In Alternate Universe, a Company Called Aperture Science Has Capabilities to Develop AI Robot from Human Life in Devices, Capable and Interdimensional Travel
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Navigating the Videogame
From above, from below: navigating the videogame A thesis presented by Daniel Golding 228306 to The School of Culture and Communication in partial fulfilment of the requirements for the degree of Bachelor of Arts (Honours) in the field of Cultural Studies in the School of Culture and Communication The University of Melbourne Supervisor: Dr. Fran Martin October 2008 ABSTRACT The study of videogames is still evolving. While many theorists have accurately described aspects of the medium, this thesis seeks to move the study of videogames away from previously formal approaches and towards a holistic method of engagement with the experience of playing videogames. Therefore, I propose that videogames are best conceptualised as navigable, spatial texts. This approach, based on Michel de Certeau’s concept of strategies and tactics, illuminates both the textual structure of videogames and the immediate experience of playing them. I also regard videogame space as paramount. My close analysis of Portal (Valve Corporation, 2007) demonstrates that a designer can choose to communicate rules and fiction, and attempt to influence the behaviour of players through strategies of space. Therefore, I aim to plot the relationship between designer and player through the power structures of the videogame, as conceived through this new lens. ii TABLE OF CONTENTS ABSTRACT ii ACKNOWLEDGEMENTS iv CHAPTER ONE: Introduction 1 AN EVOLVING FIELD 2 LUDOLOGY AND NARRATOLOGY 3 DEFINITIONS, AND THE NAVIGABLE TEXT 6 PLAYER EXPERIENCE AND VIDEOGAME SPACE 11 MARGINS OF DISCUSSION 13 CHAPTER TWO: The videogame from above: the designer as strategist 18 PSYCHOGEOGRAPHY 18 PORTAL AND THE STRATEGIES OF DESIGN 20 STRUCTURES OF POWER 27 RAILS 29 CHAPTER THREE: The videogame from below: the player as tactician 34 THE PLAYER AS NAVIGATOR 36 THE PLAYER AS SUBJECT 38 THE PLAYER AS BRICOLEUR 40 THE PLAYER AS GUERRILLA 43 CHAPTER FOUR: Conclusion 48 BIBLIOGRAPHY 50 iii ACKNOWLEDGEMENTS I would like to thank my supervisor, Dr. -
Journal of Games Is Here to Ask Himself, "What Design-Focused Pre- Hideo Kojima Need an Editor?" Inferiors
WE’RE PROB NVENING ABLY ALL A G AND CO BOUT V ONFERRIN IDEO GA BOUT C MES ALSO A JournalThe IDLE THUMBS of Games Ultraboost Ad Est’d. 2004 TOUCHING THE INDUSTRY IN A PROVOCATIVE PLACE FUN FACTOR Sessions of Interest Former developers Game Developers Confer We read the program. sue 3D Realms Did you? Probably not. Read this instead. Computer game entreprenuers claim by Steve Gaynor and Chris Remo Duke Nukem copyright Countdown to Tears (A history of tears?) infringement Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design by Chris Remo Two founders of long-defunct Goichi Suda a.k.a. SUDA51 Fumito Ueda British computer game developer Notable Industry Figure Skewered in Print Crumpetsoft Disk Systems have Emil Pagliarulo Mark MacDonald sued 3D Realms, claiming the lat- ter's hit game series Duke Nukem Wednesday, 10:30am - 11:30am infringes copyright of Crumpetsoft's Room 132, North Hall vintage game character, The Duke of industry session deemed completely unnewswor- Newcolmbe. Overview: What are the most impor- The character's first adventure, tant recent trends in modern game Yuan-Hao Chiang The Duke of Newcolmbe Finds Himself design? Where are games headed in the thy, insightful next few years? Drawing on their own in a Bit of a Spot, was the Walton-on- experiences as leading names in game the-Naze-based studio's thirty-sev- design, the panel will discuss their an- enth game title. Released in 1986 for swers to these questions, and how they the Amstrad CPC 6128, it features see them affecting the industry both in Japan and the West. -
Super Mario Portal Game
