Games: Stardew Valley, SDL 2, Bevy, Dosbox and More
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Cole, Tom. 2021. ”Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience
Cole, Tom. 2021. ”Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience. Doctoral thesis, Goldsmiths, University of London [Thesis] https://research.gold.ac.uk/id/eprint/29689/ The version presented here may differ from the published, performed or presented work. Please go to the persistent GRO record above for more information. If you believe that any material held in the repository infringes copyright law, please contact the Repository Team at Goldsmiths, University of London via the following email address: [email protected]. The item will be removed from the repository while any claim is being investigated. For more information, please contact the GRO team: [email protected] “Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience Thomas Cole Department of Computing Goldsmiths, University of London April 2020 (corrections December 2020) Thesis submitted in requirements for the degree of Doctor of Philosophy Abstract This thesis investigates the mixed-affect emotional experience of playing videogames. Its contribution is by way of a set of grounded theories that help us understand the game players’ mixed-affect emotional experience, and that support ana- lysts and designers in seeking to broaden and deepen emotional engagement in videogames. This was the product of three studies: First — An analysis of magazine reviews for a selection of videogames sug- gested there were two kinds of challenge being presented. Functional challenge — the commonly accepted notion of challenge, where dexterity and skill with the controls or strategy is used to overcome challenges, and emotional chal- lenge — where resolution of tension within the narrative, emotional exploration of ambiguities within the diegesis, or identification with characters is overcome with cognitive and affective effort. -
Designing Gameplay Researching and Testing Nintendo’S Game Design
Designing Gameplay Researching and testing Nintendo’s game design Malin Ribäck Arcada Biblioteket och Språkenheten Helsingfors 2019 EXAMENSARBETE Arcada Utbildningsprogram: Mediekultur Identifikationsnummer: 6847 Författare: Malin Ribäck Arbetets namn: Gameplays design – Undersökning och test av Nintendos speldesign Handledare (Arcada): Mirko Ahonen Uppdragsgivare: Sammandrag: Studien gick ut på att utforska hur spelföretaget Nintendo designar gameplay. För att testa resultaten i praktiken skapades ett game design-dokument. Därför börjar arbetet med att diskutera vad game design-dokument är och vad de används för. Game design-dokumentet som gjordes i samband med studien är en kombination av det huvudsakliga game design- dokumentet och ett konceptdokument. Därför tar arbetet också upp skillnaderna mellan dessa dokument. För att utreda hur Nintendo designar gameplay utfördes en litteraturundersökning. Materialet som användes i litteraturundersökningen består av intervjuer. Majoriteten av intervjuerna härstammar från Nintendos egen hemsida. För att utforma en teori tar arbetet upp några befintliga teorier för hur Nintendo designar sina spel. För att kunna diskutera Nintendos gameplay definieras gameplays koncept genom att diskutera olika definitioner av olika författare som tar upp ämnet i fråga. Litteraturundersökningen inleds med en presentation av varifrån materialet för studien har kommit. Inledningsvis tar också arbetet upp två viktiga spelutvecklare från Nintendo, för att ge insikt i varför just de personerna är viktiga. För att presentera en helhet över hur Nintendo designar gameplay studeras, organiseras, presenteras och diskuteras innehållet från litteraturundersökningen. Resultatet från undersökningen visar bland annat att när Nintendo designar sina spel, fokuserar man på följande saker: Att göra spelen användarvänliga, att formge dem enligt deras funktion, att göra spelvärlden responsiv i förhållande till spelaren och att undvika störa eller avbryta spelarens inlevelse i spelet. -
