Heavy Rain – How I Learned to Trust the Designer José P. Zagal Jzagal
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Becoming Human? Ableism and Control in <Em>Detroit: Become
Human-Machine Communication Volume 2, 2021 https://doi.org/10.30658/hmc.2.7 Becoming Human? Ableism and Control in Detroit: Become Human and the Implications for Human- Machine Communication Marco Dehnert1 and Rebecca B. Leach1 1 The Hugh Downs School of Human Communication, Arizona State University, Tempe, AZ, USA Abstract In human-machine communication (HMC), machines are communicative subjects in the creation of meaning. The Computers are Social Actors and constructivist approaches to HMC postulate that humans communicate with machines as if they were people. From this perspective, communication is understood as heavily scripted where humans mind- lessly apply human-to-human scripts in HMC. We argue that a critical approach to com- munication scripts reveals how humans may rely on ableism as a means of sense-making in their relationships with machines. Using the choose-your-own-adventure game Detroit: Become Human as a case study, we demonstrate (a) how ableist communication scripts ren- der machines as both less-than-human and superhuman and (b) how such scripts manifest in control and cyborg anxiety. We conclude with theoretical and design implications for rescripting ableist communication scripts. Keywords: human-machine communication, ableism, control, cyborg anxiety, Computers are Social Actors (CASA) Introduction Human-Machine Communication (HMC) refers to both a new area of research and concept within communication, defined as “the creation of meaning among humans and machines” (Guzman, 2018, p. 1; Fortunati & Edwards, 2020). HMC invites a shift in perspective where CONTACT Marco Dehnert • The Hugh Downs School of Human Communication • Arizona State University • P.O. Box 871205 • Tempe, AZ 85287-1205, USA • [email protected] ISSN 2638-602X (print)/ISSN 2638-6038 (online) www.hmcjournal.com Copyright 2021 Authors. -
Rewriting the Story: Videogames Within the Post-Gamergate Society
Jones 1 Abigail Jones English 4995 Joanna Hearne Rewriting the Story: Videogames within the Post-Gamergate Society “Begin like this: If photographs are images, and films are moving images, then video games are actions.” - Gaming: Essays on Algorithmic Culture, Alexander Galloway Staring through the scope in Call of Duty Modern Warfare (2007), as you navigate through the boggy swamps of some exotic jungle, there is never any doubt that you are in control. The operator’s thumbs roll over the toggles of the controller signaling to the consul how the character on screen must move. By enacting actions within the real world, players affect the actions of the avatar within the game world. To any well-versed videogame player, this is common knowledge; when one plays a videogame it is to be engaged within the world of the game and to ultimately achieve the programmed goal of the game. Up until the creation of the videogame, mediums of entertainment were largely spectator based. While reading a book you may turn the page, but you do not affect the ending of the book. When viewing a movie you may be actively watching, but you are not able to change the ending of the movie. But when playing a videogame the decisions made within the game determine whether the goal is reached, or if it is not: game over. In Alexander Galloway’s essay, “Gaming: Essays on Algorithmic Culture,” he defines videogames as a medium based upon action; “There has emerged in recent years a whole new medium, computers and in particular videogames, whose foundation is not in looking and reading but in the instigation of material change through action.” It is this Jones 2 action that appeals to players--the level of interactivity and agency. -
The Role of Audio for Immersion in Computer Games
