Lsd Dream Emulator

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LSD DREAM EMULATOR 1 INDICE INTRO 1 Fonti principali 1 GAME DESIGN 9 Concept 9 Morfologia dell’ambiente di gioco 9 Esplorazione 12 Linking 13 NPC 14 The Gray Man 16 STATI DEL SOGNO 17 Texture 17 Audio Patterns 18 SCOPO DEL GIOCO 20 Grafico 20 Video 21 Poesie e notazioni 21 Flashback 22 ESPERIENZA DI GIOCO 23 Bad Trip 23 Slot machien dell’orrore 23 Fandom e fenomeno mediatico 24 EMULATORI ED EMULAZIONI 25 Doppio pirata 25 Remaking 25 Giuseppe Zagaria MESSAGGIO 26 Computer Games docente Emanuele Bertoni NTA - AABB @ Urbino NOTE E RIFERIMENTI 29 a.a. 2013/2014 In copertina Mascotte e logo originali 2 3 4 5 INTRO È il 1998. Fonti Principali A Novembre la SEGA rilascerà la sua Wikipedia ultima console, la Dreamcast, in Giap- en.wikipedia.org/wiki/LSD_(video_game) pone. Su Playstation titoli come Tekken, Wikia Tomb Raider e Crash Bandicoot assis- dreamemulator.wikia.com tono al rilascio del loro terzo episodio. È l’anno di nascita di saghe cult come Tumblr Grand Theft Auto, Diablo, Half-Life, fuckyeahlsddreamemulator.tumblr.com MediEvil e Oddworld. Metal Gear: Sol- id è già vecchio di un anno e Spyro the Dragon di un mese quando il 22 Ottobre la Asmik Ace Entertainement rilascia in Giappone, e solo in Giappone, uno dei titoli più oscuri e fraintesi della sto- ria della console. LSD: Dream Emulator è il controverso tentativo di trasporre in chiave video- ludica l’universo onirico di un essere Copertina ed interno della confezione. umano. Classificato come “Psychological hor- ror, Exploration game, Avant-garde” da Wikipedia, è più presente sulla rete di quanto non sia stato presente nelle console dal suo rilascio al 2010, anno in cui è stato rilasciato sul Playsta- tionNetwork giapponese. La ragione è da cercarsi nel fatto che la mole di elementi inspiegabili di questo gioco supera di gran lunga le spiegazioni for- nite e ciò ha creato un’intera cultura underground sul fenomeno. Sviluppi dell’acronimo nei video d’apertura. Nell’ordine: In primis il titolo, LSD, sembra essere -In Laughter the Spiritual Dream l’acronimo di qualcosa (oltre l’ovvio -In Leisure the Sonorus Dreams rimando al ben noto allucinogeno) -In Life the Sensuous Dream ma in realtà gli sviluppi offerti sono -In Logic rhe Symbolic Dream molteplici e solo “in LInking the Sapi- -In Limbo the Silent Dream -In Lunacy the Savage Dream ent Dream” sembra prevalere, di poco, -In Linking the Silent Dream sugli altri. 6 7 GAME DESIGN Concept Il cuore pulsante di LSD:Dream Emula- tor è il diario che una dipendente del- la Amsik Ace, Hiroko Nishikawa, ha tenuto per ben 10 anni, riempiendolo dei propri sogni. Il suo universo oniri- co è stato sviscerato, scomposto e reso un’inintricata mappa esplorabile. Gli accadimenti, i personaggi, le am- bientazioni e tutto ciò che è possibile incontrare nel gioco fanno riferimento ai suoi sogni direttamente o ne sono una lieve rielaborazione. Ciò ha fornito al direttore della produzione (nonchè responsabile della programmazione e della colonna sonora) Osamu Sato la più uniforme delle basi per trattare la più ipertrofica delle tematiche. Morfologia dell’ambiente di gioco L’ambiente di gioco, quindi, è un’unico labirinto onirico, intearamente esplor- abile in modalità free roaming, dalla forma forma quadrata. Esso è suddivi- so in una serie di aree di dimensione variabile collegate da tunnel. Quanto segue è stato elaborato dalla rete basandosi sulla mappa disponibile all’interno dell’ambientazione stessa del gioco, in una delle aree più piccole e remote. Su di essa sono segnati alcu- ni punti che il fandom ha riconosciuto come: Alcune scan dal diario di Hiroko Nishikawa 8 9 Violence District Ambiente cittadino, notturno, vuoto se non per la prsenza di cadaveri, alcune navi al porto ed una buca scavata da un mezzo