Deep Game Design: Una Nueva Metodología Para Crear Juegos Innovadores
Sebastián Blanco y Gonzalo Zabala Deep Game Design: Una nueva metodología (...) Fecha de recepción: febrero 2019 Deep Game Design: Una nueva Fecha de aceptación: julio 2019 Versión final: noviembre 2020 metodología para crear juegos innovadores Sebastián Blanco * y Gonzalo Zabala ** Resumen: El presente trabajo consiste en la propuesta de una nueva metodología llamada Diseño Profundo de Juegos cuyo objetivo es sentar las bases para desarrollar videojuegos que expandan los límites del medio. La propuesta parte del estado del arte actual, de las mecánicas experimentales y los procesos de diseño, así como también del enfoque sis- témico de los juegos y su significado antropológico. Se expone además un conjunto de videojuegos cuyo desarrollo fue observado y utilizado como base para la realización de la presente metodología. Palabras clave: desarrollo de videojuegos - mecánicas experimentales - diseño profundo - metodología de diseño - enfoque sistémico - puzzle [Resúmenes en inglés y portugués en las páginas 118 - 119] (*) Ingeniero en Sistemas Informáticos (Universidad Abierta Interamericana). Director del Laboratorio en Innovación de Videojuegos Experimentales (Universidad Abierta Intera- mericana). Auxiliar de Investigación en Robótica (Universidad Abierta Interamericana). (**) Licenciado en Ciencias de la Computación (Universidad de Buenos Aires). Investiga- dor en Robótica (Universidad Abierta Interamericana). Director de Playbots S.A. Organi- zador de la FIRST LEGO League en Argentina. Creador de las Olimpíadas Argentinas de Robótica. Representante de Robocup Junior y FIRA. Introducción En el año 2017 se publicaron 7.672 videojuegos en Steam, la plataforma digital más grande de distribución de juegos para PC (Kuchera, 2018). Por otro lado, el catálogo de juegos ac- tualizado a Enero 2019 de las consolas de última generación posee la siguiente cantidad de títulos: 1857 en XBOX One, 1856 en Playstation 4 y 1286 en Nintendo Switch. -
ANCIENT ASTRONAUTS Exploring Inkle’S Translation Adventure, Heaven’S Vault Subscribe Today 12 Weeks for £12*
ALL FORMATS BOSS BATTLES GENERATION ZERO THE INDIE DESIGNERS AVALANCHE ON MAKING THE INNOVATING BIG BADS ULTIMATE KILLER MACHINES Issue 10 £3 TWINE wfmag.cc CREATE YOUR FIRST INTERACTIVE FICTION 10 72000 16 7263 97 ANCIENT ASTRONAUTS EXPLORING INKLE’S TRANSLATION ADVENTURE, HEAVEN’S VAULT Subscribe today 12 weeks for £12* Visit: wfmag.cc/12weeks to order * UK Price. 6 issue introductory offer Let’s talk about games and xenophobia laying video games doesn’t cause otherwise their potency, I’d ask: how many people over the course non-violent people to go on shooting of history have structured their lives, lived, named sprees. Let’s get that out of the way right children, killed, and died for the story of a man who died P off the bat. Video games no more cause on a cross? violence than action movies, violent TV shows, crime Our stories are powerful, and they can be novels, The Ballad of Billy the Kid, The Iliad, or any other JESSICA PRICE extraordinarily powerful: the rational response to the storytelling that contains violence. Your kid isn’t going to economy, political environment, and looming climate Jessica Price is a go shoot up their school if you let them play Call of Duty. producer, writer, and catastrophe for millennials and those who come after Unfortunately, efforts to demonise video games in the manager with over a us would probably be despair and helplessness. But wake of tragedies, and the spectre of hostile crusaders decade of experience we get involved, we vote, we act, and we keep going. -
A Very Happy Wireframe-Iversary!
