The 2K Botprize : Home Can Computers Play Like People?
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Notes 1 Introduction: Video Games and Storytelling 1. It must be noted that the term ‘Narratological’ is a rather loose application by the Ludologists and the implications of this are pointed out later in this chapter. 2. Roland Barthes states that the ‘infinity of the signifier refers not to some idea of the ineffable (the unnameable signified) but to that of a playing [ ...] theText is plural’. Source: Barthes, R., 1977. Image, Music, Text, in: Heath,S.(Tran.), Fontana Communications Series. Fontana, London. pp. 158–159. 3.In Gaming Globally: Production, Play, and Place (Huntemann and Aslinger, 2012),theeditors acknowledgethat ‘while gaming maybe global, gaming cultures and practices vary widely depending on the power and voice of var- ious stakeholders’ (p. 27). The paucity of games studies scholarship coming from some of the largest consumers of video games, such as South Korea, China and India, to name a few, is markedly noticeable. The lack of represen- tation of non-Western conceptions of play culture and storytelling traditions is similarly problematic. 4. Chapter 8 will engage with this issue in more detail. 5. ‘(W)reading’ is preferred over the more commonly used neologism ‘wread- ing’toemphasise the supplementarity of the reading and writingprocesses and also to differentiate it from earlier usage that might claim that the two processes are the same thing. 3 (W)Reading the Machinic Game-Narrative 6. For whichhe is criticisedby Hayles (see Chapter 2). 7. Landow respondstothis by rightly stating that Aarseth misreads his original comment where heclaims that ‘the reader whochooses among linksortakes advantage of Storyspace’s hypertext capabilities shares some of the power of theauthor’(Landow, p. -
Everyman, All at Once Formatted 4.10.18
Ben Phelan Brigham Young University, United States Everyman, All at Once Baptism and the Liberal Subject in BioShock Infinite Even as liberalism has penetrated nearly every nation on earth, its vision of human liberty seems increasingly to be a taunt rather than a promise. —Patrick J. Deneen, Why Liberalism Failed Abstract The 2013 video game BioShock Infinite stages baptism as a way to place the player within a liminal space where he or she is ostensibly a free subject, able to choose from an array of political options, but who will inevitably choose liberalism. In order to get the player to the point where they make—or rather confirm—their choice, the game must also force the player to arrive there. This conundrum mirrors the paradox of liberalism, following theorists like Patrick J. Deneen: that we supposedly choose among a realm of infinite possibly and yet those possibilities are forced upon us. This paradox is also the mode within which BioShock Infinite operates. The game uses self-referential and metatextual techniques to call attention to its gameness, and yet, it still asks the player to accept its liberal ideology. Althusser argues that the role of “Ideological State Apparatuses” (or ISAs) is to convince us that we are subjects who freely choose the dominant ideology, as opposed to any other system. ISAs do this through confirming us as subjects through rituals of ideological recognition enacted through, among other things, theatre, film, and video games. BioShock Infinite places the player in a position where they confirm that they are, indeed, a liberal subject, and then asks that liberal subject to choose the very order from which their (mis)recognition occurs. -
Take-Two Interactive Software, Inc. Announces Formation of 2K Marin
Take-Two Interactive Software, Inc. Announces Formation of 2K Marin December 17, 2007 8:03 AM ET New Northern California Based Development Studio to Focus on Creating Original, Industry-Leading Intellectual Property NEW YORK--(BUSINESS WIRE)--Dec. 17, 2007--Take-Two Interactive Software, Inc. (NASDAQ: TTWO) today announced the formation of 2K Marin, a new development studio under its 2K publishing label. Located in Novato, California, 2K Marin will develop original intellectual property, as well as co-develop products with other 2K studios around the world. "We're focused on continuing to bring new brands and cutting-edge gameplay to market with the creation of the 2K Marin studio," said Christoph Hartmann, President of 2K. "2K Marin will build upon our success in creating and leveraging AAA franchises." 2K Marin is the newest studio to join 2K's outstanding group of development studios located in Asia, Europe, Australia and North America. For more information, visit the 2K Games website at www.2kgames.com. About Take-Two Interactive Software Headquartered in New York City, Take-Two Interactive Software, Inc. is a global developer, marketer, distributor and publisher of interactive entertainment software games for the PC, PLAYSTATION(R)3 and PlayStation(R)2 computer entertainment systems, PSP(R) (PlayStation(R)Portable) system, Xbox 360(R) and Xbox(R) video game and entertainment systems from Microsoft, Wii(TM), Nintendo GameCube(TM), Nintendo DS(TM) and Game Boy(R) Advance. The Company publishes and develops products through its wholly owned labels Rockstar Games, 2K Games, 2K Sports and 2K Play; and distributes software, hardware and accessories in North America through its Jack of All Games subsidiary. -
