A User's Guide to the Apocalypse
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The Resurrection of Permadeath: an Analysis of the Sustainability of Permadeath Use in Video Games
The Resurrection of Permadeath: An analysis of the sustainability of Permadeath use in Video Games. Hugh Ruddy A research paper submitted to the University of Dublin, in partial fulfilment of the requirements for the degree of Master of Science Interactive Digital Media 2014 Declaration I declare that the work described in this research paper is, except where otherwise stated, entirely my own work and has not been submitted as an exercise for a degree at this or any other university. Signed: ___________________ Hugh Ruddy 28th February 2014 Permission to lend and/or copy I agree that Trinity College Library may lend or copy this research Paper upon request. Signed: ___________________ Hugh Ruddy 28th February 2014 Abstract The purpose of this research paper is to study the the past, present and future use of Permadeath in video games. The emergence of Permadeath games in recent months has exposed the mainstream gaming population to the concept of the permanent death of the game avatar, a notion that has been vehemently avoided by game developers in the past. The paper discusses the many incarnations of Permadeath that have been implemented since the dawn of video games, and uses examples to illustrate how gamers are crying out for games to challenge them in a unique way. The aims of this are to highlight the potential that Permadeath has in the gaming world to become a genre by itself, as well as to give insights into the ways in which gamers play Permadeath games at the present. To carry out this research, the paper examines the motivation players have to play games from a theoretical standpoint, and investigates how the possibilty of failure in video games should not be something gamers stay away from. -
The Origins of the Magical Girl Genre Note: This First Chapter Is an Almost
The origins of the magical girl genre Note: this first chapter is an almost verbatim copy of the excellent introduction from the BESM: Sailor Moon Role-Playing Game and Resource Book by Mark C. MacKinnon et al. I took the liberty of changing a few names according to official translations and contemporary transliterations. It focuses on the traditional magical girls “for girls”, and ignores very very early works like Go Nagai's Cutie Honey, which essentially created a market more oriented towards the male audience; we shall deal with such things in the next chapter. Once upon a time, an American live-action sitcom called Bewitched, came to the Land of the Rising Sun... The magical girl genre has a rather long and important history in Japan. The magical girls of manga and Japanese animation (or anime) are a rather unique group of characters. They defy easy classification, and yet contain elements from many of the best loved fairy tales and children's stories throughout the world. Many countries have imported these stories for their children to enjoy (most notably France, Italy and Spain) but the traditional format of this particular genre of manga and anime still remains mostly unknown to much of the English-speaking world. The very first magical girl seen on television was created about fifty years ago. Mahoutsukai Sally (or “Sally the Witch”) began airing on Japanese television in 1966, in black and white. The first season of the show proved to be so popular that it was renewed for a second year, moving into the era of color television in 1967. -
Preparation of Papers for R-ICT 2007
Use of Graph Theory in Video Game Artificial Intelligence for Promoting Replay Value Case Study: “AI Director” of Valve’s Left 4 Dead Alvin Natwiguna - 13512030 Program Studi Teknik Informatika Sekolah Teknik Elektro dan Informatika Institut Teknologi Bandung, Jl. Ganesha 10 Bandung 40132, Indonesia [email protected] Abstract—One of the main factors that makes a video game The Infected is split to two types, the Normal Infected – as a product – has a long life cycle is its replay value. Replay and the Special Infected. The Normal Infected are zombies value describes the ‘depth’ of an entertainment medium; in that attack at close range. Each has a low pool of health, this case, a video game. Besides the content of the game, one but they sometimes attack in large mobs. The Special of the main factors that influences a video game’s replay value is the system on which the video game is built upon. This Infected are zombies that have special features which paper will discuss the use of graph theory in explaining makes them quite deadly to the survivors. For example, the Valve’s Left 4 Dead artificial intelligence system – the “AI Tank has a monstrous, large body capable of taking large Director” – that promotes its replay value. amount of damage, punching cars and throwing a large chunk of rock to the survivors. It also has a deadly punch Index Terms—Artificial Intelligence, Graph, Left 4 Dead, that can incapacitate a survivor in one hit. Special Infected Replay Value. is further divided to normal and boss infected, based on how frequently they spawn, i.e. -
Download Puella Magi Madoka Magica: the Movie -Rebellion-, Vol. 2 Or Free Read Online? If Yes You Visit a Website That Really True