1 / 2 Super Mario Portal Game Lessons of Game Design learned from Super Mario Maker ... The portal gun is one of those mechanics that sounds like it has an unlimited .... The game combines the elements of the two popular video games: the platforming Super Mario Bros and the puzzle solving Portal. The game retains the traditional .... It's a mashup of Nintendo's classic Super Mario Bros. platform game with Portal. That's right – Mario now has a portal gun, which he can use to .... New Super Mario Bros. U is a game ... Portal 2, like Minecraft, is a highly popular console game that encourages experimentation and flexibility.. Last August we were promised to be able to play the classic Super Mario Bros. with 1 major difference integrated into the game. Aperature ... mario portal game · super mario bros meets portal game · blue television games portal mario.. Mario Bros Mappack Portal Mappack Mari0 Bros Mappack No WW Mari0 ... If you enjoy this game then also play games Super Mario Bros. and Super Mario 64.. Much like nuts and gum, Portal and Super Mario Bros. are together at last.. Click on this exciting game of the classic Super Mario bros, Portal Mario bros 64. You must help the famous Mario bros to defend himself from all his enemies in .... and Portal hybrid from indie game developer Stabyourself.net. Yup, it's the old Super Mario Bros. with portal guns, user created content, a map .... Mario and Portal, a perfect mix. Super Smash Flash 2. A fun game inspired by Super Smash Bros. -
January 2010
SPECIAL FEATURE: 2009 FRONT LINE AWARDS VOL17NO1JANUARY2010 THE LEADING GAME INDUSTRY MAGAZINE 1001gd_cover_vIjf.indd 1 12/17/09 9:18:09 PM CONTENTS.0110 VOLUME 17 NUMBER 1 POSTMORTEM DEPARTMENTS 20 NCSOFT'S AION 2 GAME PLAN By Brandon Sheffield [EDITORIAL] AION is NCsoft's next big subscription MMORPG, originating from Going Through the Motions the company's home base in South Korea. In our first-ever Korean postmortem, the team discusses how AION survived worker 4 HEADS UP DISPLAY [NEWS] fatigue, stock drops, and real money traders, providing budget and Open Source Space Games, new NES music engine, and demographics information along the way. Gamma IV contest announcement. By NCsoft South Korean team 34 TOOL BOX By Chris DeLeon [REVIEW] FEATURES Unity Technologies' Unity 2.6 7 2009 FRONT LINE AWARDS 38 THE INNER PRODUCT By Jake Cannell [PROGRAMMING] We're happy to present our 12th annual tools awards, representing Brick by Brick the best in game industry software, across engines, middleware, production tools, audio tools, and beyond, as voted by the Game 42 PIXEL PUSHER By Steve Theodore [ART] Developer audience. Tilin'? Stylin'! By Eric Arnold, Alex Bethke, Rachel Cordone, Sjoerd De Jong, Richard Jacques, Rodrigue Pralier, and Brian Thomas. 46 DESIGN OF THE TIMES By Damion Schubert [DESIGN] Get Real 15 RETHINKING USER INTERFACE Thinking of making a game for multitouch-based platforms? This 48 AURAL FIXATION By Jesse Harlin [SOUND] article offers a look at the UI considerations when moving to this sort of Dethroned interface, including specific advice for touch offset, and more. By Brian Robbins 50 GOOD JOB! [CAREER] Konami sound team mass exodus, Kim Swift interview, 27 CENTER OF MASS and who went where. -
Superdataresearch Deliverable Digital
2013 Game Changers 2013 GAME CHANGERS How will the next generation of consoles affect your business? Compliments of SUPERDATA RESEARCH, INC. | www.superdataresearch.com | August 2013 1 2013 Game Changers INDEX INTRODUCTION & MOTIVATION 3 METHODOLOGY 4 LANDSCAPE 6 Current console ownership ‣ Console ownership in the United States (U.S.), 2013 ‣ Per capita spend on interactive entertainment in the U.S. Changing audience CONSUMER 10 Consumer behavior and devices ‣ Aggregated platform usage among U.S. gamers ‣ Primary platform usage among U.S. gamers, 2008 versus 2013 New dedicated devices: familiarity and interest ‣ Q: Which one have you heard of? ‣ Q: Which one do you plan on buying? PUBLISHER 14 Consoles don’t sell consoles. Titles sell consoles. ‣ Physical versus digital sales for Electronic Arts ABOUT & CONTACT 17 SUPERDATA RESEARCH, INC. | www.superdataresearch.com | August 2013 2 2013 Game Changers INTRODUCTION & MOTIVATION The next generation of consoles presents a renewal of an important part of the interactive entertainment industry. Recent announcements of the PlayStation 4 and Xbox One as well as the smaller, new market entrants have fueled a vigorous discussion within the industry. In particular, the position of the incumbents, and their ability to maintain it, has been a hot topic of discussion. For example, Daniel Thomas at VentureBeat recently criticized Xbox One for throwing out “its only good idea with [the console’s] DRM policy reversal.” Elsewhere, Gamasutra’s editor-at-large Leigh Alexander called Sony’s showing at E3 a “spiritual victory” and reminded gamers not to forget about the GameStick. And lead Portal designer Kim Swift adamantly supported OUYA as the exclusive console for her new game Soul Fjord, while both the likes of Square- Enix and indie developer Supergiant Games will find a home on the PS4. -
