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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? . -
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen Citation Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006. Keywords: Mythical and scientific modes of thought (bricoleur vs. engineer), bricolage, cyber texts, ergodic literature, Unit operations. Games: Zork I. Argument & Perspective Ian Bogost’s “unit operations” that he mentions in the title is a method of analyzing and explaining not only video games, but work of any medium where works should be seen “as a configurative system, an arrangement of discrete, interlocking units of expressive meaning.” (Bogost x) Similarly, in this chapter, he more specifically argues that as opposed to seeing video games as hard pieces of technology to be poked and prodded within criticism, they should be seen in a more abstract manner. He states that “instead of focusing on how games work, I suggest that we turn to what they do— how they inform, change, or otherwise participate in human activity…” (Bogost 53) This comparative video game criticism is not about invalidating more concrete observances of video games, such as how they work, but weaving them into a more intuitive discussion that explores the true nature of video games. II. Ideas Unit Operations: Like I mentioned in the first section, this is a different way of approaching mediums such as poetry, literature, or videogames where works are a system of many parts rather than an overarching, singular, structured piece. Engineer vs. Bricoleur metaphor: Bogost uses this metaphor to compare the fundamentalist view of video game critique to his proposed view, saying that the “bricoleur is a skillful handy-man, a jack-of-all-trades who uses convenient implements and ad hoc strategies to achieve his ends.” Whereas the engineer is a “scientific thinker who strives to construct holistic, totalizing systems from the top down…” (Bogost 49) One being more abstract and the other set and defined. -
Analyzing Space Dimensions in Video Games
SBC { Proceedings of SBGames 2019 | ISSN: 2179-2259 Art & Design Track { Full Papers Analyzing Space Dimensions in Video Games Leandro Ouriques Geraldo Xexéo Eduardo Mangeli Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Computação, COPPE/UFRJ Computação, COPPE/UFRJ Computação, COPPE/UFRJ Center for Naval Systems Analyses Departamento de Ciência da Rio de Janeiro, Brazil (CASNAV), Brazilian Nay Computação, IM/UFRJ E-mail: [email protected] Rio de Janeiro, Brazil Rio de Janeiro, Brazil E-mail: [email protected] E-mail: [email protected] Abstract—The objective of this work is to analyze the role of types of game space without any visualization other than space in video games, in order to understand how game textual. However, in 2018, Matsuoka et al. presented a space affects the player in achieving game goals. Game paper on SBGames that analyzes the meaning of the game spaces have evolved from a single two-dimensional screen to space for the player, explaining how space commonly has huge, detailed and complex three-dimensional environments. significance in video games, being bound to the fictional Those changes transformed the player’s experience and have world and, consequently, to its rules and narrative [5]. This encouraged the exploration and manipulation of the space. led us to search for a better understanding of what is game Our studies review the functions that space plays, describe space. the possibilities that it offers to the player and explore its characteristics. We also analyze location-based games where This paper is divided in seven parts. -
Erica Ossola 8-701 5-17 Funabashi, 156-0055 Tokyo Phone: +81-80-2020-7443 E-Mail: [email protected]
Erica Ossola 8-701 5-17 Funabashi, 156-0055 Tokyo Phone: +81-80-2020-7443 E-Mail: [email protected] PERSONAL INFO Birth: Varese, November 19, 1974 Nationality: Italian Mobile: +81-(0)80-2020-7443 E-Mail: [email protected] Web: www.ericaossola.com Networks: www.linkedin.com/in/ericaossola OBJECTIVES Growing as videogames localization specialist, able to deliver high quality content for the Italian market. Open to new work challenges in the entertainment industry. EXPERIENCE Grasshopper Manufacture, Inc. - Tokyo (Japan) 2009-2010 Localization, QA Management and linguistic testing of the following project: November 2009 — January 2010 No More Heroes 2 (Wii) Square Enix Co., Ltd. - Tokyo (Japan) 2008-2011 Localization and QA Management of the following