2019 Annual Report
TAKE-TWO INTERACTIVE SOFTWARE, INC. 2019 ANNUAL REPORT ANNUAL INC. 2019 SOFTWARE, INTERACTIVE TAKE-TWO TAKE-TWO INTERACTIVE SOFTWARE, INC. 2019 ANNUAL REPORT Generated significant cash flow and ended the fiscal year with $1.57$1.57 BILLIONBILLION in cash and short-term investments Delivered total Net Bookings of Net Bookings from recurrent $2.93$2.93 BILLIONBILLION consumer spending grew 47% year-over-year increase 20%20% to a new record and accounted for units sold-in 39% 2424 MILLIONMILLIONto date 39% of total Net Bookings Tied with Grand Theft Auto V as the highest-rated game on PlayStation 4 and Xbox One with 97 Metacritic score One of the most critically-acclaimed and commercially successful video games of all time with nearly units sold-in 110110 MILLIONMILLIONto date Digitally-delivered Net Bookings grew Employees working in game development and 19 studios 33%33% 3,4003,400 around the world and accounted for Sold-in over 9 million units and expect lifetime Net Bookings 62%62% to be the highest ever for a 2K sports title of total Net Bookings TAKE-TWO INTERACTIVE SOFTWARE, INC. 2019 ANNUAL REPORT DEAR SHAREHOLDERS, Fiscal 2019 was a stellar year for Take-Two, highlighted by record Net Bookings, which exceeded our outlook at the start of the year, driven by the record-breaking launch of Red Dead Redemption 2, the outstanding performance of NBA 2K, and better-than- expected results from Grand Theft Auto Online and Grand Theft Auto V. Net revenue grew 49% to $2.7 billion, Net Bookings grew 47% to $2.9 billion, and we generated significant earnings growth. -
Bioshock® Infinite: Burial at Sea – Episode Two Available for Download Starting Today
BioShock® Infinite: Burial at Sea – Episode Two Available for Download Starting Today March 25, 2014 8:00 AM ET Irrational Games delivers its final episode and concludes the story of BioShock Infinite and Burial at Sea NEW YORK--(BUSINESS WIRE)--Mar. 25, 2014-- 2K and Irrational Games announced today that BioShock® Infinite: Burial at Sea – Episode Two is downloadable* in all available territories** on the PlayStation®3 computer entertainment system, Xbox 360 games and entertainment system from Microsoft and Windows PC starting today. BioShock Infinite: Burial at Sea – Episode Two, developed from the ground up by Irrational Games, is the final content pack for the award-winning BioShock Infinite, and features Elizabeth in a film noir-style story that provides players with a different perspective on the BioShock universe. “I think the work the team did on this final chapter speaks for itself,” said Ken Levine, creative director of Irrational Games. “We built something that is larger in scope and length, and at the same time put the player in Elizabeth’s shoes. This required overhauling the experience to make the player see the world and approach problems as Elizabeth would: leveraging stealth, mechanical insight, new weapons and tactics. The inclusion of a separate 1998 Mode demands the player complete the experience without any lethal action. BioShock fans are going to plotz.” *BioShock Infinite is not included in this add-on content, but is required to play all of the included content. **BioShock Infinite: Burial at Sea – Episode Two will be available in Japan later this year. About BioShock Infinite From the creators of the highest-rated first-person shooter of all time***, BioShock, BioShock Infinite puts players in the shoes of U.S. -
The Bureau: XCOM Declassified Now Available August 20, 2013 8:00 AM ET Command Your Squad in the Story of XCOM's Origin Join T
The Bureau: XCOM Declassified Now Available August 20, 2013 8:00 AM ET Command your squad in the story of XCOM’s origin Join the conversation on Twitter using the hash tag #EraseTheTruth NEW YORK--(BUSINESS WIRE)--Aug. 20, 2013-- 2K and 2K Marin, makers of BioShock® 2, announced today that The Bureau: XCOM Declassified is now available in North America and will be available internationally on August 23, 2013 for the Xbox 360 games and entertainment system from Microsoft, PlayStation®3 computer entertainment system and Windows PC. The Bureau is a daringly different blend of the strategy and action genres, resulting in a challenging tactical shooter that’s refreshingly deep, original, and according to Game Informer, “worthy of the XCOM name.” “In 2012 Firaxis’ XCOM: Enemy Unknown blazed a trail for the XCOM brand, which is an important part of 2K’s growing portfolio,” said Christoph Hartmann, president of 2K. “Today, The Bureau: XCOM Declassified paves the way for continued expansion of the beloved XCOM universe.” Set in 1962 at the height of the Cold War, The Bureau tells the origin story of the clandestine XCOM organization, the covert war it led against a mysterious enemy, and its efforts to erase the truth about the alien threat. As a third-person tactical shooter, The Bureau delivers a new experience using the The Bureau: XCOM Declassified is a third-person tactical shooter that tells the classic XCOM formula by taking players out cold war era origin story of the clandestine XCOM organization. Players step of the familiar god-like view of strategy games into the boots of Special Agent William Carter, a battlefield commander and The and dropping them into the boots of a Bureau’s top field agent, and must lead a squad of America’s best against an battlefield commander in the thick of combat. -