ALL FORMATS ビデオゲームの秘密を明らかにする THE ENDLESS MISSION Learn Unity in a genre- bending sandbox MURDER BY NUMBERS Solve pixel puzzles to catch a killer Issue 26 £3 ANNIVERSARY wfmag.cc EDITION The 25 finest games of the past 12 months 01_WF#26_Cover V4_RL_VI_DH_RL.indd 4 31/10/2019 11:14 JOIN THE PRO SQUAD! Free GB2560HSU¹ | GB2760HSU¹ | GB2760QSU² 24.5’’ 27’’ Sync Panel TN LED / 1920x1080¹, TN LED / 2560x1440² Response time 1 ms, 144Hz, FreeSync™ Features OverDrive, Black Tuner, Blue Light Reducer, Predefined and Custom Gaming Modes Inputs DVI-D², HDMI, DisplayPort, USB Audio speakers and headphone connector Height adjustment 13 cm Design edge-to-edge, height adjustable stand with PIVOT gmaster.iiyama.com The myth of the video game auteur orget the breaking news. Flip past the Years earlier, Interplay features, the tips, tricks, and top ten lists. had adopted the No, the true joy of old gaming magazines corporate philosophy F lies in the advertising. After all, video game of creating products “by advertisements offer a window into how the industry gamers, for gamers,” understands its products, its audience, and itself at JESS and that motto appears a specific moment – timestamped snapshots of the MORRISSETTE prominently in the ad. medium’s prevailing attitudes and values. Of course, Jess Morrissette is a Yet, everything else sometimes you stumble across a vintage ad that’s professor of Political about the campaign so peculiar it merits further attention. That was Science at Marshall seems to communicate certainly the case when I recently encountered a 1999 University, where he precisely the opposite. studies the politics of advertisement for Interplay Entertainment. -
Download Various Other Resources from the Internet and Modify Them As Needed
Acta Ludologica Faculty of Mass Media Communication Vol. 4,Vol. No. 1 Theory Education Design Development Research June 2021 History Marketing Experience Criticism Psychology Social Aspects Future Editorial Board Editor-In-Chief Zdenko Mago Deputy Managing Editors Zuzana Kvetanová Martin Solík Indexing Process Zuzana Kvetanová Technical Editors Zuzana Kvetanová Zuzana Točená English Editor Michael Valek Distribution Miroslav Macák Online Content Manager Johny Domanský Advisory Board Peter A. Bruck Koichi Hosoi Zora Hudíková Małgorzata Łuszczak Juraj Malíček Hana Pravdová Jaroslav Světlík Masayuki Uemura Editorial Team Anna Hurajová Michal Kabát Nikola Kaňuková Illustrations Zdenko Mago Graphic Production Coordinator & Cover Martin Graca Martin Klementis Journal Orientation Acta Ludologica is a scientific journal in the field of games and digital games. The journal contains professional sci- entific reflections on digital games; it also offers academic discourses on games, especially media and digital com- petencies, creation, design, marketing, research, devel- opment, psychology, sociology, history and the future of digital games and game studies. Acta Ludologica is a double-blind peer reviewed journal published twice a year. It focuses on theoretical studies, theoretical and empirical studies, research results and their implementation into practice, as well as professional publication and scientific reviews of digital games. Acta Ludologica Vol. 4, No. 1, June 2021 Publisher Faculty of Mass Media Communication University of Ss. Cyril and Methodius in Trnava Námestie Jozefa Herdu 2 917 01 Trnava SLOVAK REPUBLIC IČO: 360 789 13 Price: 1,99 € Published twice a year. ISSN 2585-8599 e-ISSN 2585-9218 EV 5620/18 ACTA LUDOLOGICA Editorial “Great stories happen what will happen next; it is so outstanding be- to those who can tell cause the player feels that their in-game choices really matter. -
Business of Games 21
Business of Games 21. 7. 2020 Michal Ferko Michal Ferko • Lead Unity Programmer @PowerPlay Studio • Mentor @Butterfly Effect (previously Games Lab Master) • Founder @Summer Game Dev, main organizer 2016-2018 • Lecturer @FMFI UK (since 2013) • Lecturer @FIIT STU (since 2018) • PhD. in real-time rendering • CEO & Co-founder @eof studios Platforms Platforms • Arcades – DEAD • Standalone game systems in public venues • Pong, Pac-man, Space invaders • Consoles • Proprietary platform • Xbox One, PS4, Nintendo Switch • More difficult submission process – dev kits, platform requirements… • Computers • Various HW – problems with compatibility and HW requirements • Various SW – problems with unified development • VR • Mobile/Dedicated • Motion tracking Platforms (2) • Browser games • Casual, mostly Flash, HTML5 and Java games, limited capabilities • Facebook games • Mobile games • Casual, Games on portable devices such as phones or tablets • Small screen, limited keyboard or touch-based input • Gyroscope, GPS, Camera • “Toilet and bus test” • Handheld • GameBoy, PSP, PS Vita • Nintendo Switch Platform Dependent Development • The platform usually dictates different I/O devices • Controllers • Screens • Single-platform games • Easier development, especially consoles • Targeting a specific market • Multi-platform games • Need to solve differences in I/O devices • Varying game difficulty due to different I/O methods • Varying hardware capabilities • Focus on a single platform! • Or at least similar types of platforms Genres • Action • Sandbox • Platformers -