projects: December 2007 — September 2008 The Last Remnant (Xbox 360) December 2008 — July 2009 Dissidia: Final fantasy (PSP) August 2010 — January 2011 Dissidia 012: Final fantasy (PSP) Babel Media - Hove (UK) 2006-2011 Localization and QA Management of the following projects: GodHand - Ace Combat Six - Guilty Gear - Made Man - Medieval 2 Total War - Dave Mirra Wii - Monster Madness - RailRoad - Rainy Woods - Tamagotchi Angel - Thrillville - Toon Doku - Looney Tunes: ACME Arsenal - XMen - Cake Mania Ubisoft Entertainment - Montreal (Canada) 2005 Localization and QA Management of: Principe of Persia (PSP and DS versions). Nintendo of Europe GmbH - Frankfurt (Germany) 2004 Localization of Animal Crossing, (GameCube) in the internal localization studios of Nintendo. Blue Label, Milan (Italy) -
Myst 3 Exile Mac Download
Myst 3 exile mac download CLICK TO DOWNLOAD Myst III: Exile Patch for Mac Free UbiSoft Entertainment Mac/OS Classic Version Full Specs The product has been discontinued by the publisher, and renuzap.podarokideal.ru offers this page for Subcategory: Sudoku, Crossword & Puzzle Games. The latest version of Myst III is on Mac Informer. It is a perfect match for the General category. The app is developed by Myst III renuzap.podarokideal.ruin. Myst III: Exile X for Mac Free Download. MB Mac OS X About Myst III: Exile X for Mac. The all NEW sequel to Myst and Riven new technology, new story and a new arch enemy. It's the perfect place to plan revenge. The success of Myst continues with 5 entirely new ages to explore and a dramatic new storyline, which features a pivotal new character. This version is the first release on CNET /5. Myst III (3): Exile (Mac abandonware from ) Myst III (3): Exile. Author: Presto Studios. Publisher: UbiSoft. Type: Games. Category: Adventure. Shared by: MR. On: Updated by: that-ben. On: Rating: out of 10 (0 vote) Rate it: WatchList. ; 3; 0 (There's no video for Myst III (3): Exile yet. Please contribute to MR and add a video now!) What is . myst exile free download - Myst III: Exile X, Myst III: Exile Patch, Myst IV Revelation Patch, and many more programs. 01/07/ · Myst III Exile DVD Edition - Windows-Mac (Eng) Item Preview Myst III Exile DVD Edition - renuzap.podarokideal.ru DOWNLOAD OPTIONS download 1 file. ITEM TILE download. download 1 file. -
Video Game Trader Magazine & Price Guide
Winter 2009/2010 Issue #14 4 Trading Thoughts 20 Hidden Gems Blue‘s Journey (Neo Geo) Video Game Flashback Dragon‘s Lair (NES) Hidden Gems 8 NES Archives p. 20 19 Page Turners Wrecking Crew Vintage Games 9 Retro Reviews 40 Made in Japan Coin-Op.TV Volume 2 (DVD) Twinkle Star Sprites Alf (Sega Master System) VectrexMad! AutoFire Dongle (Vectrex) 41 Video Game Programming ROM Hacking Part 2 11Homebrew Reviews Ultimate Frogger Championship (NES) 42 Six Feet Under Phantasm (Atari 2600) Accessories Mad Bodies (Atari Jaguar) 44 Just 4 Qix Qix 46 Press Start Comic Michael Thomasson’s Just 4 Qix 5 Bubsy: What Could Possibly Go Wrong? p. 44 6 Spike: Alive and Well in the land of Vectors 14 Special Book Preview: Classic Home Video Games (1985-1988) 43 Token Appreciation Altered Beast 22 Prices for popular consoles from the Atari 2600 Six Feet Under to Sony PlayStation. Now includes 3DO & Complete p. 42 Game Lists! Advertise with Video Game Trader! Multiple run discounts of up to 25% apply THIS ISSUES CONTRIBUTORS: when you run your ad for consecutive Dustin Gulley Brett Weiss Ad Deadlines are 12 Noon Eastern months. Email for full details or visit our ad- Jim Combs Pat “Coldguy” December 1, 2009 (for Issue #15 Spring vertising page on videogametrader.com. Kevin H Gerard Buchko 2010) Agents J & K Dick Ward February 1, 2009(for Issue #16 Summer Video Game Trader can help create your ad- Michael Thomasson John Hancock 2010) vertisement. Email us with your requirements for a price quote. P. Ian Nicholson Peter G NEW!! Low, Full Color, Advertising Rates! -
This Is the Title