The Heroic Journey of a Villain
Háskóli Íslands Hugvísindasvið Enska The Heroic Journey of a Villain The Lost and Found Humanity of an Artificial Intelligence Ritgerð til MA-prófs í Ensku Ásta Karen Ólafsdóttir Kt.: 150390-2499 Leiðbeinandi: Guðrún B. Guðsteinsdóttir Maí 2017 Abstract In this essay, we will look at the villain of the Portal franchise, the artificial intelligence GLaDOS, in context with Maureen Murdock’s theory of the “Heroine’s Journey,” from her book The Heroine’s Journey: Woman’s Quest for Wholeness. The essay argues that although GLaDOS is not a heroine in the conventional sense, she is just as important of a figure in the franchise as its protagonist, Chell. GLaDOS acts both as the first game’s narrator and villain, as she runs the Aperture Science Enrichment Center where the games take place. Unlike Chell, GLaDOS is a speaking character with a complex backstory and goes through real character development as the franchise’s story progresses. The essay is divided into four chapters, a short history of women’s part as characters in video games, an introduction to Murdock’s “The Heroine’s Journey,” and its context to John Campbell’s “The Hero’s Journey,” a chapter on the Portal franchises, and then we go through “The Heroine’s Journey,” in regards to GLaDOS, and each step in its own subchapter. Our main focus will be on the second installment in the series, Portal 2. Since, in that game, GLaDOS goes through most of her heroine’s journey. In the first game, Portal, GLaDOS separates from her femininity and embraces the masculine, causing her fractured psyche, and as the player goes through Portal 2 along with her, she reclaims her femininity, finds her inner masculinity, and regains wholeness. -
2009-2010 8Th Grade Writing Mrs. Campbell
IntergenerationalIntergenerational PoetryPoetry 2009200920102010 88th GradeGrade WritingWriting Mrs.Mrs. CampbellCampbell OurOur GuestsGuests FromFrom CCCC YOUNGYOUNG Mr.Mr. DaveDave ArantArant Mr.Mr. BillBill HunterHunter Mrs.Mrs. GenevieveGenevieve OlsonOlson Mrs.Mrs. BerniceBernice PressPress Mrs. Campbell’s B6 Class What did we talk about? • What life was like Sixty Years ago?… • What Life is like today… • What do we think our life is going to be like Sixty Years from now?… The Afternoon in Pictures… What life was like… Life today! Life in Sixty Years??? Listening to Stories of days gone by… Lots to think about… Lots to be grateful for! Veggie Tales and Lollipops to end the day… A good time was had by all! What’s Life Like Today?? My Life I love to dance, I love to play softball, I eat way too much, My life seems great, Mcdonald’s is my favorite, At a glance. I also like Taco Bell, Unhealthy food is what a The Jersey Shore, munch. Is the show I watch, It taught me the fist pump, I go to Parish, I start by feeling the rhythm in I love it here, the floor. Everyday is fun, My time here I truly cherish. Lil Wayne is a true artist, He wears his pants down low, Life now may seem like it is too I love to listen to him rap, much, His lyrics are the smartest. But I would not trade it for anything, I have so many friends, I am happy and content, I truly love them all, Just the way I am. We laugh, we cry, • Gabby Struckell We are the perfect blend. -
The Cake Is a Lie!« Polyperspektivische Betrachtungen
Michelle E. Ouellette/ Marc A. Ouellette Make Lemonade: The Pleasantly Unpleasant Aesthetics of Playing ›Portal‹ This paper takes its title and an important cue from the folksy premise of the axiom, »When life gives you lemons, make lemonade«. The paradoxical posi- tion that something unpleasant can be turned into something pleasant offers not only an entry point for an engagement with the Portal series, but also an opportunity to consider directly the applicability of Friedrich Schiller’s model of three inherent drives to the study of video games. Thus, our paper will sit- uate Schiller’s aesthetic principles within existing game studies scholarship, will examine how these apply to the Portal series’ implementation of rules, play and