CAPTIVATING SOUND THE ROLE OF AUDIO FOR IMMERSION IN COMPUTER GAMES by Sander Huiberts Thesis submitted in fulfilment of the requirements for the degree of PhD at the Utrecht School of the Arts (HKU) Utrecht, The Netherlands and the University of Portsmouth Portsmouth, United Kingdom November 2010 Captivating Sound The role of audio for immersion in computer games © 2002‐2010 S.C. Huiberts Supervisor: Jan IJzermans Director of Studies: Tony Kalus Examiners: Dick Rijken, Dan Pinchbeck 2 Whilst registered as a candidate for the above degree, I have not been registered for any other research award. The results and conclusions embodied in this thesis are the work of the named candidate and have not been submitted for any other academic award. 3 Contents Abstract__________________________________________________________________________________________ 6 Preface___________________________________________________________________________________________ 7 1. Introduction __________________________________________________________________________________ 8 1.1 Motivation and background_____________________________________________________________ 8 1.2 Definition of research area and methodology _______________________________________ 11 Approach_________________________________________________________________________________ 11 Survey methods _________________________________________________________________________ 12 2. Game audio: the IEZA model ______________________________________________________________ 14 2.1 Understanding the structure -
DETROIT: BECOME HUMAN Author of the Review QUANTIC DREAM: Detroit: Become Human (Playstation 4 Ver- Sion)
BIBLIOGRAPHY The state of Online Gaming – 2018. Market Research. [online]. [2020-03-22]. Available at: <https:// www.limelight.com/resources/white-paper/state-of-online-gaming-2018/>. DETROIT: BECOME HUMAN Author of the review QUANTIC DREAM: Detroit: Become Human (PlayStation 4 ver- sion). [digital game]. Tokyo, San Mateo, CA : Sony Interactive Kateryna Nykytchenko, CSc. Entertainment, 2018. Kyiv National Linguistic University Faculty of Translation Studies Velyka Vasylkivska 73 Łukasz P. Wojciechowski 036 80 Kyiv UKRAINE “I’ve learned a lot since I met you, Connor. Maybe there’s something to this… Maybe [email protected] you really are alive. Maybe you’ll be the ones to make the world a better place… Go ahead, and do what you gotta do.” Hank Anderson, police lieutenant (human) works with his part- ner, Connor (android). Detroit: Become Human by author David Cage is a third-person adventure, similar to the previous games from the studio Quantic Dream1, Heavy Rain2 or Beyond: Two Souls3. And, just like the previous ones, they put a strong emphasis on ramifications of the story, choosing replicas of dialogues or emotional settings, which significantly affect the story and thus create more endings as well. The game follows the implementation of the three rules of robotics by Isaac Asimov that ensure the obedience of androids and their inability to hurt their human owners. The game follows the story of three androids, two of whom are beginning to show signs of faultiness and who strive to cope with their artificial origin, their human needs, wishes and desires. Those androids that ‘wake up’ and evolve beyond their original settings by the CyberLife company are referred to as ‘deviants’. -
Universidade Federal Do Rio Grande Do Sul Faculdade De Biblioteconomia E Comunicação Curso De Publicidade E Propaganda
UNIVERSIDADE FEDERAL DO RIO GRANDE DO SUL FACULDADE DE BIBLIOTECONOMIA E COMUNICAÇÃO CURSO DE PUBLICIDADE E PROPAGANDA DENI ELIEZER SILVA DA SILVA JUNIOR JOGO OU NARRATIVA? Um Estudo de Heavy Rain Porto Alegre 2018 DENI ELIEZER SILVA DA SILVA JUNIOR JOGO OU NARRATIVA? Um Estudo de Heavy Rain Trabalho de Conclusão de Curso apresentado como requisito parcial para obtenção do título de Bacharel pelo Curso de Publicidade e Propaganda da Universidade Federal do Rio Grande do Sul Orientadora: Profa. Dra. Suely Dadalti Fragoso Co-orientadora: Ma. Mariana Amaro Porto Alegre 2018 DENI ELIEZER SILVA DA SILVA JUNIOR JOGO OU NARRATIVA: Um Estudo