Narrative Responses to Contemporary Globalization Sean Patrick O'brien Loyola University Chicago

Total Page:16

File Type:pdf, Size:1020Kb

Narrative Responses to Contemporary Globalization Sean Patrick O'brien Loyola University Chicago View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Loyola eCommons Loyola University Chicago Loyola eCommons Dissertations Theses and Dissertations 2015 Not the Whole Story: Narrative Responses to Contemporary Globalization Sean Patrick O'brien Loyola University Chicago Recommended Citation O'brien, Sean Patrick, "Not the Whole Story: Narrative Responses to Contemporary Globalization" (2015). Dissertations. Paper 1484. http://ecommons.luc.edu/luc_diss/1484 This Dissertation is brought to you for free and open access by the Theses and Dissertations at Loyola eCommons. It has been accepted for inclusion in Dissertations by an authorized administrator of Loyola eCommons. For more information, please contact [email protected]. This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. Copyright © 2015 Sean Patrick O'brien LOYOLA UNIVERSITY CHICAGO NOT THE WHOLE STORY: NARRATIVE RESPONSES TO CONTEMPORARY GLOBALIZATION A DISSERTATION SUBMITTED TO THE FACULTY OF THE GRADUATE SCHOOL IN CANDIDACY FOR THE DEGREE OF DOCTOR OF PHILOSOPHY PROGRAM IN ENGLISH BY SEAN P. O’BRIEN CHICAGO, ILLINOIS MAY 2015 Copyright by Sean P. O’Brien, 2015 AlL rights reserved. ACKNOWLEDGMENTS I would like to thank Drs. Suzanne Bost, Steven E. Jones, and especially Paul Jay for their generous and invaluable assistance throughout this process, without out which this dissertation would not have been possibLe. Thanks as well to all of my terrific mentors and coLLeagues in the EngLish Department at LoyoLa University Chicago, whose support and rigorous commitment to exceLLent research has made this a better dissertation than it would otherwise be. I would also like to thank LoyoLa University Chicago and the Graduate SchooL for the funding that enabLed my graduate study and research, particuLarLy the Arthur J. Schmitt Dissertation FelLowship for the 2014-2015 academic year that aLLowed me to focus on and compLete my research and writing. FinaLLy, thank you to my parents, my sibLings, my friends, and especiaLLy to Michelle Lilly, for their support and encouragement of me and my work over the years. iii TABLE OF CONTENTS ACKNOWLEDGMENTS iii INTRODUCTION: NOT THE WHOLE STORY: AN INTRODUCTION TO INCOMPLETION 1 CHAPTER ONE: “YOU HAVE TO IMAGINE A STORY BIGGER . THAN THE SUM OF YOUR PARTS”: COMPOSITING, CONTENT, AND FORM IN NARRATIVES OF GLOBALIZATION 33 CHAPTER TWO: DECENTERING GLOBALIZATION: THE PARADOXICAL IMPORTANCE OF KEEPING COMPLEX CONNECTIVITY ON NARRATIVES’ MARGINS 91 CHAPTER THREE: “A BLEND OF HUMAN AND COMPUTER MEANINGS”: NEW MEDIA LITERATURE AND THE GLOBALIZATION OF MODERN IDENTITIES 146 CHAPTER FOUR: POSTHUMAN TECHNOLOGICAL PERSPECTIVES ON A GLOBALIZED WORLD 209 CHAPTER FIVE: “THERE ARE THINGS THAT MUST BE LOOKED AT INDIRECTLY”: POSTMEMORY, POST-AMNESIA, AND SPATIO-TEMPORAL COMPOSITING 262 CONCLUSION: COMPOSITING IN THE CLASSROOM 311 REFERENCE LIST 322 VITA 337 iv INTRODUCTION NOT THE WHOLE STORY: AN INTRODUCTION TO INCOMPLETION “’Everywhere was now a part of everywhere else. Russia, America, London, Kashmir. Our lives, our stories, flowed into one another’s, were no longer our own, individual, discrete” (Rushdie 37). So thinks India Ophuls, protagonist of Salman Rushdie’s Shalimar the Clown, even before she learns the extent of her connectedness to international politics, systematic oppression, and terrorism. Even without the deeply personal connections explored by the novel, India is acutely aware of complex connectivity and information overload as growing challenges in an age of accelerating globalization. With increased connectivity come proliferating contexts, and with rapidly developing communications media it becomes increasingly easy to explore multiple contexts in parallel, alternating, or sequential ways—in many cases directly from the smartphone in your pocket. To understand a world characterized by increasingly complex forces, structures, and experiences of globalization, we must inevitably simplify things into graspable forms. The need to understand complexity is not new, but the scale of the simplifications necessary and the widespread awareness of the need