Music, Time and Technology in Bioshock Infinite 52 the Player May Get a Feeling That This Is Something She Does Frequently
The Music of Tomorrow, Yesterday! Music, Time and Technology in BioShock Infinite ANDRA IVĂNESCU, Anglia Ruskin University ABSTRACT Filmmakers such as Kenneth Anger, David Lynch and Quentin Tarantino have taken full advantage of the disconcerting effect that pop music can have on an audience. Recently, video games have followed their example, with franchises such as Grand Theft Auto, Fallout and BioShock using appropriated music as an almost integral part of their stories and player experiences. BioShock Infinite takes it one step further, weaving popular music of the past and pop music of the present into a compelling tale of time travel, multiverses, and free will. The third installment in the BioShock series has as its setting the floating city of Columbia. Decidedly steampunk, this vision of 1912 makes considerable use of popular music of the past alongside a small number of anachronistic covers of more modern pop music (largely from the 1980s) at crucial moments in the narrative. Music becomes an integral part of Columbia but also an integral part of the player experience. Although the soundscape matches the rest of the environment, the anachronistic covers seem to be directed at the player, the only one who would recognise them as out of place. The player is the time traveller here, even more so than the character they are playing, making BioShock Infinite one of the most literal representations of time travel and the tourist experience which video games can represent. KEYWORDS Video game music, film music, intertextuality, time travel. Introduction For every choice there is an echo. With each act we change the world […] If the world were reborn in your image, Would it be paradise or perdition? (BioShock 2 launch trailer, 2010) Elizabeth hugs a postcard of the Eiffel Tower. -
Playing for Keeps Enhancing Sustainability in Australia’S Interactive Entertainment Industry © Screen Australia 2011 ISBN: 978-1-920998-17-2
Playing for Keeps Enhancing sustainability in Australia’s interactive entertainment industry © Screen Australia 2011 ISBN: 978-1-920998-17-2 The text in this report is released subject to a Creative Commons BY licence (Licence). This means, in summary, that you may reproduce, transmit and distribute the text, provided that you do not do so for commercial purposes, and provided that you attribute the text as extracted from Screen Australia’s report Playing for Keeps: Enhancing Sustainability in Australia's Interactive Entertainment Industry, November 2011. You must not alter, transform or build upon the text in this report. Your rights under the Licence are in addition to any fair dealing rights which you have under the Copyright Act 1968 (Cwlth). For further terms of the Licence, please see http://creativecommons.org/licenses/by-nc-nd/3.0/. You are not licensed to reproduce, transmit or distribute any still photographs contained in this report. This report draws from a number of resources. While Screen Australia has undertaken all reasonable measures to ensure its accuracy we cannot accept responsibility for inaccuracies and omissions. www.screenaustralia.gov.au/research Cover picture: Gesundheit! Developed by Revolutionary Concepts and published by Konami Report design: Alison White Designs Pty Limited Contents EXECUTIVE SUMMARY 2 BUILDING A KNOWLEDGE BASE 4 ECOLOGY OF THE SECTOR 6 High-end console games 7 Games for digital distribution 8 Publishing and distribution 9 Creative digital services 10 Middleware and related services 11 FACTORS IMPACTING SUSTAINABILITY 13 Shifting demographics 14 Growth factors 18 Industry pressure points 20 OPTIONS TO SUPPORT SUSTAINABILITY 23 Current government support 23 Future support 24 Alternator character Courtesy: Alternator Pty Ltd 1 Executive summary The challenges facing the interactive INTERACTIVE INDUSTRY entertainment industry are intrinsically ENTERTAINMENT IS A PRESSURE POINTS linked to those of the broader screen MAINSTREAM ACTIVITY Despite growing participation, the sector. -
Grand Theft Auto