de Heavy Rain Trabalho de Conclusão de Curso apresentado como requisito parcial para obtenção do título de Bacharel pelo Curso de Publicidade e Propaganda da Universidade Federal do Rio Grande do Sul. Aprovado em ____ de ________________ de _________ BANCA EXAMINADORA Prof. Dr. Breno Maciel de Souza Profa. Dra. Sarah Moralejo 3 UNIVERSIDADE FEDERAL DO RIO GRANDE DO SUL FACULDADE DE BIBLIOTECONOMIA E COMUNICAÇÃO AUTORIZAÇÃO Autorizo o encaminhamento para avaliação e defesa pública do TCC (Trabalho de Conclusão de Cursos) intitulado..................................................... ....................................................................................................................................................... ......................................................................................................................................................, de autoria de .............................................................................................................., -
Playstation Blast 16.Pdf
ÍNDICE Pegue a pipoca e vamos além A discussão em torno de jogos cinematográficos não é de hoje, mas parece estar prestes a ganhar um novo foco de debates, o esperado Beyond: Two Souls (PS3). Nós não só preparamos uma Prévia desse grande lançamento, como também trouxemos um Blast from the Past de outra pérola da Quantic Dream: Indigo Prophecy (PS2). E se você acha que a participação de Ellen Page na captura de movimentos de Beyond era um fato extraordinário, nós ainda trazemos um Especial com vários personagens inspirados em personalidades reais. Você confere isso e muito mais sobre os últimos lançamentos da família PlayStation! – Rafael Neves BLAST FROM THETOP PAST 10 ESPECIAL Indigo of Personagens e 04 Prophecy (PS2) suas Inspirações 43 PRÉVIA TOP 5 Beyond Two 5 Jogos da Disney 10 Souls (PS3) para Playstation 47 ANÁLISE ANÁLISE MAIS ONLINE! Persona 3 16 Portable (PSP) Heavy Rain (PS3) ANÁLISE ESPECIAL Killzone: Mercenary Jogos 22 (PSVita) Cinematográficos ANÁLISE PRÉVIA Dragon’s Crown(PS3) Killzone: Shadow 30 Fall (PS4) DISCUSSÃO DISCUSSÃO Jogos Tornam Diversão Deixou de 36 Alguém Violento? Ser Prioridade? playstationblast.com.br 2 / 52 HQ BLAST Os Dramas da Alma por Sybellyus Paiva DIRETOR GERAL / EDITORIAL / PROJETO GRÁFICO Sérgio Estrella DIRETOR DE PAUTAS Rodrigo Estevam DIRETOR DE REVISÃO Alberto Canen DIRETOR DE DIAGRAMAÇÃO Guilherme Vargas REDAÇÃO Thomas Schulze Samuel Coelho Alex Campos Fillipe Salles Rodrigo Estevam Rayner Lacerda Alberto Canen Rafael Neves REVISÃO Vitor Tibério Bruna Lima Rafael Neves Samuel Coelho Ramon de Oliveira José Carlos Alves DIAGRAMAÇÃO David Vieira Lucas Paes Eidy Tasaka Gabriel Leles Breno Madureira Leonardo Correia Ítalo Lourenço Tiffany B. -
New Slimmer and Lighter Playstation®3
FOR IMMEDIATE RELEASE NEW SLIMMER AND LIGHTER PLAYSTATION®3 TO HIT WORLDWIDE MARKET THIS SEPTEMBER Lower Price to Further Accelerate Expansion of the PlayStation®3 Platform Along with Extensive Software Title Line-up for Upcoming Holiday Season Tokyo, August 18, 2009 – Sony Computer Entertainment Inc. (SCE) today unveiled the new PlayStation®3 (CECH-2000A) (body color: charcoal black) computer entertainment system, featuring an extremely streamlined form factor with a 120GB Hard Disk Drive (HDD). The new PlayStation®3 (PS3®) system will become available in stores from September 1, 2009, in North America, Europe/ PAL territories and Asian countries and regions at a very attractive recommended retail price (RRP) of US$299 and €299, respectively. The system will become available in Japan on September 3, 2009, at a RRP of 29,980 yen (including tax). With the introduction of the new PS3 system, SCE will also reduce the price of the current PS3 with 80GB HDD to a RRP of US$299 from August 18 and €299 from August 19. Also in North America, the price of PS3 with 160GB HDD will be reduced to a RRP of US$399 from August 18. By launching a vast library of exciting and attractive software titles for PS3 this holiday season and offering customers a line-up of hardware models and pricing to match their preference, SCE will build on the momentum and further accelerate the expansion of the PS3 platform. The internal design architecture of the new PS3 system, from the main semiconductors and power supply unit to the cooling mechanism, has been completely redesigned, achieving a much slimmer and lighter body. -
