History of Escape Games Examined Through Real-Life-And Digital Precursors and The
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The Craft of the Adventure
The Craft of the Adventure Five articles on the design of adventure games Second edition 1 Intro duction :: ::: :::: ::: :::: :::: ::: :::: ::: :::: :::: ::: :::: ::: :::: ::2 2 In The Beginning ::: :::: ::: :::: :::: ::: :::: ::: :::: :::: ::: :::: ::: ::: 3 3 Bill of Player's Rights : ::: :::: ::: :::: :::: ::: :::: ::: :::: :::: ::: :::: :7 4 A Narrative... ::: ::: :::: ::: :::: :::: ::: :::: ::: :::: :::: ::: :::: ::: :: 12 5 ...AtWar With a Crossword : : :::: ::: :::: :::: ::: :::: ::: :::: :::: :: 21 6 Varnish and Veneer : ::: :::: :::: ::: :::: ::: :::: :::: ::: :::: ::: :::: ::32 1 1 Intro duction 1 Intro duction Skill without imagination is craftsmanship and gives us many useful ob jects such as wickerwork picnic baskets. Imagination without skill gives us mo dern art. {Tom Stoppard, Artist Descending A Staircase Making b o oks is a skilled trade, like making clo cks. { Jean de la Bruy ere 1645-1696 If you're going to have a complicated story you must work to a map; otherwise you'll never make a map of it afterwards. {J.R.R.Tolkien 1892-1973 Designing an adventure game is b oth an art and a craft. Whereas art cannot be taught, only commented up on, craft at least can be handed down: but the tricks of the trade do not make an elegant narrative, only a catalogue. This small collection of essays is just such a string of grits of wisdom and half-baked critical opinions, whichmaywell leave the reader feeling unsatis ed. One can only say to such a reader that any book claiming to reveal the secret of how to paint, or to write novels, should be recycled at once into something more genuinely artistic, say a papier-mach e sculpture. If there is any theme here, it is that standards count: not just of comp etent co ding, but of writing. -
Nordic Game Is a Great Way to Do This
2 Igloos inc. / Carcajou Games / Triple Boris 2 Igloos is the result of a joint venture between Carcajou Games and Triple Boris. We decided to use the complementary strengths of both studios to create the best team needed to create this project. Once a Tale reimagines the classic tale Hansel & Gretel, with a twist. As you explore the magical forest you will discover that it is inhabited by many characters from other tales as well. Using real handmade puppets and real miniature terrains which are then 3D scanned to create a palpable, fantastic world, we are making an experience that blurs the line between video game and stop motion animated film. With a great story and stunning visuals, we want to create something truly special. Having just finished our prototype this spring, we have already been finalists for the Ubisoft Indie Serie and the Eidos Innovation Program. We want to validate our concept with the European market and Nordic Game is a great way to do this. We are looking for Publishers that yearn for great stories and games that have a deeper meaning. 2Dogs Games Ltd. Destiny’s Sword is a broad-appeal Living-Narrative Graphic Adventure where every choice matters. Players lead a squad of intergalactic peacekeepers, navigating the fallout of war and life under extreme circumstances, while exploring a breath-taking and immersive world of living, breathing, hand-painted artwork. Destiny’s Sword is filled with endless choices and unlimited possibilities—we’re taking interactive storytelling to new heights with our proprietary Insight Engine AI technology. This intricate psychology simulation provides every character with a diverse personality, backstory and desires, allowing them to respond and develop in an incredibly human fashion—generating remarkable player engagement and emotional investment, while ensuring that every playthrough is unique. -
DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? . -
Understanding Visual Novel As Artwork of Visual Communication Design
MUDRA Journal of Art and Culture Volume 32 Nomor 3, September 2017 292-298 P-ISSN 0854-3461, E-ISSN 2541-0407 Understanding Visual Novel as Artwork of Visual Communication Design DENDI PRATAMA, WINNY GUNARTI W.W, TAUFIQ AKBAR Departement of Visual Communication Design, Fakulty of Language and Art Indraprasta PGRI. University, Jakarta Selatan, Indonesia [email protected] Visual Novel adalah sejenis permainan audiovisual yang menawarkan kekuatan visual melalui narasi dan karakter visual. Data dari komunitas pengembang Visual Novel (VN) Project Indonesia menunjukkan masih terbatasnya pengembang game lokal yang memproduksi Visual Novel Indonesia. Selain itu, produksi Visual Novel Indonesia juga lebih banyak dipengaruhi oleh gaya anime dan manga dari Jepang. Padahal Visual Novel adalah bagian dari produk industri kreatif yang potensial. Studi ini merumuskan masalah, bagaimana memahami Visual Novel sebagai karya seni desain komunikasi visual, khususnya