Hermeneutic Challenge in King of Dragon Pass
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The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
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? . -
Virtual Assistants
Let’s Talk about Blind Accessibility By Adriane Kuzminski Overview • 1. History of blind accessibility in tech • 2. Blind-accessible design principles • 3. The accessibility community and developing Personas • Group discussion 1. Blind Accessibility in Tech History of Screen Readers for VI Users • Speech synthesis projects aimed at blind users: • 1976 – Kurzweil Reading Machine (OCR – optical character recognition) • 1980s – Talking Typewriter by IBM Research (first blind employee in 1914 [1] ) • Command-line interface (CLI) computers: • Accessible to blind users with screen readers, like the IBM Screen Reader in 1986 [2] • Popularity of Graphical User Interfaces (GUIs) – new set of challenges for blind users: • Icons were not able to labeled, incompatible with screen readers • Original Macintosh had an inaccessible keyboard with no arrow keys • Screen readers compatible with GUI computers: • Commercially available with IBM’s Screen Reader/2 (1994) [3] and ALVA Access Group’s outSPOKEN for Macintosh (1989) [4] and Windows (1994) [5] The Macintosh Keyboard released in January 1984 had no arrow keys The Macintosh Numeric The 1986 Macintosh Keypad (Sept 1984) Plus Keyboard included arrow keys Modern Screen Readers for VI Users • Screen readers: • Desktop: VoiceOver for Mac; JAWS, NVDA, Narrator, etc. for Windows • Mobile: VoiceOver for iOS; TalkBack and Voice Assistant for Android • Consoles: Xbox One – Narrator for home screen, Xbox API for in-game text • Games: Polly for Amazon Web Services and Lumberyard, MonoGame, Python, proprietary -
UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations
UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations Title Changeful Tales: Design-Driven Approaches Toward More Expressive Storygames Permalink https://escholarship.org/uc/item/8838j82v Author Reed, Aaron Publication Date 2017 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California 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 . -
RPG Review, Issue 15, March 2012
RPG REVIEW Issue #15, March 2012 Indie Game Special: History, Design and Industry ... Liz Danforth Interview … HeroQuest Reviews … Indie Actual Play Reviews … Tunnels & Trolls … Character Development … Pedagogy of Play ... Console Game Reviews .. Movie Review : John Carter… Industry News 1 RPG REVIEW ISSUE FIFTEEN March 2012 TABLE OF CONTENTS Administrivia, Editorial, Letters many contributors p2-3 Hot Gossip: Industry News by Wu Mingshi p4 Interview with Liz Danforth with Liz Danforth p5-9 HeroQuest2 Review by Chris Jensen Romer p10-19 Sartar: Kingdom of Heroes by by Chris Jensen Romer p20-23 The Bell, and Where Character Comes From by Morgan Davie p24-26 Pedagogy of Play by Sean Nittner p27-31 Indie Actual Play Reports by Sean Nittner, Lev Lafayette and Michael Cole p32-45 Tunnels & Trolls Bestiary by Karl David Brown p46-50 Nations of the Intellect by Karl David Brown p51-54 Independent Games, Systems, and the Industry by Lev Lafayette p55-57 Book Review: The New Death by Lev Lafayette p58 Console Game Reviews by Matt Lindus p59-60 Movie Review: John Carter by Andrew Moshos p61-63 Next Issue by many people p64 ADMINISTRIVIA RPG Review is a quarterly online magazine which is available in print version when I get a spare weekend or two to try to put it all together. All material remains copyright to the authors except for the reprinting as noted in the first sentence. Various trademarks and images have been used in this magazine of review and criticism. This includes HeroQuest and Sartar Kingdom of Heroes by Issaries Inc, Mouse Guard by David Petersen and Les Crane, Best Friends by Gregor Hutton, Agon by John Harper, In A Wicked Age by D. -
King of Dragon Pass, You Play Generations in the Life of a Barbarian Clan