Download: Puella Magi Madoka Magica: The Movie -Rebellion-, Vol. 2 PDF Free [150.Book] Download Puella Magi Madoka Magica: The Movie - Rebellion-, Vol. 2 PDF By Magica Quartet Puella Magi Madoka Magica: The Movie -Rebellion-, Vol. 2 you can download free book and read Puella Magi Madoka Magica: The Movie -Rebellion-, Vol. 2 for free here. Do you want to search free download Puella Magi Madoka Magica: The Movie -Rebellion-, Vol. 2 or free read online? If yes you visit a website that really true. If you want to download this ebook, i provide downloads as a pdf, kindle, word, txt, ppt, rar and zip. Download pdf #Puella Magi Madoka Magica: The Movie -Rebellion-, Vol. 2 | #1225203 in Books | Magica Quartet | 2016-01-26 | 2016-01-26 | Original language: English | PDF # 1 | 7.50 x .38 x 5.00l, .0 | File type: PDF | 144 pages | Puella Magi Madoka Magica The Movie Rebellion Volume 2 | |0 of 0 people found the following review helpful.| I love the PMMM series and I do have the physical ... | By NaiSohma |I love the PMMM series and I do have the physical 1st and 3rd book of the Rebellion as I had spotted it at a local store. But I really wanted to complete it, so I bought this one as well. It was a good mimicry of the actual movie, but at the same time... I don't know, a little flat? For the middle section of this | About the Author | Magica Quartet is a team formed of members of anime production studios SHAFT and Aniplex who came together to create "Puella Magi Madoka Magica." Members include Iwakami Atsuhiro, Akiyuki Shinbo, Gen Urobuchi, and Ume Aoki, who is also the creat Homura discovers that she has been trapped in an illusory space all along. -
Game Review | the Legend of Zelda file:///Users/Denadebry/Desktop/Hpsresearch/Papersfromgreen
Game Review | The Legend of Zelda file:///Users/denadebry/Desktop/HPSresearch/PapersFromGreen... Matt Waddell STS 145: Game Review Table of Contents: Da Game Story Line & Game-play Technical Stuff Game Design Success Endnotes In 1984 President Hiroshi Yamauchi asked apprentice game designer Sigeru Miyamoto to oversee R&D4, a new research and development team for Nintendo Co., Ltd. Miyamoto's group, Joho Kaihatsu, had one assignment: "to come up with the most imaginative video games ever." 1 On February 21, 1986, Nintendo Co., Ltd. published The Legend of Zelda (hereafter abbreviated LoZ) for the Famicom in Japan. It was Miyamoto's first autonomous attempt at game design. In July 1987, Nintendo of America published LoZ for the Nintendo Entertainment System in the United States, this time with a shiny gold cartridge. Origins: where did LoZ come from? Miyamoto admits that LoZ is partly based on Ridley Scott's movie Legend. Indeed, Miyamoto's video game shares more than just a title with Scott's 1985 production. But Miyamoto's fundamental inspiration for LoZ remains his childhood home, with its maze of rooms, sliding shoji screens, and "hallways, from which there seemed to be a medieval castle's supply of hidden rooms." 2 Story Line: a brief synopsis. In the land of Hyrule, the legend of the "Triforce" was being passed down from generation to generation; golden triangles possessing mystical powers. One day, an evil army attacked Hyrule and stole the Triforce of Power. This army was led by Gannon, the powerful Prince of Darkness. Fearing his wicked rule, Zelda, the princess of Hyrule, split the remaining Triforce of Wisdom into eight fragments and hid them throughout the land. -
University of California Santa Cruz Learning from Games
UNIVERSITY OF CALIFORNIA SANTA CRUZ LEARNING FROM GAMES FOR GENERATIVE PURPOSES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Adam J. Summerville June 2018 The Dissertation of Adam J. Summerville is approved: Professor Michael Mateas, Chair Professor Noah Wardrip-Fruin Professor Santiago Ontañón Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Adam J. Summerville 2018 Table of Contents List of Figures vi List of Tables xiv Abstract xvi Dedication xvii Acknowledgments xviii 1 Introduction 1 1.1 Research Contributions ........................... 5 I Learning From Game 7 2 How Humans Understand Games 8 2.1 Human Annotation Tasks .......................... 17 2.2 Entity Persistence .............................. 17 2.3 Camera Motion ................................ 18 2.4 Room Detection ............................... 21 2.4.1 Teleportation ............................. 23 2.4.2 Traversal ............................... 25 2.5 Animation Cycles ............................... 32 2.6 Mode Dynamics ................................ 34 2.7 Conclusion .................................. 36 3 Mappy – A System for Map Extraction and Annotation via Observa- tion 37 3.1 NES Architecture and Emulation ...................... 41 3.2 Operationalizing Entity Persistence ..................... 43 3.3 Inferring Camera Motion .......................... 49 iii 3.4 Determining Room Transitions ....................... 59 3.4.1 Automatic Mapping ........................ -
PROCEDURAL CONTENT GENERATION for GAME DESIGNERS a Dissertation