di kalangan mahasiswa? Penelitian ini merupakan studi kasus yang dilakukan terhadap mahasiswa desain komunikasi visual di lingkungan Universitas Indraprasta PGRI Jakarta. Hasil penelitian menunjukkan masih rendahnya tingkat pengetahuan, pemahaman, dan pengalaman terhadap permainan Visual Novel, yaitu di bawah 50%. Metode kombinasi kualitatif dan kuantitatif dengan pendekatan semiotika struktural digunakan untuk menjabarkan elemen desain dan susunan tanda yang terdapat pada Visual Novel. Penelitian ini dapat menjadi referensi ilmiah untuk lebih mengenalkan dan mendorong pemahaman tentang Visual Novel sebagai karya seni Desain Komunikasi Visual. Selain itu, hasil penelitian dapat menambah pengetahuan masyarakat, dan mendorong pengembangan karya seni Visual Novel yang mencerminkan budaya Indonesia. Kata kunci: Visual novel, karya seni, desain komunikasi visual Visual Novel is a kind of audiovisual game that offers visual strength through the narrative and visual characters. -
Role Playing Games Role Playing Computer Games Are a Version Of
Role Playing Games Role Playing computer games are a version of early non-computer games that used the same mechanics as many computer role playing games. The history of Role Playing Games (RPG) comes out of table-top games such as Dungeons and Dragons. These games used basic Role Playing Mechanics to create playable games for multiple players. When computers and computer games became doable one of the first games (along with Adventure games) to be implemented were Role Playing games. The core features of Role Playing games include the following features: • The game character has a set of features/skills/traits that can be changed through Experience Points (xp). • XP values are typically increased by playing the game. As the player does things in the game (killing monsters, completing quests, etc) the player earns XP. • Player progression is defined by Levels in which the player acquires or refines skills/traits. • Game structure is typically open-world or has open-world features. • Narrative and progress is normally done by completing Quests. • Game Narrative is typically presented in a non-linear quests or exploration. Narrative can also be presented as environmental narrative (found tapes, etc), or through other non-linear methods. • In some cases, the initial game character can be defined by the player and the initial mix of skills/traits/classes chosen by the player. • Many RPGs require a number of hours to complete. • Progression in the game is typically done through player quests, which can be done in different order. • In Action RPGs combat is real-time and in turn-based RPGs the combat is turn-based. -
Benefits of an Escape Room As a Novel Educational Activity For
Education Benefits of an Escape Room as a Novel Educational Activity for Radiology Residents Kedar Jambhekar, MD, Rachel P. Pahls, MD, Linda A. Deloney, EdD Rationale and Objectives: We created a radiology Escape Room, a competitive game where a team of players must discover clues and solve a mystery to escape a “locked” room. To succeed, players must collaborate and think critically and creatively. Our objectives were to provide a novel team-building activity, teach interesting content about radiology as a specialty, cultivate grit, and share the game with other programs. Materials and Methods: Escape Rooms were held during orientation (BOOT Camp) for incoming radiology residents and for upper level residents and faculty with advanced content (four teams totaling 20 residents and faculty). We repeated the Escape Room 27 times for 144 residents from more than 10 countries at Radiological Society of North America (RSNA) 2018. Results: Players were engaged and competitive. They were able to connect the activity to their future responsibilities À analyzing knowl- edge under pressure (being on call), communicating effectively (conveying results and recommendations), having the dexterity and motor skills required for physical puzzles (hand-on procedures), being able to multi-task and come up with differential diagnoses under extreme stress and time pressure (being on call). A post-RSNA survey confirmed satisfaction with the activity, with overall enjoyment receiving the highest rating. Conclusion: It is feasible to create a portable, inexpensive Escape Room as a novel educational platform for radiology residents. Combin- ing knowledge-based challenges and technical skills in a live-action game simulated a real-life situation in which vital patient information must be collected and reported concisely and accurately. -
Report to the President: MIT and the Prosecution of Aaron Swartz
