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Detroit: Become Human. Videogioco O Film Interattivo?
Detroit: Become Human. Videogioco o film interattivo? La nostra recensione Dalla parte degli androidi in Detroit: Become Human La console war ormai si gioca sulle esclusive, mentre le potenza “bruta” è relegata a mero strumento. Tra i tanti giochi attesi per la console di casa Sony di questo 2018 sicuramente troviamo Detroit: Become Human. Dietro questo atteso titolo c’è il team di David Cage di Quantic Dream. Prima di procedere con la recensione vera e propria del gioco, dobbiamo introdurre necessariamente il lavoro della software house francese. Quantic Dream tra cinema e avventura Quantic Dream ha prodotto pochi (capo)lavori da quando è stata fondata nel 1997. Omikron: The Nomad Soul è stato il primo timido tentativo di portare azione e regia in un gioco (impensabile tecnicamente per quei tempi). Un taglio cinamtografico che invece riuscirà perfettamente nel 2005 con Fahrenheit, l’avventura che per certi versi è stata il trampolino di lancio mondiale di Quantic Dream. Un affinamento che ha portato poi alle esclusive su Playstation 3 Heavy Rain e Beyond: Two Souls, vere e proprie avventure a pochi passi da film interattivi, ma con un engine grafico in tempo reale. Un salto qualitativo notevole, e veri esempi di cosa poteva fare una Playstation 3 se Detroit: Become Human. Videogioco o film interattivo? La nostra recensione conosciuta a fondo. Detroit: Become Human era un titolo atteso quasi dall’uscita della Playstation 4. Un’altra scommessa per Cage e i suoi ragazzi. I fan e possessori della console di casa Sony attendevano il titolo come una dimostrazione di forza della console. -
Trigger Happy: Videogames and the Entertainment Revolution
Free your purchased eBook form adhesion DRM*! * DRM = Digtal Rights Management Trigger Happy VIDEOGAMES AND THE ENTERTAINMENT REVOLUTION by Steven Poole Contents ACKNOWLEDGMENTS............................................ 8 1 RESISTANCE IS FUTILE ......................................10 Our virtual history....................................................10 Pixel generation .......................................................13 Meme machines .......................................................18 The shock of the new ...............................................28 2 THE ORIGIN OF SPECIES ....................................35 Beginnings ...............................................................35 Art types...................................................................45 Happiness is a warm gun .........................................46 In my mind and in my car ........................................51 Might as well jump ..................................................56 Sometimes you kick.................................................61 Heaven in here .........................................................66 Two tribes ................................................................69 Running up that hill .................................................72 It’s a kind of magic ..................................................75 We can work it out...................................................79 Family fortunes ........................................................82 3 UNREAL CITIES ....................................................85 -
A Heuristic Approach for Narrative- Driven Games
nr ik v H e d a ap a l sk M a EFFECTS OF INTERACTIVITY ON NARRATIVE-DRIVEN GAMES: A Heuristic Approach For Narrative- Driven Games Master Degree Project in Informatics One year Level 22,5 ECTS Spring term 2021 Sara Nil Acarsoy Supervisor: Mikael Johannesson Examiner: Per Backlund 1 Abstract In narrative-driven games, the story is an essential part of the gameplay, and understanding the story is of great importance. Given that what separates this genre from other storytelling media is interactivity, this thesis focuses on the elements in narrative-driven video games that effects the players' perception of narrative through interactivity. Using players' likes and dislikes from their previous experiences in narrative-driven games, this thesis aims to develop