for them are dramatically increased under accelerated globalization and intensified, 1 2 technologized connectivity.1 What must I take into account? What can I safely ignore? What entities and relationships should structure my understanding of the world? Or my understanding of my place within these larger structures? Today these questions are relevant everywhere, as local frames of reference and action become increasingly interwoven with the rest of the globe. Roland Robertson defines globalization as the “concrete global interdependence” and “compression of the world” as well as “the intensification of consciousness of the world as a whole,” both accelerating in modern times (Globalization 8). He asserts that “as globalization proceeds, challenges are increasingly presented to the stability of particular perspectives on, and collective and individual participation in, the overall globalization process” (29). In this dissertation I will argue that people around the world are meeting the challenges of increased globalized connectivity and increased consciousness of it by constructing—in literary and everyday contexts—composite frameworks of understanding and narrative representation. Extending the media studies technical term “compositing” (combining discrete elements into integrated images) to narrative theory, I argue that narrative compositing—piecing together representations of self and world by selecting from an overwhelming quantity of relevant issues, approaches, contexts, representations, 1 Too Much to Know, Ann M. Blair’s study of early modern European scholarly information management, details, for instance, the long history of the perception of information overload, but also stresses unprecedented jumps in the severity of the challenge in both the Renaissance and our own time as a result of new technologies, increased global connectivity, and the prominence of cultural attitudes focused on collecting and managing information (3, 11, 12). Compositing, like globalization, has a long history but has entered a new contemporary stage of acceleration. 3 identities, and communities—helps make globalized connectivity comprehensible in narrative terms. Compositing simplifies without homogenizing and allows us to remain wary of the risks of oversimplification as we read, write, and simply lead our everyday lives.2 Compositing is not a cultural condition but a pervasive strategy that offers a new way of thinking about the challenges of globalization. Since at least 1979, when Jean-François Lyotard published The Postmodern Condition, cultural critics have been asserting that we live in a postmodern age while also paradoxically arguing against the universality of any cultural condition.3 Fields like postcolonial studies and globalization studies have complicated contemporary periodization. No contemporary cultural condition claiming universality has gained critical or popular traction to nearly the degree that postmodernism did. Many critics continue to work under the rubric of postmodernism, while others wishing to break with or develop its tenets have instead adopted concepts like post-postmodernism or metamodernism to describe cultural conditions that have moved decisively beyond 2 Compositing thus addresses what Robertson sees as a “moral issue” of globalized complexity wherein “in order for one to have a ‘realistic’ view of the world as a whole” we must accept “the relative autonomy of each of the four main components” of the global field (individuals, nations, international relations and systems, and humankind as a whole) as well as their interconnection and mutual constraints (28). This is a moral issue because “overemphasis on one to the expense of attention to the other three constitutes a form of ‘fundamentalism’” (28). 3 The concept of the “information society,” another response to increasing information overload stemming from accelerating globalization and advances in knowledge production and distribution technologies, originated perhaps twenty years earlier with the work of economist Fritz Machlup (Beniger 21). 