as recognised on various Internet review websites such as Gamespot and IGN and in publications such as Game On! The 50 Greatest Video Games of All Time (2006). The videogame role-playing game (RPG, as it is generally known as a genre), has been central to the Square Enix Co., Ltd. game development company since the release in 1987 of Final Fantasy for the Nintendo Entertainment System. The company produced more videogame RPGs under the Final Fantasy brand as well as under other names such as Chronotrigger (1995) and 1997 marked the release of their first three-dimensional videogame RPG production on the Sony Playstation games console with Final Fantasy VII.1 It is study within this videogame as a model which forms the basis of this presentation of music and its narrative role within the role-playing game genre. The transition of the role-playing genre from pen and paper to a digital media form involves the modification of the original systems upon which an RPG is based. -
Deus Ex (2000) by Ion Storm Inc
A zeitgeist game is reflective of its corresponding social climate. Titles that gain zeitgeist status have in some way challenged the norms of their associated era and revolutionised a pre-established genre by bending traditional conventions. Thus, zeitgeist titles are also timeless. They transcend time, remaining popular and famous due to the societal standpoints they raise and the impact their innovation has on the wider gaming communities and markets. Sci-Fi cyberpunk FPS/RPG Deus Ex (2000) by Ion Storm Inc. is an example of one such title that has built upon its sociological, artistic and technical influences to create a game that resonates innovation through its unique application of emergent gameplay; driven by character interaction and choice. Through analysis of these three fundamental influences in relation to the unique emergent gameplay construction of Deus Ex and correspondingly by comparing the game with its peers gives insight into how this game achieved zeitgeist status. Deus Ex was not the first game to challenge the norm by hybridising FPS/RPG genres. It was inspired by the gameplay of previous FPS/RPG 90’s games Ultima Underworld (1992) and System Shock (1994) by Looking Glass. (Spector, 2000). However, Spector also states he wanted to build upon the foundation laid by these games. He goes on to say his influence for the setting of the game came from his research into millennial conspiracies and his wife’s obsession with the X-Files. (2000). The game world of Deus Ex acts as a basis for the innovative success of its emergent gameplay. Without a lively game world gameplay choices would feel uninspiring. -
Ludic Zombies.Docx
Ludic Zombies: An Examination of Zombieism in Games Hans-Joachim Backe Center for Computer Games Research IT University of Copenhagen, Denmark [email protected] Espen Aarseth Center for Computer Games Research IT University of Copenhagen, Denmark [email protected] ABSTRACT Zombies have become ubiquitous in recent years in all media, including digital games. Zombies have no soul or consciousness, and as completely alien, post-human Other, they seem like the perfect game opponent. Yet their portrayal is always politically charged, as they have historically been used as an allegory for slavery, poverty, and consumerism, and may be read as stand-ins for threatening but too human Others of unwanted class, ethnicity of political opinion. The paper explores the trope’s iconography and how it is used in a number of paradigmatic games, from Plants vs. Zombies and Call of Duty to the Resident Evil series, Left 4 Dead, Fallout 3 (the Tenpenny Tower quests) and DayZ. Through theses comparative analyses, the paper demonstrates the range of usages of zombies in games, ranging from the facile use of a (seemingly) completely deindividuated humanoid for entertainment purposes to politically aware ludifications of the zombie’s allegorical dimension. Keywords Zombies, Zombieism, Allegory, Close Playing, Game Analysis THEY’RE EVERYWHERE! Zombies are spreading; especially since 9/11, they are everywhere, and games are not free of this infection.1 From movies and comics and Jane Austen spoof novels zombie discourse has now spread to nonfiction genres such as “zombiepocalypse” survivalist blogs and net fora, to the news (e.g. the Miami “zombie attack” in 2012). -