a heuristic approach for interactive narrative elements that offer the narrative through players' input to the game's system and create an effective gameplay experience that delivers the story to the players. Keywords: Video game narrative, storytelling, interactivity, narrative-driven games, storygames 2 Table of Contents 1. Introduction .................................................................................................................1 1.1 Purpose .............................................................................................................3 1.1.1 Previous Research ......................................................................................5 1.2 Overview and Structure ...................................................................................9 -
Experiencing Interactive Storytelling
Experiencing Interactive Storytelling PhD Thesis Christian Roth VU University Amsterdam, 2015 This work is partially funded by the FP7 Programme of the European Commission in the context of the Network of Excellence IRIS — Integrating Research on Interac- tive Storytelling — project under Grant Agreement FP7-ICT-231824, and by the Friedrich Ebert Stiftung, Germany. Graduation Committee: Prof. Dr. E. Tan Universiteit van Amsterdam Prof. Dr. J. Jansz Erasmus Universiteit Rotterdam Prof. Dr. P. Petta Austrian Research Institute for AI Dr. T. Hartmann Vrije Universiteit Amsterdam Dr. M. Vosmeer Hogeschool van Amsterdam Copyright © 2015 by Christian Roth. ISBN 978-94-6259-972-7 Cover design by Ayşe Kongur ([email protected]). Printed by Ipskamp Drukkers. VRIJE UNIVERSITEIT Experiencing Interactive Storytelling ACADEMISCH PROEFSCHRIFT ter verkrijging van de graad Doctor aan de Vrije Universiteit Amsterdam, op gezag van de rector magnificus prof.dr. V. Subramaniam, in het openbaar te verdedigen ten overstaan van de promotiecommissie van de Faculteit der Sociale Wetenschappen op vrijdag 15 januari 2016 om 11.45 uur in de aula van de universiteit, De Boelelaan 1105 door Peter Christian Herbert Roth geboren te Würzburg, Duitsland promotor: prof.dr. P. Kerkhof copromotor: dr. I.E. Vermeulen “Interactivity is the sum and substance of the entire revolution that has been shaking our society for the last few decades.” Chris Crawford ACKNOWLEDGEMENTS Once upon a time, a young media psychologist went on a great journey to obtain his PhD in the Netherlands. He had to overcome many challenges, travelled around the world, made new friends and learned a lot about life. Long story short, as you read these lines, this journey has come to a good ending! I want to thank those that accompanied my journey and supported me during this great adventure. -
Deus Ex Machina
001 002 Cuaderno de máquinas y juegos | Nº 1 | Año 2017 003 DEUS EX MACHINA Cuaderno de máquinas y juegos N.º 1 | Año 2017 | Madrid [España] Publicado por Plataforma Editorial Sello ArsGames [sello.arsgames.net] [[email protected]] Edita: Asociación ArsGames [coord.: José Andrés Fernández] Diseño y producción gráfica: Sello ArsGames [Mr. Moutas] Ilustración de cubiertas: Díaz-Faes Compilación de textos: Deus Ex Machina [Guillermo G. M.] [deusexmachina.es] [[email protected] ] ISSN: 2529-9662 Depósito legal: M-23110-2016 Se permite la reproducción total o parcial de la obra y su di- fusión telemática para uso personal de los lectores siem- pre y cuando no sea con fines comerciales. Creative Commons-Atribución-NoComercial-CompartirIgual 3.0 España (CC BY-NC-SA 3.0 ES) AGRADECIMIENTOS — María Pérez Recio — Ricardo Suárez — Carmen Suárez — — Alicia Guardeño — Guillermo G. M. — Rodrigo Aliende — — Pablo Algaba — Galamot Shaku — Paula Rivera Donoso — — Israel Fernández — Isidoro Vélez — Alonso & Moutas — — David Rodríguez — Vctr_Seleucos — Toni Gomariz — — Ignasi Meda Calvet — Jenn Scarlett — Isa Pirracas — — Jorge González Sánchez — Marçal Mora — Díaz-Faes — — Eva Cid — Isi Cano — Rutxi García — Start-t Magazine Books — ARCHIVO EN CLAVE DE SOMRA LA FÓRMULA DE GEOFF CRAMMOND Eva Cid ................................................ 012 Isidoro Vélez ............................................060 ‘READY PLAYER ONE’: UN POCO DE INTELIGENCIA ARTIFICIAL UNA NOVELA SOBRE VIDEOJUEGOS David Rodríguez ........................................064 -