4 postmodernism (Nealon; Timmer; Vermeulen and van den Akker).4 Though it is tempting to see the era of globalization as a new period breaking with postmodernism, I argue that analysis of contemporary global fiction and new media literature suggests that globalization and increasing technological connectivity do not offer a universal cultural condition to replace postmodernism. What they do reveal is a cultural landscape in which multiple experiences and understandings of the world complement and contradict each other, one that benefits from an understanding of postmodernism. My project focuses on literary representations and enactments of these interactions between different experiences and models of the world, both within and among individuals, groups, and modern technological networks and media. My dissertation will analyze the emergence of newly prominent, composite narrative structures responsive to contemporary globalization. These narrative composites require that we rethink how the postmodern condition and postmodern narratives accommodate the challenges of globalization. Robertson notes that amidst the accelerating connectivity of contemporary globalization, we are all engaged “in this ‘postmodern game’ of making histories and inventing traditions. 4 For Jeffrey T. Nealon,
Recommended publications
  • Luminosity | a Re-Imagining of Twilight | by Alicorn
    Luminosity by Alicorn You don't have to make a hundred mistakes for everything to disintegrate around you. One will do. One wrong risk, one misplaced trust, one careless guess is enough to destroy the one thing you can least afford to lose. But I'd never had any reason to imagine that my disaster would befall me at the time when I was most unexpectedly safe. pg. 1 1. Forks 2. The Cullens 3. The Reveal 4. Matchmaking 5. Vampires 101 6. Edward 7. Souls 8. The Future 9. Witches and Werewolves 10. Coven 11. Volterra 12. Norway 13. Newborn 14. Self-Control 15. Honeymoon 16. Ambition 17. Rachel 18. Clearwater 19. Denali 20. Europe 21. Hybrid 22. Maggie 23. Sue 24. Delivery 25. Expectations 26. Little Witch 27. Scatter 28. Ashes 29. Things Left Behind pg. 2 Forks Here is how I decided to live with my father in Washington. My favorite three questions are, What do I want?, What do I have?, and How can I best use the latter to get the former? Actually, I'm also fond of What kind of person am I?, but that one isn't often directly relevant to decision making on a day-to-day basis. What did I want? I wanted my mother, Renée, to be happy. She was the most important person to me, bar none. I also wanted her around, but when I honestly evaluated my priorities, it was more important that she be happy. If, implausibly, I had to choose between Renée being happy on Mars, and Renée being miserable living with me as she always had - I wouldn't be thrilled about it.
    [Show full text]
  • Jak Videohry Vyprávějí Příběhy Analýza Aktuálních Klíčových Videoher Hlavního Proudu
    Masarykova univerzita Filozofická fakulta Ústav hudební vědy Teorie interaktivních médií Bc. Jaroslav Kolář Magisterská diplomová práce Jak videohry vyprávějí příběhy Analýza aktuálních klíčových videoher hlavního proudu Vedoucí práce: Mgr. Zuzana Husárová, Ph.D. 2013 1 2 Čestné prohlášení Prohlašuji, že jsem práci vypracoval samostatně. Všechny prameny a literaturu, které jsem při vypracování používal, v práci řádně uvádím. V Brně, 4. ledna 2013 3 Narativní potenciál videoher byl na konci 20. století podceňován nebo zcela přehlížen. Vzhledem k rychlému vývoji na poli videoher je nutné přezkoumat aktuální situaci. Objektem této práce jsou klíčové videohry hlavního proudu vydané mezi lety 2010-2012. Podrobným vnímáním ludické a narativní podstaty vybraných videoher hledá tato práce odpověď na otázku „Jakým způsobem videohry vyprávějí příběhy?“ a to z perspektivy nahlížení na příběhy jako na transmediální fenomény. 4 První kapitola – Úvod ............................................................................................................................. 7 Cíl této práce ....................................................................................................................................... 9 Jak budu postupovat ............................................................................................................................ 9 Druhá kapitola – Uvedení do problematiky .......................................................................................... 10 Sjednocení důležitých pojmů ...........................................................................................................