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 -
Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiences
Media and Communication (ISSN: 2183–2439) 2021, Volume 9, Issue 1, Pages 49–61 DOI: 10.17645/mac.v9i1.3205 Article Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiences Rowan Daneels 1,*, Steven Malliet 1,2, Lieven Geerts 3, Natalie Denayer 1, Michel Walrave 1 and Heidi Vandebosch 1 1 Department of Communication Studies, University of Antwerp, 2000 Antwerp, Belgium; E-Mails: [email protected] (R.D.), [email protected] (S.M.), [email protected] (N.D.), [email protected] (M.W.), [email protected] (H.V.) 2 Inter-Actions Research Unit, LUCA School of Arts, 3600 Genk, Belgium 3 Department of Sociology, University of Antwerp, 2000 Antwerp, Belgium; E-Mail: [email protected] * Corresponding author Submitted: 29 April 2020 | Accepted: 21 June 2020 | Published: 6 January 2021 Abstract Emerging research has suggested that digital games can generate entertainment experiences beyond hedonic enjoyment towards eudaimonic experiences: Being emotionally moved, stimulated to reflect on one’s self or a sense of elevation. Studies in this area have mainly focused on individual game characteristics that elicit singular and static eudaimonic game moments. However, such a focus neglects the interplay of multiple game aspects as well as the dynamic nature of eudai- monic experiences. The current study takes a novel approach to eudaimonic game research by conducting a qualitative game analysis of three games (Assassin’s Creed Odyssey, Detroit: Become Human, and God of War) and taking system- atic notes on game experiences shortly after playing. Results reveal that emotionally moving, reflective, and elevating eudaimonic experiences were elicited when gameplay notes suggested a strong involvement with the game’s narrative and characters (i.e., narrative engagement) and, in some cases, narrative-impacting choices. -
Two Souls and Detroit: Become Human Are Avai- Lable on Steam
PARIS, JUNE 18 2020 HEAVY RAIN, BEYOND: TWO SOULS AND DETROIT: BECOME HUMAN ARE AVAI- LABLE ON STEAM. The Detroit: Community Play Twitch extension and two Stream Packs are also available for free at DetroitCom- munityPlay.com. Quantic Dream’s official eshop launches today preorders for the Detroit: Become Human Collector’s Edition on PC Quantic Dream S.A. announces the availability of its flagship titles on PC, on the online digital distribution service Steam: Heavy RainTM, Beyond: Two SoulsTM and Detroit: Become HumanTM. These three games are available directly on their dedicated Steam pages: • Heavy Rain : https://store.steampowered.com/app/960910/Heavy_Rain • Beyond: Two Souls : https://store.steampowered.com/app/960990/Beyond_Two_Souls • Detroit: Become Human : https://store.steampowered.com/app/1222140/Detroit_Become_Human Heavy RainTM and Beyond: Two SoulsTM are each available for 19,90€. Detroit: Become HumanTM is available for 39,90€. The Detroit: Become Human Collector’s Edition, exclusive to PC, is now available for preorders on the official Quan- tic Dream eshop: https://shop.quanticdream.com/products/detroit-become-human-collectors-edition This limited edition, with only 2500 units available worldwide, contains an exclusive set of 3 pins featuring key icons from the game, as well as a new 27-cm statue of the Android “Kara”, set atop a base illuminated by a halo of LED lights, with integrated movable robot arms. Meanwhile, the Detroit: Community Play experience is also making its debut and is available here: DetroitCommunityPlay.com Announced during the first-ever Quantic Stream on the studio’s official Twitch channel at twitch.com/QuanticDream, this interactive stream extension for the PC version of Detroit: Become HumanTM was designed by the team behind the game and is exclusively available for Twitch. -