Player's Choices Impact on Music in Beyond: Two Souls Henna
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by UTUPub DIRECT AND INDIRECT IMPACT: Player’s Choices Impact on Music in Beyond: Two Souls Henna-Juulia Riikonen Pro Gradu Thesis University of Turku School of History, Culture and Arts Studies Musicology June 2020 The originality of this thesis has been checked in accordance with the University of Turku quality assurance system using the Turnitin OriginalityCheck service. UNIVERSITY OF TURKU School of History, Culture and Arts Studies/ Faculty of Humanities RIIKONEN HENNA-JUULIA: Direct and Indirect Impact: Player’s Choices impact on Music in Beyond: Two Souls Master’s thesis, 69 p., 2 appendix pages Musicology June 2020 This thesis investigates how the player’s choices in the story-centric game Beyond: Two Souls (Quantic Dream 2013) impact the game’s music. I approach the subject through audiovisual analysis and analytical play. I use terminology that has been established in earlier videogame and film studies. On top of mapping changes and their relationship to the player’s choices I also analyse how these choices reflect the game’s story and its characters. The thesis states that the player can impact the music in two ways: directly and indirectly. Player can have a direct impact on the music when they are offered to choose music accompanying the gameplay or have a chance to interact with an instrument whereas the player impacts the music indirectly through choices that do not indicate changes in music. In other words when the player impacts the music directly, they make what Elizabeth Medina-Gray calls musical choices, whereas indirect impact happens while making non-musical choices. -
PRESS RELEASE Deep Silver and Ys Net Inc. Sign Global Publishing Deal for SHENMUE
PRESS RELEASE Planegg, August 17, 2017 Press Contact Deep Silver Simon Maflin A division of Koch Media GmbH Tel: +49 89 24245-196 Lochhamerstr. 9 Fax: +49 89 24245-3193 82152 Planegg [email protected] Deep Silver and Ys Net Inc. Sign Global Publishing Deal for SHENMUE III Munich, Germany, August 17, 2017 – Deep Silver and Ys Net are excited to announce their collaboration to publish YsNet’s forthcoming, long awaited game Shenmue III. The global publishing deal will cover the release exclusively on PlayStation®4 computer entertainment systemand PC, both physical and digital versions. The current release date is scheduled for the second half of 2018. “Shenmue is one of a few game franchises that have historical value whilst continuing to ignite passion across gamers. We are delighted to have signed this publishing partnership and look forward to utilizing our global publishing network to maximize the potential of this highly anticipated game,” said Dr. Klemens Kundratitz, CEO of Koch Media/Deep Silver Yu Suzuki, the director of Shenmue III and CEO of Ys Net added, “I am very pleased to secure this global partnership with Deep Silver, which is comprised of incredible men and women who have a deep passion for bringing Japanese titles to the rest of the world. Throughout this process, Deep Silver has expressed a deep passion for Japanese games, the Shenmue franchise and its fans—this gives me further confidence in Shenmue III and that we have found the best partner possible.” 1/3 “We are very excited for the continuation of Ryo Hazuki’s journey in Shenmue III, and are confident the game will deliver the story and gameplay PlayStation fans have been waiting for,” said Florian Hunziker, Vice President of PlayStation’s Third Party Relations & Developer Technology Group. -
The Critique of the Game of Thrones Video Game