Game Designer's Resume
Jason Richardson Gameplay Designer / Gameplay Programmer http://www.jasoneldred.com/GameDesign/ . RPG Systems, Action Game Combat, AI, Multiplayer, Animation, Tech/Creative Writing . Frostbite, C++, UnrealScript (Unreal 3), id Script . Role Playing Games, Action / Shooters, MMORPG EMPLOYMENT HISTORY: Gameplay Designer, Bioware (Electronic Arts), Montreal, Quebec Jan. 2013 - Present Mass Effect: Andromeda (Action RPG, Xbox One/PS4/PC): . Designed & implemented: all player powers, the player skills progression system, all multiplayer characters . Additional work: game balance, melee/evades, AI, level design support, loot and economy, exploration systems Contract AI Designer, Irrational Games, Quincy, MA June 2012 – Jan. 2013 BioShock Infinite (FPS, Xbox 360/PS3/PC): . Owned: Motorized Patriot, Fireman, Small Arms, Projectile, and Melee AIs (worked on Handyman & Crow-Man) AI Designer / Programmer, Human Head Studios, Madison, WI Aug. 2010 – June 2012 Prey 2 (FPS, Xbox 360/PS3): . Designed & implemented: all enemies, AI formation cover usage, dynamic wave combat, police/bounty systems . Worked closely with animators, including motion-capture choreography Gameplay Programmer / Designer, Army Game Studio, Redstone Arsenal, AL Apr. 2004 – Aug. 2010 The Army Game Studio is the PC game development studio for the U.S. Army. America’s Army 2 & 3 (FPS, PC): . Programmed: multiplayer systems, combat, weapons, etc. Designed: player progression, weapons, vehicles, game types Client Programmer, Mutable Realms, Huntsville, AL Dec 2001 – Jan 2003 Mutable Realms was an independent MMORPG developer. This studio is closed. Wish (MMORPG, PC): http://pc.ign.com/objects/571/571819.html . Client / server gameplay, animation, UI & HUD, real-time CLOD terrain. ENTREPRENEURIAL WORK WHILE EARNING BSCS DEGREE: Programmer / Game Designer, Alien-Logic, Huntsville, AL April 1999 – Nov 2001 Co-founded this startup PC game developer which went out of business. -
Jason Graves
JASON GRAVES AWARDS & NOMINATIONS SXSW GAMING AWARD NOMINATION (201 4) TO MB RAIDER Excellence in Musical Sco re HOLLYWOOD MUSIC IN MEDIA DEAD SPACE 2 NOMINATION (2011) Best Original Score for Video Game BRITISH ACADEMY AWARD (2008) DEAD SPACE Best Original Music BRITISH ACADEMY AWARD USE OF AUDIO DEAD SPACE AIAS OUTSTANDING ACHIEVMENT IN AUDIO DEAD SPACE (2008) AIAS OUTSTANDING ACHIEVMENT IN MUSIC DEAD SPACE COMPOSITION FINALIST (2008) GAME DEVELOPERS CHOICE AWAR D DEAD SPACE Audio of the Year G.A.NG. AUDIO OF THE YEAR (2008) DEAD SPACE G.A.N.G. SOUND DESIGN OF THE YEAR (2008) DEAD SPACE G.A.N.G. MUSIC OF THE YEAR DEAD SPACE BSO SPIRIT AWARD NOMINEE (2006) DEAD SPACE Best Videogame Score G.A.N.G INSTRUMENTAL OF THE YEAR BLAZING ANGELS 2 FINALIST (2006) G.A.N.G. SOUNDTRAC K OF THE YEAR DEAD HEAD FRED FINALIST (2006) G.A.N.G BEST HANDHELD AUDIO FINALIST DEAD HEAD FRED (2006) G.A.N.G. RECOGNITION AWARD (2006) DEAD HEAD FRED G.A. N.G. BEST HANDHELD AUDIO FINALIST TRANSFORMERS (2006) G.A.N.G. BEST INSTRUMENTAL OF THE YEAR STAR TREK: LEGACY FINALIST (2005) G.A.N.G. BEST ARRANGMENT OF SCORE JAWS FINALIST (2005) The Gorfaine/ Schwartz Agency, Inc. (818) 260-8500 1 JASON GRAVES AIAS OUTSTANDING ACHIEVMENT IN MUSIC RISE OF THE KASAI COMPOSITION FINALIST (2004) G.A.N.G. MUSIC OF THE YEAR FINALIST KING ARTHUR (2004) G.A.N.G. BEST CHORA L PERFORMANCE KING ARTHUR FINALIST (2004) G.AN.G. SOUNDTRACK OF THE YEAR THE HOBBIT WINNER (2003) G.AN.G.