1 Welcome! If you’re here to learn about some art tools, you’ve come to the right place. While this talk does assume at least a basic understanding of the Unreal Engine, it’s really about the concepts behind these tools, not the exact implementation - So hopefully even non-Unreal users will be able to find some of this stuff helpful. First I’m going to do some quick introductions... 2 Hi. I’m Eric Anderson. I’m the Art Director at Cyan. 3 We are a small game development studio up in Spokane, Washington, and one of the oldest surviving independent studios in the industry. I’ve been with the company on and off for over 15 years. 4 Cyan is best known for the game Myst, which was released in 1993. In Myst, players find themselves trapped on an uninhabited - but visually lush island... ...surrounded by challenging puzzles - and are given little to no instruction on what to do - or where to go next. It was a hit. Myst quickly became the best selling computer game of the 20th century. 5 It was followed up a few years later by Riven. While Riven didn’t quite sell as well as Myst, it was acclaimed for its visual artistry - its rich story - and its immersive world. 6 I joined the company in 2000 to work on Uru… …Our ill-fated foray into Massively Multiplayer Online Games… …which was released in 2003 as a single player game, due to publisher cutbacks. 7 Followed shortly by Myst 5… …which was mostly built from the bones of Uru’s online content… …and sold about as well as one might expect. -
Cyanbill Administrator
Excerpts from UBI’s Forum (Reference) CyanBill posted Wed February 04 2004 02:58 PM Wed February 04 2004 02:58 PM Just to clarify: Uru continues to sell very well, garner accolades and wonderful reviews. It's currently Ubisoft's best-selling PC Game. Administrator The decision to switch from online broadband-only content delivery to expansion packs really IS about the small proportion of people who signed up to try Uru Live. The overwhelming majority of people apparently bought the game solely for the singleplayer experience. It's possible a proportion of people have been waiting for one reason or another to sign up for live, but there's no way to know what those numbers are. There were certainly other challenges. But we were on track and on schedule to overcome them until a few weeks ago when the decisions were made and we started to transition to the expansion pack production. Sincere apologies for the lack of attention we've been able to give to Live over the last few weeks. It's really been a skeleton crew manning the ship. The positive side of that is that the first expansion pack in the form of a free download will be available next month. Bill Slease Content Director Cyan Worlds, Inc. CyanBill posted Wed February 04 2004 03:13 PM Wed February 04 2004 03:13 PM The folks who decide where money goes believed that the number of people who would pay to play would be less than the number of people who signed up to try it free. -
John Fu March 1, 2000 History 274B Prof
Marmalade, Jute, and Video Games: The story of how Dundee, Scotland became the home of a thriving video game development community John Fu March 1, 2000 History 274B Prof. Thomas Hughes 2 Video Games…In Scotland? Japan and the United States are sometimes thought to be the sole creators of the world’s video games. This belief may stem from the fact that the most famous video game console and arcade game manufacturers (such as Atari, Midway, Namco, Nintendo, Sega, Sony, and Capcom) are located in Japan and the US. And with few exceptions, the best-known, most heavily merchandized video game characters (for example, Mario of Super Mario Bros. and Sonic the Hedgehog of the game of the same name) are of American or Japanese origin. Over the past decade, however, many best-selling video games have come from Great Britain. English and Scottish developers have been responsible for such hits as Populous, Syndicate, Lemmings, Goldeneye, and Tomb Raider. Lara Croft, the main character in the Tomb Raider series of adventure games, has become a worldwide star, and Tomb Raider is currently set to be made into a motion picture. Nonetheless, with few characters as recognizable as Mario or Sonic and the absence of a major game console manufacturer, it is remarkable that game development has flourished in specific communities within Great Britain, namely Guildford (near London), northwest England (Liverpool/Birkenhead) and Scotland. Guildford is the home of Bullfrog, a development studio that has created numerous hit games such as Syndicate and Dungeon Keeper, and of a number of companies founded by ex-Bullfrog employees. -
Chapter 1 1. Anthony J. Niez and Norman N. Holland, “Interactive