Report to the President MIT and the Prosecution of Aaron Swartz Review Panel Harold Abelson Peter A. Diamond Andrew Grosso Douglas W. Pfeiffer (support) July 26, 2013 © Copyright 2013, Massachusetts Institute of Technology This worK is licensed under a Creative Commons Attribution 3.0 Unported License. PRESIDENT REIF’S CHARGE TO HAL ABELSON | iii L. Rafael Reif, President 77 Massachusetts Avenue, Building 3-208 Cambridge, MA 02139-4307 U.S.A. Phone 1-617-253-0148 !"#$"%&'(()'(*+,' ' -."%'/%01.220%'34.520#6' ' 78#9.'1"55'(*+*)':;<'="2'4..#'8#>05>.?'8#'.>.#@2'"%828#A'1%0B'"9@80#2'@"C.#'4&'3"%0#'7D"%@E'@0' "99.22'!7<FG'@=%0$A='@=.':;<'90BH$@.%'#.@D0%CI';'=">.'"2C.?'&0$)'"#?'&0$'=">.'A%"980$25&' "A%..?)'@0'%.>8.D':;<J2'8#>05>.B.#@I' ' <=.'H$%H02.'01'@=82'%.>8.D'82'@0'?.29%84.':;<J2'"9@80#2'"#?'@0'5."%#'1%0B'@=.BI'K0$%'%.>8.D' 2=0$5?'L+M'?.29%84.':;<J2'"9@80#2'"#?'?.98280#2'?$%8#A'@=.'H.%80?'4.A8##8#A'D=.#':;<'18%2@' 4.9"B.'"D"%.'01'$#$2$"5'!7<FGN%.5"@.?'"9@8>8@&'0#'8@2'#.@D0%C'4&'"'@=.#N$#8?.#@818.?'H.%20#)' $#@85'@=.'?."@='01'3"%0#'7D"%@E'0#'!"#$"%&'++)'(*+,)'L(M'%.>8.D'@=.'90#@.O@'01'@=.2.'?.98280#2'"#?' @=.'0H@80#2'@="@':;<'90#28?.%.?)'"#?'L,M'8?.#@81&'@=.'822$.2'@="@'D"%%"#@'1$%@=.%'"#"5&282'8#'0%?.%' @0'5."%#'1%0B'@=.2.'.>.#@2I' ' ;'@%$2@'@="@'@=.':;<'90BB$#8@&)'8#95$?8#A'@=02.'8#>05>.?'8#'@=.2.'.>.#@2)'"5D"&2'"9@2'D8@='=8A=' H%01.2280#"5'8#@.A%8@&'"#?'"'2@%0#A'2.#2.'01'%.2H0#284858@&'@0':;<I'P0D.>.%)':;<'@%8.2'90#@8#$0$25&' @0'8BH%0>.'"#?'@0'B..@'8@2'=8A=.2@'"2H8%"@80#2I';@'82'8#'@="@'2H8%8@'@="@';'"2C'&0$'@0'=.5H':;<'5."%#' 1%0B'@=.2.'.>.#@2I' -
14. Riddle Machines: the History and Nature of Interactive Fiction
Nick Montfort Riddle Machines: The History and Nature of Interactive Fiction 14. Riddle Machines: The History and Nature of Interactive Fiction Nick Montfort Introduction The genre that has also been labeled "text adventure" and "text game" is stereotypically thought to offer dungeons, dragons, and the ability for readers to choose their own adventure. While there may be dragons here, interactive fiction (abbreviated "IF") also offers utopias, revenge plays, horrors, parables, intrigues, and codework, and pieces in this form resound with and rework Gilgamesh, Shakespeare, and Eliot as well as Tolkien. The reader types in phrases to participate in a dialogue with the system, commanding a character with writing. Beneath this surface conversation, and determining what the computer narrates, there is the machinery of a simulated world, capable of drawing the reader into imagining new perspectives and understanding strange systems. Interactive fiction works can be challenging for literary readers, even those interested in other sorts of electronic literature, because of the text-based interface and because of the way in which these works require detailed exploration, mapping, and solution. Works in this form are often less visually rewarding, and the rewards they do offer are only attained with time and effort. But text-based interactive fiction has provided some of the most the intricate and compelling literary simulations yet developed. Understanding how interactive fiction works, and how it has developed over the past three decades, is an essential part of the puzzle of literary computing. Characteristics of interactive fiction Formally, a work of interactive fiction (often called a "game," even if it does not exhibit the typical qualities of a game) is an interactive computer program. -
Download Twisty Little Passages: an Approach to Interactive Fiction
TWISTY LITTLE PASSAGES: AN APPROACH TO INTERACTIVE FICTION DOWNLOAD FREE BOOK Nick Montfort | 302 pages | 01 Apr 2005 | MIT Press Ltd | 9780262633185 | English | Cambridge, Mass., United States Slashdot Top Deals I got about a quarter of the way into this and had to stop. In Montfort's words, Infocomwhich was founded June 22, by Lebling, Blank, Anderson, and seven other MIT alumni, "began work on the foundation of IF while the plot of ground that it was to be built upon had not been completely surveyed. Slashdot Apparel is back! Genre fiction is a type of literature, and trying to actually seperate one from the other is a fool's errand. I think what you may be getting at is the fact that writing a compelling IF world is literally NP hard. Hitchhiker's Guide project, which began in February and was slated ambitiously to be completed by the following Christmas. Friend Reviews. Instead, what this book really is is a very comprehensive history of the form. There's really not that much meat there; Montfort goes into a detailed history and categorization of riddles that isn't all that relevant to IF. Played them, loved them, but goddam that transparent crystal 3D mze was a killer. Nick Montfort. Montfort then discusses Adventure Twisty Little Passages: An Approach to Interactive Fiction its precursors including the I Ching and Dungeons and Dragonsand follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. The reviewer's memory of Monty Python's a little weak. -
Development of Exergaming Simulator for Gym Training, Exercise Testing and Rehabilitation