    [Show full text]
  • The Search for the "Manchurian Candidate" the Cia and Mind Control
    THE SEARCH FOR THE "MANCHURIAN CANDIDATE" THE CIA AND MIND CONTROL John Marks Allen Lane Allen Lane Penguin Books Ltd 17 Grosvenor Gardens London SW1 OBD First published in the U.S.A. by Times Books, a division of Quadrangle/The New York Times Book Co., Inc., and simultaneously in Canada by Fitzhenry & Whiteside Ltd, 1979 First published in Great Britain by Allen Lane 1979 Copyright <£> John Marks, 1979 All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the copyright owner ISBN 07139 12790 jj Printed in Great Britain by f Thomson Litho Ltd, East Kilbride, Scotland J For Barbara and Daniel AUTHOR'S NOTE This book has grown out of the 16,000 pages of documents that the CIA released to me under the Freedom of Information Act. Without these documents, the best investigative reporting in the world could not have produced a book, and the secrets of CIA mind-control work would have remained buried forever, as the men who knew them had always intended. From the documentary base, I was able to expand my knowledge through interviews and readings in the behavioral sciences. Neverthe- less, the final result is not the whole story of the CIA's attack on the mind. Only a few insiders could have written that, and they choose to remain silent. I have done the best I can to make the book as accurate as possible, but I have been hampered by the refusal of most of the principal characters to be interviewed and by the CIA's destruction in 1973 of many of the key docu- ments.
    [Show full text]
  • Mbk-Game Engine Lecture
    Game Tools MARY BETH KERY - ADVANCED USER INTERFACES SPRING 2017 2 person team 3 years ART 300 person team GAME DESIGN 10 years ENGINEERING Final Fantasy 15 PRODUCTION/BUSINESS TECHNICAL CHALLENGES OF VIDEO GAMES 1. Video games are real time complex simulations, and must be efficient. TECHNICAL CHALLENGES OF VIDEO GAMES 1. Video games are real time complex simulations, and must be efficient. 1999 Roller Coaster Tycoon written by one guy in x86 assembly language TECHNICAL CHALLENGES OF VIDEO GAMES 1. Video games are real time complex simulations, and must be efficient. Today, more flexibility in language Typically Object-Oriented Use development tools like Visual Studio or Eclipse TECHNICAL CHALLENGES OF VIDEO GAMES 2. People have high expectations for interactive worlds with lots of content TECHNICAL CHALLENGES OF VIDEO GAMES 2. People have high expectations for interactive worlds with lots of content Lots of content on tight deadlines. Glitches and crashes are BAD. TECHNICAL CHALLENGES OF VIDEO GAMES 3. Real time 3D graphics simulations Doom 1993 Levels, dungeons, and rooms were not only for game pacing, but to limit the number of objects to compute and render at a time. TECHNICAL CHALLENGES OF VIDEO GAMES 3. Real time 3D graphics simulations 2016 graphics Pixar - Piper Final Fantasy 15 Gregory, Jason. Game engine architecture. CRC Press, 2009. Game Engines Tools that fit the pieces together Game Engine GAME ENGINES: HISTORY 1990s First-person shooters: Doom by id Software GAME ENGINES: HISTORY Architecture separates core software from game- specific assets ASSETS “ENGINE” SOFTWARE Art assets 3D graphics rendering Game Collision detection map/environments Audio system Rules of play GAME ENGINES: HISTORY 1990’s Separation of game engine allowed “mods” by replacing assets ASSETS “ENGINE” SOFTWARE Art assets 3D graphics rendering Game Collision detection map/environments Audio system Rules of play Not okay mod.