pesante. Probabilmente il posto più scuro di tutto il gioco. Kyoto Un villaggio in stile tradizionale giap- ponese, solitamente un posto mol- to calmo da visitare, chiaro e ricco di personalità tranquille ed immense dai lunghi kimono, statue di mani e piedi giganti che spuntano dal terreno, gob- lin e minotauri facchini. Bright Moon Cottage Un’albergo-appartamento in mezzo al nulla, completamente visitabile, ma dai piani identici. Ad attenderci all’en- trata dell’ampio bar troviamo una fida- tissima testa gigante dietro il bancone e salendo nei pini identici si incontra- no corvi, bambini giganti e infine, sul tetto, la luna. sopra:Mappa dell’ambian- tazione presente nell’am- Pit & Temple biente stesso, in una delle Un cortile quadrato in mezzo al deser- isole riportate in basso a to, vuoto, circondato da mura di matto- sinistra. ni su cui si intervallano statue di quello che sembra il Buddha. Al centro, tra le passerelle di mattoni nel prato si apre una voragine quadrata . E’ possibile incontrare elefanti rosa volanti o dan- altro: I luoghi descritti. zanti ed uno pterodattilo in quest’area. Happytown Un’interà città di giocatooli, dai colori stordenti e ricca di movimento. Sull’im- menso tappeto di colori si possono in- contrare infatti un trenino su rotaie, dei soldatini giocattolo, pinguini, punti interrogativi, una luna, una bocca vo- lante e molto altro. 10 11 Il resto delle aree a cui è stato dato un na che gioca col cerchio ed il bastone. conseguenza del colpo l’eliminazi- nome ma non sono segnate/presenti Anche quest’area non e riportata sulla one dell’oggetto dallo schermo, qui si sulla mappa sono: mappa e non è collegata da tunnel può certamente affermare che il colpo elimina il giocatore. Questo processo Natural World Flesh Tunnels è il fulcro della meccanica di gioco e Macro area contenitore alla quale Letteralmente corridoi di carne. L’as- prende il nome di Linking. sono collegate le 5 aree principali seg- petto è quello di budella umane, per- nate sulla mappa con diversi tunnel. corse da venature e tessuti molli. Vi si Quest’ambiente naturale è ricco di pra- incontrano spesso piccoli feti che mar- Linking ti, deserti, fiumi, alberi, crepacci e pon- ciano e lottatori di sumo. Benchè non sia possibile aprire/chi- ti. Cio che vi si può incontrare è molto udere porte, raccogliere ed utilizzare vario. Si va dai bambini ai pesci volanti, Sun Faces Heave oggetti, spostare elementi, o intrapren- Menù iniziale dalle finestre sospese ai cristalli. In un Un ponte cristallino che finisce in en- dere una qualsiasi forma di comunica- corso d’acqua si può scorgere una ver- trambe le direzioni nella bocca spala- zione con gli NPC, è in realtà possibile sione sommersa dell’area Violent Dis- cata di due enormi Soli dal volto uma- interagire con ogni elemento presente trict. no. E’ possibile incontrare un grosso in ogni ambiente, ad esclusione del astronauta fluttuante in quest’area. Pur pavimento, semplicemente entrando Long Halley non essendo sulla mappa il ponte è in contatto fisico ed a volte anche solo Una delle zone non riportate sulla collegato tramite le bocche dei Soli che visivo con esso. mappa. È una distorsione dei corridoi sono, in effetti, tunnel. Quando ciò succede e il Linking viene di Bright Moon Cottage, resi un tunnel attivato si assiste ad un flash colorato pressochè infinito di porte identiche. che abbaglia completamente la visuale Raggiunto l’estremo del corridoio la pa- Esplorazione e che, una volta scomparso, ci lascia in rete frontale si apre rivelando un cielo A gioco appena cominciato nel menù un punto diverso della mappa. Esempio di Linking sereno. l’indicatore dei giorni segnerà DAY 1. Selezionando Start il giocatore si tro- Non si è mai sicuri di dove si verrà Andando contro la parete tutto diventa rosso per poi esplodere in un flash colorato che, Monument Park