Journal of Communication and Computer 11(2014) 403-411 D doi: 10.17265/1548-7709/2014.05 001 DAVID PUBLISHING Development of Exergaming Simulator for Gym Training, Exercise Testing and Rehabilitation Veli-Matti Nurkkala, Jonna Kalermo and Timo Jarvilehto Kajaani University of Applied Sciences, Information Systems, Kajaani 87100, Finland Abstract: “Video games that require physical activity in order to play” is a common definition of exergames. Products, such as Wii Fit and dance pads, are well-known exergame products targeted to home use. Also exergaming products for professional use are gradually becoming more common in gyms, fitness centers, rehabilitation centers, as well as in activity and amusement parks. A lot of research has been carried out on the benefits that the exergaming products can provide for people of different ages, for example. The results have been promising, and the possibilities of exergaming in the fight against obesity and inactivity have been recognized. New exergaming products are coming to markets in increasing speed. However, the field is still very young, and there is space and demand for new innovations. During the last two years, we have been developing a new exergaming simulator for gym training, exercise testing and rehabilitation. As a next generation exergaming device, the simulator combines various gym and rehabilitation equipment (treadmill, exercise bike, etc.) with virtual environments, games, sports applications, immersive gaming view, and advanced motion controllers. Key words: Exergaming, Athene exergaming, fitness games, games for health, virtual environment. 1. Introduction includes powerpad (pressure-sensors embedded between two layers of flexible plastic) with games [3]. The term exergaming (also exergaming, A year later, Exus released Foot Craz running pad portmanteau from words exercising and gaming) has which was compatible with Video Jogger and Video become widely used. -
Cyanbill Administrator
Excerpts from UBI’s Forum (Reference) CyanBill posted Wed February 04 2004 02:58 PM Wed February 04 2004 02:58 PM Just to clarify: Uru continues to sell very well, garner accolades and wonderful reviews. It's currently Ubisoft's best-selling PC Game. Administrator The decision to switch from online broadband-only content delivery to expansion packs really IS about the small proportion of people who signed up to try Uru Live. The overwhelming majority of people apparently bought the game solely for the singleplayer experience. It's possible a proportion of people have been waiting for one reason or another to sign up for live, but there's no way to know what those numbers are. There were certainly other challenges. But we were on track and on schedule to overcome them until a few weeks ago when the decisions were made and we started to transition to the expansion pack production. Sincere apologies for the lack of attention we've been able to give to Live over the last few weeks. It's really been a skeleton crew manning the ship. The positive side of that is that the first expansion pack in the form of a free download will be available next month. Bill Slease Content Director Cyan Worlds, Inc. CyanBill posted Wed February 04 2004 03:13 PM Wed February 04 2004 03:13 PM The folks who decide where money goes believed that the number of people who would pay to play would be less than the number of people who signed up to try it free. -
Amy Clary: "Digital Nature: Uru and the Representation of Wilderness in Computer Games"
Digital Nature: Uru and the Representation of Wilderness in Computer Games Amy Clary The desert is intense. The parched red earth bakes under the relentless glare of the afternoon sun. Thirsty-looking clumps of sage, too squat and sere to cast much shadow, dot the dry, cracked land. On the barbed wire fence is a sign, sunbleached and wind- scoured, that reads “No Trespassing” and “New Mexico.” A rusty Airstream trailer blends into the unforgiving landscape like the shell of a desert tortoise. Two oases of shade beckon: one under the awning of the vintage Airstream, another cast by a distant red rock butte. I head toward the butte, eager to explore its alluringly steep slopes and jagged profile. I climb up the slope and realize that it is not a butte at all but the entrance to a sort of canyon, a cleft, with a seductive assortment of shapes and shade inside it. I take anoth- er step and … the whole world dissolves into unintelligible poly- gons of color. All I see is chaos, and try as I might, I can’t get back to the desert. Such are the frustrations of playing Uru: Ages Beyond Myst (Cyan Worlds, 2003) on a computer that barely meets the game’s mini- mum system requirements. Reviewer Darryl Vassar writes, “Uru will make even the beefiest video card sweat at the highest detail settings…” (“Incomparable beauty” section: para. 4). I had hoped that by turning the game’s graphics settings down to the bare-bones level, my processor, video card, and memory would be sufficient to the task, but they were not.