    [Show full text]
  • Systematic Literature Review of Realistic Simulators Applied in Educational Robotics Context
    sensors Systematic Review Systematic Literature Review of Realistic Simulators Applied in Educational Robotics Context Caio Camargo 1, José Gonçalves 1,2,3 , Miguel Á. Conde 4,* , Francisco J. Rodríguez-Sedano 4, Paulo Costa 3,5 and Francisco J. García-Peñalvo 6 1 Instituto Politécnico de Bragança, 5300-253 Bragança, Portugal; [email protected] (C.C.); [email protected] (J.G.) 2 CeDRI—Research Centre in Digitalization and Intelligent Robotics, 5300-253 Bragança, Portugal 3 INESC TEC—Institute for Systems and Computer Engineering, 4200-465 Porto, Portugal; [email protected] 4 Robotics Group, Engineering School, University of León, Campus de Vegazana s/n, 24071 León, Spain; [email protected] 5 Universidade do Porto, 4200-465 Porto, Portugal 6 GRIAL Research Group, Computer Science Department, University of Salamanca, 37008 Salamanca, Spain; [email protected] * Correspondence: [email protected] Abstract: This paper presents a systematic literature review (SLR) about realistic simulators that can be applied in an educational robotics context. These simulators must include the simulation of actuators and sensors, the ability to simulate robots and their environment. During this systematic review of the literature, 559 articles were extracted from six different databases using the Population, Intervention, Comparison, Outcomes, Context (PICOC) method. After the selection process, 50 selected articles were included in this review. Several simulators were found and their features were also Citation: Camargo, C.; Gonçalves, J.; analyzed. As a result of this process, four realistic simulators were applied in the review’s referred Conde, M.Á.; Rodríguez-Sedano, F.J.; context for two main reasons. The first reason is that these simulators have high fidelity in the robots’ Costa, P.; García-Peñalvo, F.J.
    [Show full text]
  • Appendix a Basic Mathematics for 3D Computer Graphics
    Appendix A Basic Mathematics for 3D Computer Graphics A.1 Vector Operations (),, A vector v is a represented as v1 v2 v3 , which has a length and direction. The location of a vector is actually undefined. We can consider it is parallel to the line (),, (),, from origin to a 3D point v. If we use two points A1 A2 A3 and B1 B2 B3 to (),, represent a vector AB, then AB = B1 – A1 B2 – A2 B3 – A3 , which is again parallel (),, to the line from origin to B1 – A1 B2 – A2 B3 – A3 . We can consider a vector as a ray from a starting point to an end point. However, the two points really specify a length and a direction. This vector is equivalent to any other vectors with the same length and direction. A.1.1 The Length and Direction The length of v is a scalar value as follows: 2 2 2 v = v1 ++v2 v3 . (EQ 1) 378 Appendix A The direction of the vector, which can be represented with a unit vector with length equal to one, is: ⎛⎞v1 v2 v3 normalize()v = ⎜⎟--------,,-------- -------- . (EQ 2) ⎝⎠v1 v2 v3 That is, when we normalize a vector, we find its corresponding unit vector. If we consider the vector as a point, then the vector direction is from the origin to that point. A.1.2 Addition and Subtraction (),, (),, If we have two points A1 A2 A3 and B1 B2 B3 to represent two vectors A and B, then you can consider they are vectors from the origin to the points.
    [Show full text]
  • Chapter 00. Why Java for Games Programming?
    Java Prog. Techniques for Games. Chapter 00. Why Java? Draft #1 (18th July '04) Chapter 00. Why Java for Games Programming? This is where I revisit many discussions (i.e. arguments) about why Java is not a crazy choice for games programming. Possibly this chapter isn't necessary since you're already convinced of Java's qualities. But maybe you're not quite sure. 1. First the Advantages, but briefly... One of my assumptions is that the reader (that's you) already has an introductory knowledge of Java, the sort of stuff gleaned from a semester's course at college. Near the start of that course, you'll have been regaled with Java's many advantages: object orientation, cross-platform support, code reuse, ease of development, tool availability, reliability and stability, good documentation, support from Sun Microsystems, low development costs, the ability to use legacy code (e.g. C, C++), and increased programmer productivity. Rather than explain each of them again, I'll take a different approach. I'll discuss Java's suitability for games programming in terms of the typical misconceptions/complaints wheeled out by people who think that games must be implemented in C, or C++, or assembler, or whatever (so long as its not Java). Here's the list, briefly: • Java is too slow for games programming; • Java has memory leaks; • Java is too high-level; • Java isn't supported on games consoles, so why bother using it; • No one uses Java to write real games; • Sun Microsystems isn't interested in supporting Java gaming. 2. Java is Too Slow for Games Programming They mean that Java is slow compared to C or C++, the dominant languages for games programming at the moment.
