Learning from the Past: a Process Recommendation System for Video Game Projects Using Postmortems Experiences
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Olliolli2 Welcome to Olliwood Patch
1 / 2 OlliOlli2: Welcome To Olliwood Patch ... will receive a patch to implement these elements): Additional NPCs added for an ... OlliOlli2: Welcome to Olliwood plucks the iconic skater from the street and .... Oct 31, 2016 — This is a small update to the original GOL game that greatly improves the ... Below is a list of updates. ... OlliOlli2: Welcome to Olliwood.. Apr 27, 2020 — ... into the faster, more arcade-like titles like OlliOlli2: Welcome to Olliwood, ... Related: Skate 4 Update: EA Gives Up Skate Trademark Only To .... End Space Quest 2 Update Brings 90Hz and More. ... 2 Bride of the New Moon PS4 pkg 5.05, OlliOlli2 Welcome to Olliwood Update v1.01 PS4-PRELUDE, 8-BIT .... Mar 3, 2015 — Those more subtle changes include new tricks to pull off, curved patches of ground, launch ramps, and split routes. It's not that these go unnoticed .... Aug 18, 2015 — I rari problemi di frame rate sono stati risolti con l'ultima patch, quindi non vale la pena dilungarsi a parlarne. L'unico appunto che possiamo fare .... Olliolli2: Welcome To Olliwood Free Download (v1.0.0.7). Indie ... Wallpaper Engine Free Download (Build 1.0.981 Incl. Workshop Patch) · Indie ... Apr 2, 2015 — ... scores on OlliOlli2: Welcome to Olliwood seemed strange at launch. ... In the latest patch for the PlayStation 4, we have fixed the bug and .... Feb 27, 2016 — Welcome to the latest entry in our Bonus Round series, wherein we tell you all about the new Android games ... OlliOlli2: Welcome to Olliwood.. Nov 22, 2020 — Following an update, you can now pet the dog in Hades pic. -
Screenshot Showcase 1
Volume 125 June, 2017 VirtualBox: Going Retro On PCLinuxOS Inkscape Tutorial: Creating Tiled Clones, Part Three An Un-feh-gettable Image Viewer Game Zone: Sunless Sea PCLinuxOS Family Member Spotlight: arjaybe GOG's Gems: Star Trek 25th Anniversary Tip Top Tips: HDMI Sound On Encrypt VirtualBox Virtual Machines PCLinuxOS Recipe Corner PCLinuxOS Magazine And more inside ... Page 1 In This Issue... 3 From The Chief Editor's Desk... Disclaimer 4 Screenshot Showcase 1. All the contents of The PCLinuxOS Magazine are only for general information and/or use. Such contents do not constitute advice 5 An Un-feh-gettable Image Viewer and should not be relied upon in making (or refraining from making) any decision. Any specific advice or replies to queries in any part of the magazine is/are the person opinion of such 8 Screenshot Showcase experts/consultants/persons and are not subscribed to by The PCLinuxOS Magazine. 9 Inkscape Tutorial: Create Tiled Clones, Part Three 2. The information in The PCLinuxOS Magazine is provided on an "AS IS" basis, and all warranties, expressed or implied of any kind, regarding any matter pertaining to any information, advice 11 ms_meme's Nook: Root By Our Side or replies are disclaimed and excluded. 3. The PCLinuxOS Magazine and its associates shall not be liable, 12 PCLinuxOS Recipe Corner: Skillet Chicken With Orzo & Olives at any time, for damages (including, but not limited to, without limitation, damages of any kind) arising in contract, rot or otherwise, from the use of or inability to use the magazine, or any 13 VirtualBox: Going Retro On PCLinuxOS of its contents, or from any action taken (or refrained from being taken) as a result of using the magazine or any such contents or for any failure of performance, error, omission, interruption, 30 Screenshot Showcase deletion, defect, delay in operation or transmission, computer virus, communications line failure, theft or destruction or unauthorized access to, alteration of, or use of information 31 Tip Top Tips: HDMI Sound On contained on the magazine. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . 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. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Reviews: • a Golden Wake • Valiant Hearts: the Great War • ASA: a Space Adventure Remastered Edition • Technobabylon • Sunless Sea C