UNIVERSITY OF CALIFORNIA SANTA CRUZ EXPRESSIVE DESIGN TOOLS: PROCEDURAL CONTENT GENERATION FOR GAME DESIGNERS A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Gillian Margaret Smith June 2012 The Dissertation of Gillian Margaret Smith is approved: ________________________________ Professor Jim Whitehead, Chair ________________________________ Associate Professor Michael Mateas ________________________________ Associate Professor Noah Wardrip-Fruin ________________________________ Professor R. Michael Young ________________________________ Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Gillian Margaret Smith 2012 TABLE OF CONTENTS List of Figures .................................................................................................................. ix List of Tables ................................................................................................................ xvii Abstract ...................................................................................................................... xviii Acknowledgments ......................................................................................................... xx Chapter 1: Introduction ....................................................................................................1 1 Procedural Content Generation ................................................................................. 6 1.1 Game Design................................................................................................... -
Learning Human Behavior from Observation for Gaming Applications
University of Central Florida STARS Electronic Theses and Dissertations, 2004-2019 2007 Learning Human Behavior From Observation For Gaming Applications Christopher Moriarty University of Central Florida Part of the Computer Engineering Commons Find similar works at: https://stars.library.ucf.edu/etd University of Central Florida Libraries http://library.ucf.edu This Masters Thesis (Open Access) is brought to you for free and open access by STARS. It has been accepted for inclusion in Electronic Theses and Dissertations, 2004-2019 by an authorized administrator of STARS. For more information, please contact [email protected]. STARS Citation Moriarty, Christopher, "Learning Human Behavior From Observation For Gaming Applications" (2007). Electronic Theses and Dissertations, 2004-2019. 3269. https://stars.library.ucf.edu/etd/3269 LEARNING HUMAN BEHAVIOR FROM OBSERVATION FOR GAMING APPLICATIONS by CHRIS MORIARTY B.S. University of Central Florida, 2005 A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in the School of Electrical Engineering and Computer Science in the College of Engineering and Computer Science at the University of Central Florida Orlando, Florida Summer Term 2007 © 2007 Christopher Moriarty ii ABSTRACT The gaming industry has reached a point where improving graphics has only a small effect on how much a player will enjoy a game. One focus has turned to adding more humanlike characteristics into computer game agents. Machine learning techniques are being used scarcely in games, although they do offer powerful means for creating humanlike behaviors in agents. The first person shooter (FPS), Quake 2, is an open source game that offers a multi-agent environment to create game agents (bots) in. -
A User's Guide to the Apocalypse
A User's Guide to the Apocalypse [a tale of survival, identity, and personal growth] [powered by Chuubo's Marvelous Wish-Granting Engine] [Elaine “OJ” Wang] This is a preview version dating from March 28, 2017. The newest version of this document is always available from http://orngjce223.net/chuubo/A%20User%27s%20Guide %20to%20the%20Apocalypse%20unfinished.pdf. Follow https://eternity-braid.tumblr.com/ for update notices and related content. Credits/Copyright: Written by: Elaine “OJ” Wang, with some additions and excerpts from: • Ops: the original version of Chat Conventions (page ???). • mellonbread: Welcome to the Future (page ???), The Life of the Mind (page ???), and Corpseparty (page ???), as well as quotes from wagglanGimmicks, publicFunctionary, corbinaOpaleye, and orangutanFingernails. • godsgifttogrinds: The Game Must Go On (page ???). • eternalfarnham: The Azurites (page ???). Editing and layout: I dream of making someone else do it. Based on Replay Value AU of Homestuck, which was contributed to by many people, the ones whom I remember best being Alana, Bobbin, Cobb, Dove, Impern, Ishtadaal, Keleviel, Mnem, Muss, Ops, Oven, Rave, The Black Watch, Viridian, Whilim, and Zuki. Any omissions here are my own damn fault. In turn, Replay Value AU itself was based upon Sburb Glitch FAQ written by godsgifttogrinds, which in turn was based upon Homestuck by Andrew Hussie. This is a supplement for the Chuubo's Marvelous Wish-Granting Engine system, which was written by Jenna Katerin Moran. The game mechanics belong to her and are used with permission. Previous versions of this content have appeared on eternity-braid.tumblr.com, rvdrabbles.tumblr.com, and archiveofourown.org. -
UNIVERSITY of CALIFORNIA Los Angeles Between Asian Girls Minor