verà all’interno dei propri sogni e, di Linkati, si crede che questo dipenda svanendo, ci lascia in un’altra area. Una stanza chiusa col pavimento in partita in partita, avrà fino a 10 minuti da molti fattori, oltre che ovviamente erba due panchine e diversi monu- di tempo per esplorare quello che vuole dall’elemento urtato. Non sono rari i menti che comprendono la Tour Eiffel, (a meno che non “muoia” cadendo in casi in cui un elemento Linki spesso o la Sfinge, un mulino a vento e il Big Ben. una voragine o in uno dei pochi altri nella maggior parte dei casi ad un pun- Non succede molto in quest’area. modi possibili). to fisso, pochi sono i collegamenti sta- bili. Clockwork Machine Le azioni a disposizione del giocatore Un’enrome sistema di sfere orbitanti sono limitate ed elementari. Esse si ri- Il colore del flash che fa, in buona sos- meccaniche in un padiglione roton- ducono al movimento nelle quattro di- tanza, da sipario tra un’ambientazione do. Questa stanza non solo non è sulla rezioni consentite dai tasti direzionali all’altra può variare anche di molto ma mappa, ma non è collegata tramite al- del controller camminando o correndo in genere è bianco, blu, o rosso. I primi cun tunnel alle altre aree. tramite la pressione continuativa del due indicano che il prossimo ambiente tasto X, più la possibilità di guardare sarà positivo e che il sogno sta pren- Black space in alto ed in basso rispettivamente con dendo una piega più lucida, mentre il Un pavimento lastricato di bianco, di al- Triangolo e Quadrato. rosso indica che il sogno sta per diven- cuni metri quadrati, sospeso nel nulla. Suddividendo l’interazione come Ali- tare più oscuro e confuso. Su di esso galleggiano molti cubi scuri novi potremmo dire che la Manipolazi- ed è possibile incontrare una bambi- one in questo titolo si riduce ad Evitare e Colpire [1]. Se però egli assegna come 12 13 La cattiva riuscita di questi movimenti NPC all’interno del gioco denota una scarsa Le entità che popolano il mondo onirico attenzione a questo aspetto anche se di LSD sono molto evanescenti.
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    Video Games Production Networks: value capture, power relations and embeddedness GPN Working Paper 10 September 2004 Working paper prepared as part of the ERSC Research Project R000238535: Making the Connections: Global Production Networks in Europe and East Asia. Not to be quoted without the prior permission of the project team. 1 Video Games Production Networks: value capture, power relations and embeddedness Abstract This paper has two main aims. First, to conceptualise the production networks of the video games industry through an examination of its evolution into a multi-million dollar industry. Second, to use the video games industry to demonstrate the utility of Global Production Network approaches to understanding the geographically uneven impacts of processes of globalisation. In particular, three key notions of value, power and embeddedness are used to reveal the most powerful actors in the production network, how they maintain and exercise their power, and how the organisation of production is manipulated as a result. It is argued that while hardware production is organised by console manufacturers using truly global sourcing strategies, the production of software is far more complex. In fact, software production networks are bounded within three major economic regions – Western Europe, North America and Asia Pacific. This paper seeks to explain how and why this has occurred. 2 1. Introduction The video games industry1 was born during the early 1960’s and has rapidly, and almost continuously, grown in size and scope ever since. It is estimated that the industry was worth around $23.2 billion in 2003, and is predicted to reach $33.4 billion in 2008 (DFC Intelligence, 2004).