Game Manual For support, visit our web site: a-sharp.com/kodp/ ©1999-2011 A Sharp, LLC. All rights reserved. Introduction Two hundred years ago, in the shadow of the mountain at the center of the world, your ancestors fought a great war against the dragons. Your ancestors lost. The dragons ate every warrior who marched against them. They ate every magician who supported the warriors. Then they ate everyone else. The only survivors were those who had remained in the south, outside the land called Dragon Pass. For two hundred years, Dragon Pass was nothing to you but a death sentence, a haunted boneyard, an enemy camp. But civil war in your ancestral lands forced your clan to find a new home. A few heroes dared to explore the forbidden land to the north. That these heroes returned at all was amazing. That they returned to tell you that the dragons are gone and that Dragon Pass is nearly empty, open for the taking — this is a gift from the gods. Your clan is part of the second wave of resettlement of Dragon Pass. You number some seven or eight hundred souls: mostly farmers and children, some warriors, a few nobles and magicians and god- talkers. You seized land not far from the holy mountain called Kero Fin, the mountain that gave birth to your chief god, the god of Storm named Orlanth. You are not the only clan that came north. As many as twenty other clans or splinters of clans separated themselves from kinfolk and carved homes in this new frontier. -
Hermeneutic Challenge in King of Dragon Pass
What Does it Mean to be Orlanthi? Hermeneutic Challenge in King of Dragon Pass Jonne Arjoranta University of Jyväskylä [email protected] ABSTRACT The game King of Dragon Pass (A Sharp 1999) portrays what it is like to live as an Orlanthi, a member of the Storm Tribe. In order to successfully play the game, the player must un- derstand the values that guide a tribe of Orlanthi in a hermeneutic process that requires the constant evaluation of the players’ prejudices of how people should live and be governed. This paper examines the hermeneutic process of interpretation the player goes through and shows how meaning works as a game mechanic in King of the Dragon Pass. Keywords hermeneutics, interpretation, King of Dragon Pass, meaning INTRODUCTION King of Dragon Pass1 (A Sharp 1999) is a narrative strategy game first published on Win- dows and Macintosh operating systems in 1999, and later converted onto a variety of mobile platforms (iOS 2011, Android 2014, Windows Phone 2014). It received a cult status among players mainly because it blended storytelling into a strategy game in a uniquely successful way. This paper analyses how KoDP portrays the fictional world of Glorantha and the culture of Orlanthi. Orlanthi have a distinct culture that the player has to understand in order to proceed in the game. Playing the game requires entering into a hermeneutic circle of in- terpretation, where the player’s understanding of ethics and law encounter the values of Orlanthi (see also Arjoranta 2015, 78). The next section introduces the hermeneutic framework used in this paper. -
David Dunham, Lead Designer, Producer and Programmer of the Award-Winning Strategy Storytelling Game, King of Dragon Pass
Loading… The Journal of the Canadian Game Studies Association Vol 10(15): 41-46 http://loading.gamestudies.ca Interview: David Dunham, lead designer, producer and programmer of the award-winning strategy storytelling game, King of Dragon Pass Conducted by: Jeffery Klaehn [email protected] Independent Scholar, Canada Abstract David Dunham was the lead designer, producer and programmer of the award-winning strategy storytelling game, King of Dragon Pass. He is also the owner of A Sharp, the software development house that published the game. In this interview he discusses how King of Dragon Pass came to be; its approach to story, lore, mythology and world-building; how the game’s artwork, which is static, functions as visual narrative within the broader context of the game’s world; emergent gameplay elements, player choice and context-sensitive actions; story and narrative possibilities within roleplaying games; and the writing of his forthcoming game, Six Ages, the spiritual successor to King of Dragon Pass. Author Keywords King of Dragon Pass; Mythology; World-Building; narrative, storytelling games, game design, roleplaying games Interview Q: Do you remember when you first became interested in games? David Dunham: Not really, I’ve played games as long as I can remember. Maybe watching my grandfather play solitaire (with cards, of course) before I could read was a factor. I certainly played a lot of board games as a kid. I learned to program in 7th grade, and made my first game that year. It was a football simulator that ran on an Olivetti 101 programmable calculator, which was all that I had available back then.