Fgir-2020-Report.Pdf
Front cover pictures: Fingersoft \\ Hill Climb Racing Futureplay \\ Merge Gardens Housemarque \\ Returnal Metacore \\ Merge Mansion Remedy Entertainment \\ Control Rovio Entertainment \\ Angry Birds Seriously Digital Entertainment \\ Best Fiends Small Giant Games \\ Empires & Puzzles Supercell \\ Brawl Stars Picture: Nolla Games \\ Noita INDEX 4 \\ Introduction 7 \\ The History of the Finnish Game Industry - From Telmac to Stock Markets 16 \\ The State of the Finnish Game Industry 20 \\ Studios 22 \\ Location of Companies and Clusters 24 \\ Platforms 26 \\ Developers & Diversity 30 \\ Financial Outlook 32 \\ Impacts of COVID-19 38 \\ Financial Support and Funding 42 \\ Strengths and Challenges 46 \\ Game Industry Support Organizations 46 \\ Lessons Learned – Visions of the Future 62 \\ Studio Profiles Picture: Redhill Games \\ Nine to Five 3 INTRODUCTION ABOUT THIS REPORT the spark of creativity carried out from October which helped to start 2020 to February 2021 ■ In 2020 the Finnish the industry is still and augmented by data Game Industry celebrated burning bright. Despite from other sources. This its 25th anniversary. the financial success, the study is a continuation of The two oldest studios, Finnish Game Industry similar studies conducted Housemarque and has not stagnated. in 2004, 2008, 2010, 2012, Remedy, turned 25 years Creativity and passion for 2014, 2016 and 2018. old and the founding making good games are Altogether 70 game of those studios marks still very much present. companies, members of the starting point of the This publication Suomen Pelinkehittäjät Finnish Game Industry as aims to provide a ry (Finnish Game we know it today. During holistic overview of the Developers Association), those 25 years many Finnish Game Industry are introduced in the things have changed and in 2020. -
Trendy V Lokalizaci PC Her Mezi Lety 2010–2019
UNIVERZITA PALACKÉHO V OLOMOUCI FILOZOFICKÁ FAKULTA KATEDRA ANGLISTIKY A AMERIKANISTIKY Trendy v lokalizaci PC her mezi lety 2010–2019 Bakalá řská práce Autor: Ond řej Ka ňovský Studijní obor: Angli čtina se zam ěř ením na komunitní tlumo čení a p řeklad Vedoucí práce: PhDr. Pavel Král Olomouc 2020 Rád bych pod ěkoval PhDr. Pavlu Královi za vedení bakalá řské práce a Marii Ka ňovské za provedení korektury. Prohlašuji, že jsem práci sám vypracoval a uvedl všechny použité prameny. V Olomouci dne 6. 5. 2020 podpis Univerzita Palackého v Olomouci, Filozofická fakulta 3 OBSAH ÚVOD ................................................................................................................. 5 I REŠERŠE LITERATURY ............................................................................... 6 1 NEJVÝZNAMN ĚJŠÍ ZDROJE ...................................................................... 7 1.1 ZAHRANI ČNÍ ZDROJE .............................................................................. 7 1.2 ČESKÉ ZDROJE............................................................................................ 7 2 PROCES VIDEOHERNÍ LOKALIZACE ...................................................... 9 2.1 PŘEKLAD, LOKALIZACE, NEBO TRANSKREACE? .......................... 9 2.2 VIDEOHRA, NEBO PC HRA? .................................................................... 9 2.3 EKONOMICKÝ ASPEKT .......................................................................... 10 2.3.1 WINDOWS ............................................................................................... -
Universidade Federal Do Rio Grande Do Sul Instituto De Letras Curso De Bacharelado Em Letras