Generated significant cash flow and ended the fiscal year with nearly in cash and short-term investments Delivered record digitally-delivered net revenue of nearly Generated highest revenues ever from recurrent consumer spending – 53% year-over-year increase of digitally-delivered net revenue and Series with at least one five-million unit selling release; and 50 individual multi-million unit selling titles of total net revenue One of the most critically-acclaimed and commercially successful video games of all time with over units sold-in to date Sold-in nearly 7.5 million units to date and remains the top-selling and top-rated NBA simulation Employees working in game development and 15 studios around the world TAKE-TWO INTERACTIVE SOFTWARE, INC. 2016 ANNUAL REPORT Fiscal 2016 marked another year in which Take-Two delivered strong results, driven principally by positive momentum in our core offerings. We generated record digitally- delivered net revenue, including our highest-ever recurrent consumer spending, and significant cash flow. Today, Take-Two is a global leader in the interactive entertainment business, with some of the industry’s most commercially successful and critically acclaimed series that engage and excite audiences around the world across all relevant platforms. OUR KEY ACHIEVEMENTS • Grand Theft Auto V and Grand Theft Auto Online have exceeded our expectations in every quarter since their release, and continue to expand their audience nearly three years after their initial launch. Grand Theft Auto V remains the highest-rated title on PlayStation 4 and Xbox One, and is the “must- have” experience for gamers, especially as the installed base of new-generation consoles continues to grow. -
Irrational Games Renamed 2K Boston and 2K Australia August 10, 2007
Irrational Games Renamed 2K Boston and 2K Australia August 10, 2007 12:01 PM ET Standout development studio behind BioShock changes names of US and Australian offices NEW YORK--(BUSINESS WIRE)--Aug. 10, 2007--Take-Two Interactive Software, Inc. (NASDAQ: TTWO), announced today the name change of industry leading development studio Irrational Games to 2K Boston and 2K Australia. Headquartered in Boston, Massachusetts and with offices in Canberra, Australia, Irrational Games is an internationally renowned developer of story-driven, genre-defining games with award-winning hits like System Shock 2, Freedom Force, Tribes: Vengeance, and SWAT 4. The name changes to 2K Boston and 2K Australia symbolize the studios' further integration into the 2K Games family following their outstanding performance on BioShock(TM), the upcoming blockbuster available exclusively for the Xbox 360(TM) video game and entertainment system and Games For Windows on August 21, 2007 in North America and in Europe beginning August 24, 2007. "Irrational Games is widely recognized as one of the most innovative development studios in the world," said Christoph Hartmann, President of 2K. "Following their incredible efforts in bringing BioShock to life, we are proud to make the newly renamed Irrational Games studios a cornerstone of our game development family." Recognizing the exceptional talent and creative vision that have made Irrational Games one of the industry's premier developers, 2K Games has fostered the studio's growth by substantially investing in its people, allowing Irrational Games to almost double in size since the studio's acquisition by 2K in 2005. With the upcoming release of BioShock - one of the year's most hotly anticipated titles - 2K Boston and 2K Australia, with the backing of 2K Games, are raising the bar for forward-thinking game design. -
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. -
Bioshock 360 Manint.Qxp 7/12/07 12:23 PM Page 2
BioShock_360_ManInt.qxp 7/12/07 12:23 PM Page 2 Table of Contents Welcome to Rapture 2 Controls 3 Weapons 4 ADAM 5 Plasmids 5 Switching Between Weapons and Plasmids 6 Gene Tonics 6 Heads Up Display 7 Main Menu 7 Getting Help 7 Xbox LIVE 8 Rapture 8 Character Growth 11 Machines 12 Pause Menu 16 Options 16 Status Menu 17 Hacking 18 Credits 20 Warranties 26 Product Support 29 1 BioShock_360_ManInt.qxp 7/12/07 12:23 PM Page 4 Controls Fire Fire Switch Plasmid Plasmid Weapon Switch Weapon (Hold to Activate (Hold to Activate Selection Radial) Selection Radial) I'm Andrew Ryan and I'm here to ask you a question: Jump Is a man not entitled to the sweat of his own brow? Move Use First No, says the man in Washington. It belongs to the poor. Aid No, says the man in the Vatican. It belongs to God. No, says the man in Moscow. It belongs to everyone. I rejected those answers. Instead, I chose something Status Pause Menu Menu different. I chose the impossible. I chose... Push In to Interact Toggle Crouch Change Look Ammo Reload Push In to Toggle Zoom Xbox Guide Button Reference Table: BUTTON FUNCTION BUTTON FUNCTION L Move w Fire Plasmid C Look z Switch Weapon X Reload (Hold to Activate Selection Radial) Y Jump x Fire Weapon B Use First Aid L Toggle Crouch A Interact C Toggle Zoom Change Ammo l < Status Menu A city where the artist would not fear the censor. Where the scientist y Switch Plasmid > Pause Menu would not be bound by petty morality.