Pobrane z czasopisma New Horizons in English Studies http://newhorizons.umcs.pl Data: 02/08/2019 05:24:02 New Horizons in English Studies 3/2018 CULTURE & MEDIA • Agata Waszkiewicz Maria Curie-SkłodowSka univerSity (uMCS) in LubLin [email protected] Failed Failures: The Critique of the Game of Thrones Video Game Abstract. In this research paper the Game of Thrones video game is juxtaposed with the original book and TV series in order to investigate the differences in failures experienced by the characters, primarily in the context of its fairness. J. Juul's book from 2013 serves as a main source of theoretical framework. It is argued that by misinforming the player about their influence on the plot, the game causes the player to develop learned helplessness, which, in turn, causes a lack of interest and lowered enjoyment. Key words: Game of Thrones,UMCS failure, learnt helplessness, attribution theory, coping mechanisms. Introduction In the famous sentence Cersei Lannister – a wife and, later, a mother of Westerosi kings – says that “When you play the game of thrones, you win or you die” (Episode 7, Season 1), which has been frequently quoted as a sign of ruthlessness in the Game of Thrones’ world. The characters plot, deceive, make and break alliances, and are not afraid to kill their opponents to gain the advantage. The fantasy world created by George R. R. Martin is predominantly a story of “abuse and consequences of power” (Schröter 2015, 72) as it interweaves diplomacy and politics with magical elements. This world is famously harsh and ruthless, and it is not uncommon for the important characters to lose their lives, to the immense surprise of readers. -
Universidade Federal De Pernambuco Centro De Informática Pós-Graduação Em Ciência Da Computação
UNIVERSIDADE FEDERAL DE PERNAMBUCO CENTRO DE INFORMÁTICA PÓS-GRADUAÇÃO EM CIÊNCIA DA COMPUTAÇÃO CATÁLOGO DE PADRÕES ISOMÓRFICOS DE TÉCNICAS DE INTERAÇÃO PARA JOGOS DIGITAIS POR FELIPE BORBA BREYER Tese de Doutorado Recife 2015 UNIVERSIDADE FEDERAL DE PERNAMBUCO CENTRO DE INFORMÁTICA PÓS-GRADUAÇÃO EM CIÊNCIA DA COMPUTAÇÃO FELIPE BORBA BREYER CATÁLOGO DE PADRÕES ISOMÓRFICOS DE TÉCNICAS DE INTERAÇÃO PARA JOGOS DIGITAIS ESTA TESE FOI SUBMETIDA AO CENTRO DE INFORMÁTICA DA UNIVERSIDADE FEDERAL DE PERNAMBUCO COMO REQUISITO PARCIAL PARA A OBTENÇÃO DO GRAU DE DOUTOR EM CIÊNCIA DA COMPUTAÇÃO. ORIENTADORA: PROFª. DRª. JUDITH KELNER Recife 2015 Catalogação na fonte Bibliotecária Jane Souto Maior, CRB4-571 B848c Breyer, Felipe Borba Catálogo de padrões isomórficos de técnicas de interação para jogos digitais / Felipe Borba Breyer. – Recife: O Autor, 2015. 179 f.: il., fig., tab., quadro Orientador: Judith Kelner. Tese (Doutorado) – Universidade Federal de Pernambuco. CIn, Ciência da computação, 2015. Inclui referências e anexo. 1. Interação humano-computador. I. Kelner, Judith (orientadora). II. Título. 004.019 CDD (23. ed.) UFPE- MEI 2015-58 Tese de Doutorado apresentada por Felipe Borba Breyer à Pós Graduação em Ciência da Computação do Centro de Informática da Universidade Federal de Pernambuco, sob o título “CATÁLOGO DE PADRÕES ISOMÓRFICOS DE TÉCNICAS DE INTERAÇÃO PARA JOGOS DIGITAIS”, orientada pela Profa. Judith Kelner e aprovada pela Banca Examinadora formada pelos professores: __________________________________________ Prof. Pedro Machado Manhaes de Castro Centro de Informática / UFPE ___________________________________________ Prof. Ismar Frango Silveira Faculdade de Computação e Informática / UPM ___________________________________________ Prof. Esteban Walter Gonzalez Cluan Instituto de Computação / UFF ___________________________________________ Profa. Maria Lencastre Pinheiro de Menezes Cruz Escola Politécnica de Pernambuco / UPE ____________________________________________ Prof. -
User Manual V1.61.1 Table of Contents Introduction 7 Chapter I: the Basics 9
By Chris Burton User Manual v1.61.1 Table of Contents Introduction 7 Chapter I: The Basics 9 1. Setting up 10 1.1. Installation 11 1.2. Running the demo games 13 1.3. The Game Editor window 14 1.3.1. The New Game Wizard 15 1.3.2. The Scene Manager 16 1.3.3. The Settings Manager 23 1.3.4. The Actions Manager 25 1.3.5. The Variables Manager 26 1.3.6. The Inventory Manager 27 1.3.7. The Speech Manager 29 1.3.8. The Cursor Manager 30 1.3.9. The Menu Manager 31 1.4. Preparing a 3D scene 32 1.4.1. Adding a PlayerStart 33 1.4.2. Adding visuals 34 1.4.3. Adding colliders and/or a NavMesh 35 1.4.4. Adding cameras 36 1.4.5. Adding interactivity 37 1.5. Preparing a 2D scene 38 1.5.1. Adding a 2D PlayerStart 40 1.5.2. Adding visuals 41 1.5.3. Adding a 2D NavMesh 42 1.5.4. Adding a Sorting Map 43 1.5.5. Adding 2D cameras 46 1.5.6. Adding interactivity 47 1.6. Preparing a 2.5D scene 48 1.6.1. Adding a PlayerStart 49 1.6.2. Adding backgrounds and cameras 50 1.6.3. Adding colliders and/or a NavMesh 52 1.6.4. Adding scene sprites 54 1.6.5. Adding interactivity 55 1.7. Updating Adventure Creator 56 1.8. Minimally-importing Adventure Creator 57 2. Input and navigation 58 2.1. -