Issue #55 July 2015 Reviews: • A Golden WAke • VAliAnt HeArts: tHe GreAt WAr • AsA: A spAce AdVenture remAstered edition • tecHnobAbylon • sunless seA cwww.adventurelantern.comOnTEnts ISSUE: #2 (55) VOLUME: 8 July 2015 Cover Image: Sunless Sea ture from Simon Says: Watch! Play!. It’s been at least five years since the last time I heard from Erdalion. Here’s hoping he’s still enjoying games somewhere. In the meantime, Sarah and Jonathon are here to bring that same spirit front and center on Ad- venture Lantern’s pages. Many thanks for their hard work and giving me a delightful read this summer. Until next time, – Ugur Sener A Golden Wake I first became aware of Dave Gilbert as a developer when we posted a review of his game The Shivah in October 2006. Erdalion, who was one of our most dedi- cated contributors at the time, had dis- covered the game and recognized it for the gem it was. The Shivah had come to life initially as a contest entry, a project to be completed in one month. The com- editorial mercial version Erdalion reviewed repre- sented a polished overhaul of the origi- nal design. At the time, Erdalion praised the game’s excellent story, inspired puzzles, and courage to explore themes not com- monly encountered in an adventure game. The Shivah did not boast fancy graphics, Valiant Hearts but had tremendous indie charm that had a whole different kind of visual appeal to a seasoned adventurer. This was exactly the interview kind of game we wanted to be highlighted 04 Dave Gilbert on Wadjet Eye in Adventure Lantern. -
SUNLESS SEA SUNLESS SEA Community Hub
Install Steam login | language STORE COMMUNITY ABOUT SUPPORT Featured Items Games Software Hardware Demos News For You search the store All Games > RPG Games > SUNLESS SEA SUNLESS SEA Community Hub You will need to Install the latest Flash plugin to view this page properly. LOSE YOUR MIND. EAT YOUR CREW. DIE. Take the helm of your steamship and set sail for the unknown! Sunless Sea is a game of discovery, loneliness and frequent death, set in the award- winning Victorian Gothic universe of Fallen London. User reviews: Very Positive (1,337 reviews) Release Date: 6 Feb, 2015 Popular user-defined tags for this product: + Sign in to add this item to your wishlist, follow it, or mark it as not interested Buy Sunless Sea Share Embed DAILY DEAL! Offer ends in 32:32:12 18,99€ -40% 11,39€ Add to Cart Single-player Steam Achievements Recommended By Curators View all (12) Languages: "A narratively driven rogue-lite, perhaps a more story-driven FTL? Interface Full Audio Subtitles Whatever the case the world is fascinating and the writing sublime and funny." English Read the full review here. 81/100 View all (37) Recent updates Read Critic Reviews 11 June 28 May Welcome new captains | Fallen London comes to Includes 30 Steam Achievements New content! iOS in 2015 View Hello, and welcome to new captains! You’ll know Fallen London as the browser all 30 game which spawned Sunless Sea, and the Many of you have joined us from the Steam whole universe of the Neath. Summer Sale - happy zailing! Fallen London now contains over 1.2 million NEW CONTENT words of stories - five times as much content Title: SUNLESS SEA as Sunless Sea - described by Rock, Paper, Genre: Adventure, Indie, RPG RAE AsnDi pMpOeRtE of cannibal-centric conten9t c roemvmeaenlsts RSEhAoDt gMuOnR aEs 'the best words in all of1 g0 acmominmge'n. -
A Chronicle of Map Interfaces in Games
Maps, Navigation and Transportation: Find a way DIS ’20, July 6–10, 2020, Eindhoven, Netherlands Paper to Pixels: A Chronicle of Map Interfaces in Games Z O. Toups,1,3 Nicolas LaLone,4 Katta Spiel,5 Bill Hamilton2,3 1Play & Interactive Experiences for Learning Lab / 2Participatory Live Experiences Laboratory 3Computer Science Department, New Mexico State University, Las Cruces, NM, USA 4Bridge Lab, Department of Information Systems and Quantitative Analysis, College of Information Science and Technology, University of Nebraska at Omaha, Omaha, NE, USA 5e-Media Research Lab, KU Leuven, BE & Centre for Teacher Education, University of Vienna, AT [email protected], [email protected], [email protected], [email protected] ABSTRACT More than physical navigation, maps navigate the complex Game map interfaces provide an alternative perspective on and dynamic world of human culture. Maps on news media the worlds players inhabit. Compared to navigation applica- show political and socio-economic divides. Maps can show us tions popular in day-to-day life, game maps have different where people like ice cream over frozen yogurt or can be used affordances to match players’ situated goals. To contextualize by sports commentators showing us where specific athletes and understand these differences and how they developed, we have placed a ball or puck over time. present a historical chronicle of game map interfaces. Starting Despite that ubiquity, maps in and of themselves are generally from how games came to involve maps, we trace how maps static, a relic of the paper to which they owe their creation. are first separate from the game, becoming more and more There is so much more that maps can provide users given the integrated into play until converging in smartphone-style inter- growing ubiquity of computation and the increasing digital faces. -
UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations
UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations Title Increasing Authorial Leverage in Generative Narrative Systems Permalink https://escholarship.org/uc/item/4dq8w2g9 Author Garbe, Jacob Publication Date 2020 License https://creativecommons.org/licenses/by-nc-sa/4.0/ 4.0 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA SANTA CRUZ INCREASING AUTHORIAL LEVERAGE IN GENERATIVE NARRATIVE SYSTEMS A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Jacob Garbe September 2020 The Dissertation of Jacob Garbe is approved: Professor Michael Mateas, Chair Professor Noah Wardrip-Fruin Professor Ian Horswill Quentin Williams Acting Vice Provost and Dean of Graduate Studies Copyright c by Jacob Garbe 2020 Table of Contents List of Figures v Abstract xi Dedication xiii Acknowledgments xiv 1 Introduction 1 1.0.1 Traversability . 11 1.0.2 Authorability . 16 1.0.3 MDA Framework . 25 1.0.4 System, Process, Product . 26 1.0.5 Axes of Analysis . 27 1.0.6 PC3 Framework . 28 1.0.7 Progression Model . 29 1.1 Contributions . 31 1.2 Outline . 32 2 Ice-Bound 34 2.1 Experience Challenge . 35 2.2 Related Works . 41 2.2.1 Non-Digital Combinatorial Fiction . 41 2.2.2 Digital Combinatorial Fiction . 51 2.3 Relationship to Related Works . 65 2.4 System Description . 66 2.4.1 Summary . 66 2.5 The Question of Authorial Leverage . 78 2.5.1 Traversability . 78 2.5.2 Authorability . 85 2.6 System Summary . -
Sunless Skies - the Sequel to Sunless
Explore Start a project Log in Sign up Share this project Done Share Tweet Share Pin Embed Share this project Done Tweet Share Pin Email Sunless Skies - the sequel to Sunless By Failbetter Games Sea 3 created Explore a universe steeped in celestial horror and ravaged by Victorian ambition in this literary RPG for PC, Mac and Linux. £13,351 pledged of £100,000 goal 111 backers 30 days to go Back This Project Remind me Share All or nothing. This project will only be funded if it reaches its goal by Fri, Mar 3 2017 7:00 PM UTC. Video Games London, UK Rewards Campaign FAQ Updates 0 Comments 4 Community About this project Support this project Make a pledge without a reward £ 10 Sunless Skies is a 2D, top-down, story-led game of exploration, corruption and jeopardy from Pledge £15 or more Failbetter Games. It’s the successor to our first game for PC, Sunless Sea, but you don’t need to know Sunless Sea to play and enjoy Sunless Skies. The Scout Pack You're a pioneer! In return, we offer our thanks, a copy of Sunless Skies for Steam or GOG, plus a Kickstarter-exclusive Scout for your vessel: the Cyclopean Owl! This magnificent monocular strigiforme will fly out and alert you to threats and discoveries beyond your sight. (The owl has equivalent abilities to the game's starting Scout, but has a unique model and icon and will not be for general sale.) It is the dawn of the 20th century, and London has taken to the stars! As the captain of a spacefaring locomotive you'll behold wonders and battle cosmic abominations in the furthest INCLUDES: heavens. -
Du Ludique Au Narratif. Enjeux Narratologiques Des Jeux Vidéo
Sciences du jeu 9 | 2018 Du ludique au narratif. Enjeux narratologiques des jeux vidéo Édition électronique URL : http://journals.openedition.org/sdj/894 DOI : 10.4000/sdj.894 ISSN : 2269-2657 Éditeur Laboratoire EXPERICE - Centre de Recherche Interuniversitaire Expérience Ressources Culturelles Education Référence électronique Sciences du jeu, 9 | 2018, « Du ludique au narratif. Enjeux narratologiques des jeux vidéo » [En ligne], mis en ligne le 28 mai 2018, consulté le 04 novembre 2020. URL : http://journals.openedition.org/sdj/ 894 ; DOI : https://doi.org/10.4000/sdj.894 Ce document a été généré automatiquement le 4 novembre 2020. La revue Sciences du jeu est mise à disposition selon les termes de la Licence Creative Commons Attribution - Pas d'Utilisation Commerciale - Pas de Modification 4.0 International. 1 SOMMAIRE Dossier thématique Présentation Sébastien Genvo La Focalis-action : Des savoirs narratifs aux faires vidéoludiques Hugo Montembeault et Bernard Perron Métalepses du récit vidéoludique et reviviscence du sentiment de transgression Sébastien Allain Entre jeux épisodiques et séries télévisées, l’émergence de formes de narration vidéoludique inédites ? Marida Di Crosta Temps de la chose-racontée et temps du récit vidéoludique : comment le jeu vidéo raconte ? Rémi Cayatte L’immersion fictionnelle au-delà de la narrativité Gabrielle Trépanier-Jobin et Alexane Couturier Aux frontières de la fiction : l’avatar comme opérateur de réflexivité Fanny Barnabé et Julie Delbouille La mise au jeu mise en récit Présentation du SHAC (Système -
Fallen London: Authorship and Game Allegory