UNIVERSITY OF CALIFORNIA Los Angeles Between Asian Girls Minor Feminisms and Sideways Critique A dissertation submitted in partial satisfaction of the requirements for the degree Doctor of Philosophy in English by Sharon N. Tran 2017 © Copyright by Sharon N. Tran 2017 ABSTRACT OF THE DISSERTATION Between Asian Girls Minor Feminisms and Sideways Critique by Sharon N. Tran Doctor of Philosophy in English University of California, Los Angeles, 2017 Professor Rachel C. Lee, Chair This dissertation expands existing accounts of the history of Asian racialization in the United States by examining the various discursive, symbolic, and affective economies through which the “Asian girl” has been trafficked. I mobilize the “Asian girl” as a critical framework for attending to an especially vulnerable, young female population and girlification as a particular mode of racialization. I examine the Asian girl queered by militarization, the kawaii (cute) Asian girl, the cybernetic/transgenic Asian girl, and the feral Asian girl as critical sites for seriously grappling with material conditions of political constraint and dependency. The project identifies girlish vulnerability as a structure of disavowal/contempt in a historically masculinist minoritarian politics that emphasizes autonomy, sovereignty, and militant resistance and takes forms of vulnerability as a basis theorizing an alternative affective politics. My research draws on the works of Asian/American novelists, poets, and visual artists for how they (re)imagine Asian girls in lateral associations of compoundedness, eroticism, and nascent political solidarity. ii As the title, “Between Asian Girls,” suggests, this dissertation seeks to recuperate theorizations of female homosociality, famously dismissed by Eve Sedgwick, as overly “intelligible”—thereby too facile for investigation—and at the same time, as politically illegible. -
First Two Puella Magi Madoka Magica Movies Are Set for Theatrical Release Across the US
FOR IMMEDIATE RELEASE September 13, 2012 First Two Puella Magi Madoka Magica Movies are set for Theatrical Release across the US Part 1: Beginnings Part 2: Eternal © Magica Quartet/Aniplex, Madoka Movie Project Theatrical Release starts in Los Angeles followed by major cities in the U.S. SANTA MONICA, CA (September 13, 2012) – This October, Madoka Magica fans will be treated to something special. Following the release of the entire television series on video, Aniplex of America has just announced that the first two Puella Magi Madoka Magica movies Part 1: Beginnings and Part 2: Eternal will debut in the US this October. The not-so-typical story of a middle school girl named Madoka Kaname and her choice to become a magical girl has taken the world by storm. Part 1 and Part 2 of the Madoka Magica movies retells the original TV series and is set for the big screen. There is no doubt both movies will provide a new experience for both fans who have enjoyed the TV series or who are just seeing Madoka Magica for the first time. Distributed by Eleven Arts, select theaters in five major cities across the US will be having showtimes for both movies. The cost of admission will allow fans to watch both Part 1 and Part 2. For those who attend the Los Angeles showings will receive some city exclusive specials. Los Angeles ticket holders will receive select giveaways on opening night and throughout the scheduled screening times while supplies last. In addition, there will also be exclusive Madoka Magica the Movie Merchandise sold only at the Los Angeles Theater while supplies last. -
Mapping the Intersection of National Identity and Gaming Culture in the Pacific Region
Virtual Rivalries? Mapping the Intersection of National Identity and Gaming Culture in the Pacific Region International Studies Association 15 June – 17 June 2017 Hong Kong Timothy Kersey, Ph.D. Kennesaw State University [email protected] [Draft version; please do not cite without author’s permission] Introduction: Identity Formation in Electronically Mediated Contexts1 Since the widespread rollout of broadband internet availability in the early 2000s, the increased usage of networked communications technologies has generated a great deal of speculation and scholarship regarding potential social, political, economic, and cultural changes. Such changes emerge from the massively increased capacity for groups and individuals to communicate with each other outside and alongside of pre-existing (or ‘legacy’) forms of mediate communication. As the underlying infrastructure of communication changes (e.g. the ascendancy of smartphones), the behaviors and practices of communication change as well; commenting, retweeting, upvoting, liking, and sharing have become fundamental actions within the communications landscape structures by social media applications. Such changes in both technologies and cultural practices are commonly referred to as a shift from a mass-mediated public sphere to a networked public sphere.2 This change from mass-mediated to networked forms of communication is not simply a shift in technological applications (i.e. from television to internet), but also of different sets of organizing principles. Mass-mediated communications processes generally reflect ‘top-down’ processes through which similar messages are sent by a limited number of information producers to a mass (and presumably homogeneous) audience.3 Within this process, subject positions are relatively static: those in the audience function as consumers with little to no 1 Author’s note: This paper is a partial component of a broader work exploring relationships between contemporary political theory and forms of online communication and sociability.