    [Show full text]
  • CMSC 425 Game Programming1
    CMSC 425 Game Programming1 David M. Mount Department of Computer Science University of Maryland Spring 2015 1Copyright, David M. Mount, 2015, Dept. of Computer Science, University of Maryland, College Park, MD, 20742. These lecture notes were prepared by David Mount for the course CMSC 425, Game Programming, at the University of Maryland. Permission to use, copy, modify, and distribute these notes for educational purposes and without fee is hereby granted, provided that this copyright notice appear in all copies. Lecture Notes 1 CMSC 425 Lecture 1: Introduction to Game Programming Sources: Further information can be found in the first chapter of Introduction to Game Development (2nd edition), ed. S. Rabin, 2009. Computer Game Programming: The famous game design Sid Meier once defined a computer game as \a series of interesting and meaningful choices made by the player in pursuit of a clear and compelling goal." A somewhat more concrete definition of a computer game, due to Mark Overmars, is \a software program in which one or more players make decisions through the control of game objects and resources, in pursuit of a goal." This course is concerned with the theory, practice, and technologies underlying the development of modern computer games of all varieties. A Brief History: Today's computer games constitute a multi-billion dollar industry. There is an incredible variety of game genres: strategy, sports, shooter, role-playing, racing, adventure, and so on. Some games induce their players to dedicate long hours in pursuit of a distant goal, and others can be picked up and played for just a few minutes.
    [Show full text]
  • An Overview Study of Game Engines
    Faizi Noor Ahmad Int. Journal of Engineering Research and Applications www.ijera.com ISSN : 2248-9622, Vol. 3, Issue 5, Sep-Oct 2013, pp.1673-1693 RESEARCH ARTICLE OPEN ACCESS An Overview Study of Game Engines Faizi Noor Ahmad Student at Department of Computer Science, ACNCEMS (Mahamaya Technical University), Aligarh-202002, U.P., India ABSTRACT We live in a world where people always try to find a way to escape the bitter realities of hubbub life. This escapism gives rise to indulgences. Products of such indulgence are the video games people play. Back in the past the term ―game engine‖ did not exist. Back then, video games were considered by most adults to be nothing more than toys, and the software that made them tick was highly specialized to both the game and the hardware on which it ran. Today, video game industry is a multi-billion-dollar industry rivaling even the Hollywood. The software that drives these three dimensional worlds- the game engines-have become fully reusable software development kits. In this paper, I discuss the specifications of some of the top contenders in video game engines employed in the market today. I also try to compare up to some extent these engines and take a look at the games in which they are used. Keywords – engines comparison, engines overview, engines specification, video games, video game engines I. INTRODUCTION 1.1.2 Artists Back in the past the term ―game engine‖ did The artists produce all of the visual and audio not exist. Back then, video games were considered by content in the game, and the quality of their work can most adults to be nothing more than toys, and the literally make or break a game.
    [Show full text]
  • Collation Sounds Boo
    In a nutshell……… Synthetic Phonics Teaching: The best way to teach the technical skills of reading (decoding) and spelling (encoding) in the English language is to teach the core code knowledge of The English Alphabetic Code in systematic steps and the three core skills of: 1. READING - sound out and blend (synthesise) the sounds (phonemes) represented by the letters and letter groups (graphemes) all-through-the-printed-word, from left to right (e.g. see ‘tray’, say “/t/ /r/ /ai/”, hear and say “tray”). 2. SPELLING - segment (or split up) the smallest identifiable sounds (phonemes) all-through-the-spoken-word (e.g. hear “tray”, identify /t/ /r/ /ai/) and then pull letter/s from memory to spell the word ‘tray’. 3. WRITING - record the correct shapes of the letters or letter groups (graphemes), from left to right, which represent the phonemes identified from segmenting the spoken word from beginning to end. The English Alphabetic Code: We can identify around 44 phonemes (the smallest identifiable sounds in words) in the English language but there are only 26 letters in The Alphabet to represent the 44+ sounds. Single letters and letters combined into letter groups act as code for the sounds, for example; the grapheme ‘ie’ is pronounced /igh/ as in the word ‘tie’. The English Alphabetic Code is complicated by the fact that it has many ‘spelling alternatives’ and ‘pronunciation alternatives’, for example; the grapheme ‘ie’ can also be pronounced /ee/ as in the word ‘chief’. The Alphabetic Code, therefore, needs to be taught explicitly and systematically for both reading and spelling.