UNIVERSIDADE FEDERAL DO RIO GRANDE DO SUL INSTITUTO DE LETRAS CURSO DE BACHARELADO EM LETRAS Hiago Kanomata Garcete VIDEOGAME E CULTURA: Análise dos aspectos culturais na localização de videogame Porto Alegre 2020 Hiago Kanomata Garcete VIDEOGAME E CULTURA: Análise dos aspectos culturais na localização de videogame Trabalho de conclusão de curso de graduação apresentado à Comissão de Graduação do curso de Bacharelado em Letras – Tradutor Japonês – do Instituto de Letras da Universidade Federal do Rio Grande do Sul como requisito parcial e obrigatório para a obtenção do título de Bacharel(a) em Letras. Orientadora: Prof.ª Dr.ª Denise Regina de Sales Porto Alegre 2020 FICHA CATALOGRÁFICA Hiago Kanomata Garcete VIDEOGAME E CULTURA: Análise dos aspectos culturais na localização de videogame Trabalho de conclusão de curso de graduação apresentado à Comissão de Graduação do curso de Bacharelado em Letras – Tradutor Japonês – do Instituto de Letras da Universidade Federal do Rio Grande do Sul como requisito parcial para a obtenção do título de Bacharel(a) em Letras. Aprovado em: ____ de _______ de _____. BANCA EXAMINADORA __________________________________________ Prof.ª Dr.ª Denise Regina de Sales (Orientadora) __________________________________________ Prof. Dr. Roberto Pinheiro Machado __________________________________________ M.ª Cláudia Fernanda Pavan AGRADECIMENTOS Gostaria de agradecer a minha avó, Maria Shizuka Mukai Kanomata, que me encorajou a seguir o caminho que trilho hoje e deu significado a minha vida. Agradeço também a minha parceira, Emília Anjos Tanaami, que me apoiou incondicionalmente em todos os momentos. Também agradeço aos meus amigos, brasileiros e estrangeiros, que muito me apoiaram nos momentos difíceis do jeito que apenas eles poderiam fazer. -
From Controllers to Cogeneration: Visions of Reality Mediated by the Video Game
From Controllers to Cogeneration: Visions of Reality Mediated by the Video Game Kevin Lee MA/MSc Global Innovation Design Royal College of Art School of Design Imperial College London Dyson School of Design Engineering [email protected] 2021 Lee 1 Abstract The video game, that maligned, scorned, celebrated, and above all misunderstood cultural artifact, is the defining form of lived experience in postmodern society. By expanding what we consider to be a video game, and what is expected of them, we can begin to formulate a compelling image of future media and their implications for life in a virtual 21st century. Gaming is quickly becoming a lens through which the world is understood and defined. As video games supplant more traditional forms of social entertainment, and as they become ever more "real", their various languages will not only shape ever more of our lived experience, but become tools for imagining, designing, and implementing radically different worlds, far beyond current conceptions of play and gaming. The cogeneration between machine and player at the core of play equips players with not only the understanding required to navigate an increasingly algorithmic world but the ability to conjure and synthesize new and alternate realities. From this ability emerges a nascent, imaginative vision of the future, born from and molded by gaming, a vision which begs to be liberated from the myopia of the terms "video" and "game". Keywords Video games, postmodernism, digital culture, new media, indie games Acknowledgements This dissertation could not have been possible without the love and support of my parents and brother, all of whom have variously struggled with the nebulous-ness of this course and the uncertainty I have thrust myself into with it. -
Lifting the Lid on Video Games
ALL FORMATS LIFTING THE LID ON VIDEO GAMES Mystery Shopper Issue 8 £3 wfmag.cc Mystery and making in Mineko’s Night Market 08 GAME-CRAFTING TIPS/ADVICE/GUIDES 72000 Make a score Horror city Amazing 16 attack game planning sound design 7263 Cram an action Simple ways to make Create worlds with 97 08 game into 1kB of code scarier locations sound and music Subscribe today 12 weeks for £12* Visit: wfmag.cc/12weeks to order UK Price. 6 issue introductory oer The ugliness of photorealism an we stop calling triple-A games ‘beautiful’ massive commercial ventures and characterise them as as a reflexive move? This is probably an beautiful’ extremely distasteful. We should know better. unreasonable ask, and there’s likely some ost, if not entirely all, game developers who work C beauty to be found in some of these big, big at triple-A studios don’t enoy many protections from games. ut every year we get the same maor studios abusive crunch practices: massive layoffs (as we’ve ust racing towards a chasm of hyper-fidelity. Throwing more DIA LACINA seen at Activision liard) to make earnings calls sound money, time, and bodies into the problem, as though better, or the ability to petition for the kinds of bonuses Dia Lacina is a they’re trying to build a bridge ust stable enough to or residuals they deserve from shipping a title that sells. queer indigenous cross into the next hardware cycle. trans woman writer, We know that labour conditions in this industry suck And every year, we get critics, and gamers, and photographer, and because we know how uickly people burn out and marketing departments all enraptured with the founding editor of leave.