Fallen London: Authorship and Game Allegory Karlien van den Beukel London South Bank University Introduction A couple of years ago, Anita Sarkeesian’s popular YouTube series Tropes vs. Women in Video Games (2013) argued that female characters in triple A video games are objectified. Sculpted into aestheticized, passive types, their reification repudiates the lived, actual qualities of women. This critique, Sarkeesian would be the first to admit, is based on the introductory principles of visual media studies. Yet reframed to video games, it caused a furore. On calling out the triple A video game industry for its ‘lazy writing’ and ‘disappointing stories’1 – as if there were identifiable authors to be taken to task for this – Sarkeesian was threatened with anonymous online abuse by alleged gamers. Perhaps it was not fully recognised how deeply allegory, which the Romantic poet Coleridge defines as ‘abstract notions [translated] into a picture language (1972:30)’, is embedded in video game design. Allegory reifies personae. As Coleridge already noted in 1818 on the narrative poem The Faerie Queene: Spenser’s [Lady] Una […] exhibits no prominent feature, has no particularization, but produces the same feeling that a statue does, when contemplated at a distance. (1936:37) Lady Una, then, is sculpted into a glossy type; she is saved from the Dragon by the Redcrosse Knight, who, likewise, are allegorical figures. Within the poem, they function as prosopopoeia, as disguising masks for a quality, or powerful abstract idea, to those in the know.2 The call for individually motivated characters denies this play of allegory. As Coleridge notes: ‘if the allegoric personage be strongly individualized so as to interest us, 1 See Paul Dean. -
Game Narrative Review Overview
Game Narrative Review Name: Stav Hinenzon School: DigiPen Institute of Technology E-mail: [email protected] Month/Year Submitted: December 2016 Game Title: Sunless Sea Platform: Windows, OS X, Linux Genre: Roguelike Roleplaying Game Release Date: Febuary 6th, 2015 Developer: Failbetter Games Publisher: Failbetter Games Creative Director/Lead Writer: Alexis Kennedy Overview Sunless Sea is a roguelike roleplaying game in which the player takes the role of a sea captain who sets out to explore the Unterzee, a bizarre and dangerous ocean. Deep below the world is a place called the Neath, where the normal laws of reality do not apply. As part of a pact made between Queen Victoria and otherworldly forces, London has been transported down into this alien realm. The distressed city now lies on the coast of a vast sea, the Unterzee, which is filled with blood-thirsty monsters, sanity- shredding horrors, and sometimes – great powers. The people willing to brave this treacherous environment come from many different backgrounds and have many different ambitions, but they all share the ability to dive headfirst into the unknown. The player starts their career as a captain with only a little money, an old boat, and a small room above a tavern. They are barely able to afford enough fuel and supplies for their first voyage. Making the journey profitable will be another challenge entirely. Slowly, they will earn enough money to afford a ship able to take on larger foes, a house able to provide proper amenities between trips, and enough supplies to travel to the farthest edges of the Unterzee. -
Survival Themed Video Games and Cultural Constructs of Power
Loading… The Journal of the Canadian Game Studies Association Vol 11(18): 41-57 http://loading.gamestudies.ca Survival Themed Video Games and Cultural Constructs of Power Samantha Reid, Steven Downing University of Ontario Institute of Technology [email protected], [email protected] , Abstract Studies of the relationship between games and culture have often considered the empowering effect of games on the player. Studies have related this empowerment to individual character growth as well as broader geopolitical action (e.g., the conquering of nations). Few studies, however, have considered the emergent and increasingly popular survival genre of video games. In the current inquiry, through an analysis of past and current examples of games in this genre, we explore how survival games disempower players and discuss the potential implications for this shift in terms of cultural attitudes toward the current state of the world, individual prospects, and optimism/pessimism about the future. The goal of this piece is to explore and converse with the existing state of the literature and exemplars from the survival genre, creating a typological framework for future empirical and theoretical development in the area of games, culture, and (dis)empowerment dynamics. Author Keywords Game Studies; Games and Culture; Empowerment; Survival; Millennials Introduction In Mike Meginnis' short story "Navigators" (2011), a fictional role-playing video game is described in which, as the player progresses, they lose abilities, items, and even the ability to see. This model is antithetical to the traditional empowerment model of free form role-playing found in some video games (e.g., Bogost, 2010, p.