Fahrenheit and the Premature Burial of Interactive Movies Jonathan Lessard Eludamos
Vol. 3, No. 2 (2009) http:/www.eludamos.org Fahrenheit and the premature burial of interactive movies Jonathan Lessard Eludamos. Journal for Computer Game Culture. 2009; 3 (2), p. 195-205 Fahrenheit and the premature burial of interactive movies JONATHAN LESSARD The role reserved for interactive movies in video game histories can usually be summed up like this: a short-lived experiment having created such great expectations that can only be compared to the consequent disappointment. The genre is pretty much considered dead and the appellation ‘interactive movie’ is even pejoratively used to describe games with too many non-interactive narrative sequences. The lesson to be learned from the experience, it seems, is that mixing video games and cinema can only lead to a product that is both a bad movie and a bad game. Interactive movies are, in the best cases, last-gen material. Yet, almost ten years after the release of the last ‘major’ interactive movie games like Gabriel Knight: The Beast Within (Sierra On-Line 1995) or Pandora Directive (Access Software, 1996), a game is published claiming to be “a unique combination of gaming and cinematography […]”.1 The game is Fahrenheit (Quantic Dream 2005), published in North America as Indigo Prophecy. This ‘original’ concept seems to please since the game reaches top positions of best-selling charts and now exceeds 700 000 copies sold. 2 Critical reception is also very positive if we are to believe the compiled scores from Metacritic.com: 85% and Mobygames.com: 83%. In his post-mortem published in the Game Developer journal, David Cage (2006) insists on the game’s special blend of cinema and video games: The cinematographic approach in Indigo Prophecy was an essential aspect of the game concept from the very beginning. -
Heavy Rain Trama
Heavy Rain Si potrebbe iniziare col dire semplicemente che Heavy Rain (il cui titolo completo è Heavy Rain: The Origami Killer con relativo “slogan”: “How far are you prepared to go to save someone you love? ”, tradotto in italiano: “Fino a che punto vi spingereste per salvare qualcuno che amate? ”) è un videogioco sviluppato da Quantic Dream in esclusiva per Sony PlayStation3. Invece con in mano un “gioco” del genere, che propone un’esperienza videoludica così innovativa, coinvolgente ed appassionante, si necessita assolutamente di iniziare questa recensione in ben altro modo. Innanzitutto, per la grande innovazione che si vuole dare con questo titolo, mi viene difficile limitare Heavy Rain al genere “videogioco” o “avventura grafica” (proprio in quest’ultima il suddetto viene inserito). E’ da vedersi come un vero e proprio film, un thriller, o come, sì, un’avventura grafica ma che si spinge parecchio nell’assomigliare ad una vera e propria opera cinematografica. David Cage (fondatore di Quantic Dream, nonché autore, tra gli altri, di un capolavoro come Fahrenheit) è l’ideatore di questo appassionante thriller interattivo (come spesso ho visto definire il gioco). Con quest’ultimo, David Cage prende le distanze dal solito concetto di videogioco a cui siamo stati abituati, con l’obiettivo di offrirci puro intrattenimento attraverso strumenti presi in prestito direttamente da Hollywood: il giocatore si catapulterà nel set dove diventerà attore e addirittura regista. C’è da precisare che Heavy Rain non accontenterà tutti, anzi! Molti si annoieranno a causa del ritmo decisamente lento, dal più che largo uso di narrazione riflessiva e, in particolar modo, molti giocatori potrebbero non mandare giù il sistema di controllo (d’altronde pensato per far in modo che il giocatore non distolga mai l’attenzione da ciò che sta succedendo sullo schermo).