    [Show full text]
  • Game Developer’S Sister Web Site): Simon Carless Game Developer “As Part of a Community of Game Publishers and Editor-In-Chief Is BPA Approved
    >> PRODUCT REVIEWS DAZ’S HEXAGON 2 * BETA PRODUCT PREVIEWS DECEMBER 2006 THE LEADING GAME INDUSTRY MAGAZINE POSTMORTEM: INTROVERSION’S DEFCON >>STATE OF THE INDUSTRY >>CREATE ALL HUMANS >>2006’S BEST PRODUCTS GAME PRIVACY WALKS ARTIFICIAL INTELLIGENCE FRONTLINE AWARD THE REVENUE PLANK FOR OPEN WORLD GAMES FINALISTS ANNOUNCED []CONTENTS DECEMBER 2006 VOLUME 13, NUMBER 11 FEATURES 13 STATE OF THE INDUSTRY: VIDEO GAME PIRACY Piracy has been a concern since games were first made available for sale. The PC is a particularly embattled platform as far as digital piracy, though console gamemakers have their fair share of troubles as well. Professionals from id, Macrovision, the ESA and other organizations explain where the industry’s biggest concerns lie and what we 13 might do in the future to disrupt pirate activities. Leave your eyepatch at home. By Paul Hyman 21 CREATING ALL HUMANS 26 Artificial intelligence is of paramount importance in all games, but flaws therein can be even more noticeable in open-world games, in which the player is given a wide POSTMORTEM range of control. Using a data-driven AI architecture, Pandemic Studios created a 21 26 DETONATING INTROVERSION’S DEFCON flexible system for DESTROY ALL HUMANS II Steam-distributed PC strategy title DEFCON was a completely that alleviated many of the typical independent project, continuing Introversion’s reputation as “the last of problems seen in open-world games. the bedroom programmers.” In this postmortem, team members from all By John Krajewski aspects of the game’s production weigh in about the logistics of releasing and popularizing a game with a sub $100,000 budget in this era of bloated budgets and gargantuan team sizes.
    [Show full text]
  • Research Article Unifying Rigid and Soft Bodies Representation: the Sulfur Physics Engine
    Hindawi Publishing Corporation International Journal of Computer Games Technology Volume 2014, Article ID 485019, 12 pages http://dx.doi.org/10.1155/2014/485019 Research Article Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine Dario Maggiorini, Laura Anna Ripamonti, and Federico Sauro Department of Computer Science, University of Milan, Via Comelico 39, 20135 Milan, Italy Correspondence should be addressed to Laura Anna Ripamonti; [email protected] Received 29 January 2014; Accepted 28 March 2014; Published 29 May 2014 Academic Editor: Ali Arya Copyright © 2014 Dario Maggiorini et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. Video games are (also) real-time interactive graphic simulations: hence, providing a convincing physics simulation for each specific game environment is of paramount importance in the process of achieving a satisfying player experience. While the existing game engines appropriately address many aspects of physics simulation, some others are still in need of improvements. In particular, several specific physics properties of bodies not usually involved in the main game mechanics (e.g., properties useful to represent systems composed by soft bodies), are often poorly rendered by general-purpose engines. This issue may limit game designers when imagining innovative and compelling video games and game mechanics. For this reason, we dug into the problem of appropriately representing soft bodies. Subsequently, we have extended the approach developed for soft bodies to rigid ones, proposing and developing a unified approach in a game engine: Sulfur.
    [Show full text]