Pacing in Adventure Games
Pacing in Adventure Games Bachelor Thesis submitted for the academic degree of Bachelor of Science (B.Sc.) in Media Systems Bent Nürnberg 1935291 First Examiner: Prof. Gunther Rehfeld Second Examiner: Prof. Wolfgang Willaschek Hamburg, 23 September 2016 ———————————————————————————— Hochschule für angewandte Wissenschaften Hamburg Hamburg University of Applied Sciences Department Medientechnik Department Media Technology Fakultät Design, Medien und Information Faculty of Design, Media and Information English: Declaration of Authorship I hereby declare that the thesis submitted is my own unaided work. All direct or indirect sources used are acknowledged as references. I am aware that the thesis in digital form can be examined for the use of unauthorized aid and in order to determine whether the thesis as a whole or parts incorporated in it may be deemed as plagiarism. For the comparison of my work with existing sources I agree that it shall be entered in a database where it shall also remain after examination, to enable comparison with future theses submitted. Further rights of reproduction and usage, however, are not granted here. This paper was not previously presented to another examination board and has not been published. German: Ehrenwörtliche Erklärung Ich erkläre hiermit ehrenwörtlich, dass ich die vorliegende Arbeit selbständig angefertigt habe. Die aus frem- den Quellen direkt und indirekt übernommenen Gedanken sind als solche kenntlich gemacht. Ich weiß, dass die Arbeit in digitalisierter Form daraufhin überprüft werden kann, ob unerlaubte Hilfsmittel verwendet wurden und ob es sich – insgesamt oder in Teilen – um ein Plagiat handelt. Zum Vergleich meiner Arbeit mit existierenden Quellen darf sie in eine Datenbank eingestellt werden und nach der Über- prüfung zum Vergleich mit künftig eingehenden Arbeiten dort verbleiben. -
Detroit: Become Human,Accuse a Quantic Dream
Detroit: Become Human Mi ci sono volute due run prima di decidermi a parlare dell’ultima opera diDavid Cage. Nel momento in cui scrivo questa recensione, a quattro mesi di distanza dall’uscita del titolo, mi sembrano ancora poche. Detroit: Become Human non condensa soltanto un messaggio profondo, a più livelli, in un videogame ben congegnato, ma esprime soprattutto un potenziale narrativo ben sviluppato in un articolato dell’albero delle scelte, dando vita a una narrazione che è forse la più equilibrata e densa fra quelle sfornate da Quantic Dream in tutti questi anni di development. Gli androidi sognano (non soltanto pecore elettriche) Come nel precedente Heavy Rain, Detroit: Become Human segue la storia di più personaggi, tre nel caso in questione: Kara (Valorie Curry), in fuga per salvare la piccola Alice (Audrey Boustani) da un padre violento, Markus (Jesse Williams) che si ritrova suo malgrado dalle ceneri della distruzione alla testa di una rivolta, e Connor (Bryan Dechart), androide progettato per supportare il tenente Hank Anderson (Clancy Brown) nelle indagini che vedono coinvolti i “devianti”. Tre storie separate che si incroceranno nella Detroit del 2038, in un futuro che non possiamo definire né distopico, né esattamente ucronico, e che David Cage e il lead writer Adam Williams tentano di raccontare nella forma della fantascienza autoriale, sulla falsariga dei grandi narratori del genere. Non staremo qui a perderci in parallelismi con Gibson, Asimov, Lem, Dick, Le Guin e in tutta la letteratura di riferimento che permea quest’opera, né analizzeremo i punti in cui Detroit: Become Human falla o regge dinanzi ai suoi omologhi letterari (a cui vanno aggiunti quelli cinematografici), sarebbe un’operazione lunga e inappropriata, a un approfondimento simile va riservata altra sede.