notes.qxd 11/15/1999 9:14 AM Page 173 Notes Chapter 1 1. Anthony J. Niez and Norman N. Holland, “Interactive Fiction,” Critical Inquiry 11 (1984): 111. 2. Articles on readers and hypertexts include Stuart Moulthrop and Nancy Kaplan, “Something to Imagine: Literature, Composition, and Inter- active Fiction,” Computers and Composition 9, no. 1 (1991): 7–24; Moulthrop and Kaplan, “They Became What They Beheld: The Futility of Resistance in the Space of Hypertext Writing,” in Literacy and Computers: The Complications of Teaching and Learning with Technology, ed. Susan Hilligoss and Cynthia L. Selfe (New York: Modern Language Association, 1991), 105–32; Michael Joyce, “Siren Shapes: Exploratory and Constructive Hypertexts,” Academic Computing 3, no. 4 (1988): 10–14, 37–42; J. Yel- lowlees Douglas, “Plucked from the Labyrinth: Intention, Interpretation, and Interactive Narratives,” in Knowledge in the Making: Challenging the Text in the Classroom, ed. Bill Corcoran, Mike Hayhoe, and Gordon M. Pradl (Portsmouth, N.H.: Boynton/Cook, 1994), 179–92; Douglas, “Gaps, Maps, and Perception: What Hypertext Readers (Don’t) Do,” Perforations 3 (spring–summer 1992): 1–13. 3. Jurgen Fauth, “Poles in Your Face: The Promises and Pitfalls of Hyper‹ction,” Mississippi Review 2, no. 6 (September 1995): <http://orca.st.usm.edu/mrw/backweb.html>. 4. Thomas Swiss, “Music and Noise: Marketing Hypertexts,” review of Eastgate Systems, Inc., Post Modern Culture 7, no. 1 (1996): <http:// jefferson.village.virginia.edu/pmc/text-only/issue.996/review-4.996>. 5. Espen J. Aarseth, Cybertext: Perspectives on Ergodic Literature (Bal- timore: Johns Hopkins University Press, 1997), 49. 6. -
Amy Clary: "Digital Nature: Uru and the Representation of Wilderness in Computer Games"
Digital Nature: Uru and the Representation of Wilderness in Computer Games Amy Clary The desert is intense. The parched red earth bakes under the relentless glare of the afternoon sun. Thirsty-looking clumps of sage, too squat and sere to cast much shadow, dot the dry, cracked land. On the barbed wire fence is a sign, sunbleached and wind- scoured, that reads “No Trespassing” and “New Mexico.” A rusty Airstream trailer blends into the unforgiving landscape like the shell of a desert tortoise. Two oases of shade beckon: one under the awning of the vintage Airstream, another cast by a distant red rock butte. I head toward the butte, eager to explore its alluringly steep slopes and jagged profile. I climb up the slope and realize that it is not a butte at all but the entrance to a sort of canyon, a cleft, with a seductive assortment of shapes and shade inside it. I take anoth- er step and … the whole world dissolves into unintelligible poly- gons of color. All I see is chaos, and try as I might, I can’t get back to the desert. Such are the frustrations of playing Uru: Ages Beyond Myst (Cyan Worlds, 2003) on a computer that barely meets the game’s mini- mum system requirements. Reviewer Darryl Vassar writes, “Uru will make even the beefiest video card sweat at the highest detail settings…” (“Incomparable beauty” section: para. 4). I had hoped that by turning the game’s graphics settings down to the bare-bones level, my processor, video card, and memory would be sufficient to the task, but they were not. -
A Clash Between Game and Narrative
¢¡¤£¦¥¦§¦¨©§ ¦ ¦¦¡¤¥¦ ¦¦ ¥¦§ ¦ ¦ ¨© ¦¡¤¥¦¦¦¦¡¤¨©¥ ¨©¦¡¤¨© ¦¥¦§¦¦¥¦ ¦¦¦ ¦¦¥¦¦¨©§¦ ¦!#" ¦$¦¥¦ %¤©¥¦¦¥¦©¨©¦§ &' ¦¦ () ¦§¦¡¤¨©¡*¦¡¤¥ ,+- ¦¦¨© ./¦ ¦ ¦¦¦¥ ¦ ¦ ./¨©¡¤¥ ¦¦¡¤ ¦¥¦0#1 ¦¨©¥¦¦§¦¨©¡¤ ,2 ¦¥¦ ¦£¦¦¦¥ ¦0#%¤¥¦$3¦¦¦¦46555 Introduction ThisistheEnglishtranslationofmymaster’sthesisoncomputergamesandinteractivefiction. Duringtranslation,Ihavetriedtoreproducemyoriginalthesisratherfaithfully.Thethesiswas completedinFebruary1999,andtodayImaynotcompletelyagreewithallconclusionsorpresup- positionsinthetext,butIthinkitcontinuestopresentaclearstandpointontherelationbetween gamesandnarratives. Version0.92. Copenhagen,April2001. JesperJuul Tableofcontents INTRODUCTION..................................................................................................................................................... 1 THEORYONCOMPUTERGAMES ................................................................................................................................ 2 THEUTOPIAOFINTERACTIVEFICTION...................................................................................................................... 2 THECONFLICTBETWEENGAMEANDNARRATIVE ...................................................................................................... 3 INTERACTIVEFICTIONINPRACTICE........................................................................................................................... 4 THELUREOFTHEGAME..........................................................................................................................................