affirmation, and will consider the ramifications of the commentary which inheres in the process. Most importantly, the three drives – normative, sensuous, and play – map directly onto the rules and the rewards of the games. As well, this pattern appears in the form and in the content of the games so that the ways in which rules, affirmation and their linkage through play produce en- joyment also make the Portal series obvious examples of good art. In the case of affirmation, the fact that these rewards are through negative affirmation makes no difference. GLaDOS and Wheatley’s taunts and barbs, and the jour- ney on which they lead us, engages both the cognitive and affective responses of the players. The pleasure of this game is located in both of these responses; we are driven to think about the game, and the game makes us feel (bad). -
FIRSTNAME LASTNAME COMPANY Session Title
JEEP BARNETT ADAM FOSTER KYLE DAVIS VALVE PORTAL 2 AND TF2 ALTERNATE REALITY GAMES Q&A Why ARG? • Fictional Grounding • Retrospect • Historical Research • New Content • Call to Action • Rewards Some ARGs • ApertureScience.com • Portal 2 ARG • Potato Sack • Pyromania ARG • Mann vs Machine ARG ApertureScience.com •Flash Website •Hacking Terminal •Questionnaire •“The Cake is a Lie” •Rattman Password •Companion Cube’s Holiday Vault •Cave Johnson Portal 2 ARG •Radio Signal Minigame •SSTV Images •Hashed BBS Number •ASCII Screenshots •Modified Ending Potato Sack •Potato Fools’ Day •Glyphs •Aperture Logins •Concept Art •Seattle Map Locations •New Content for 13 Games •“Nelipot” & Dinosaur •GLaDOS@Home Pyromania ARG •Mystery Items •Goldfish •Banana Peel •Damaged Capacitor •Etc. •Eliminating the Impossible •Banana Crafting •Poopy Joe •Ash Piles Mann vs Machine ARG •Carrier Tanks •Gray Mann in Will •Melted Capacitor Equipping •High Fives •“Walked into a bar,” Joke •PGP Wordlist •Final Recipe •Blood Brothers Alert Some Takeaways • Different Scopes • Callbacks • Verifiable Redundancy • Levels of Participation JEEP & ADAMF & KYLED @valvesoftware.com ASCII CAKE ApertureScience.com RATTMAN PASSWORD ApertureScience.com HOLIDAY VAULT ApertureScience.com ADAM’S BBS Portal 2 ARG SSTV IMAGES Portal 2 ARG GLYPHS Potato Sack RUSH Potato Sack CORE Potato Sack SEATTLE MAP Potato Sack POTATO SACK BUNDLE Potato Sack BOX CONCEPT Potato Sack GAMASUTRA.COM/VIEW/FEATURE/6371/ THE_PORTAL_TWO_ARG_THE_WHOLE_STORY.PHP Potato Sack COURT LEDGER Pyromania ARG HOOPY Hoopy ARG POOPY JOE Pyromania ARG PYROLAND Pyromania ARG MACHINE PHOTOS Mann vs Machine ARG ROBOT HEADS Mann vs Machine ARG MANN WILL Mann vs Machine ARG . -
GRID Broadband Content Delivery Platform
Integrating Narrative and Design: A Portal Post-Mortem KIM SWIFT and ERIK WOLPAW, VALVE SPOILER ALERT!! Leave the room now if you hate spoilers Topics Why Should You Care? Our Narrative Philosophy Our Development Process Why Should You Care? Why should you care about Portal? • We had a small team. • Portal has been both a critical and commercial success for Valve. • After all is said and done and we don't have any regrets. Why Should You Care? Why Should You Care? Why should you care about how we integrated narrative and design? • By itself, the story wouldn’t make much of a novel. • The gameplay on its own would be dry. • The tight integration of our story and gameplay resonated with people. • Team size imposed constraints on our design choices. • Our design methods: • Low impact on both our time and energy budgets. • Helped creatively sidestep our constraints. Our Narrative Philosophy Delta Theory • Two Stories • Story-story • Gameplay story • Lowering the delta will make your story more satisfying. Our Narrative Philosophy Games with a high story delta: Our Narrative Philosophy Games with a high story delta: • Clive Barker’s Undying Our Narrative Philosophy Games with a high story delta: • Clive Barker’s Undying Our Narrative Philosophy Games with a high story delta: • Clive Barker’s Undying Our Narrative Philosophy Portal Narrative Design Goals • “Story” story must never intrude on “Gameplay” story • Less is more • Be ruthless about trimming narrative fat Our Process Playtesting Reflecting Story in Your Environment Evolve Narrative Out of Gameplay Evolve Gameplay Out of Narrative Playtesting Important to Narrative and Gameplay • Watch your playtests • Find out what your players actually want • Adjust gameplay to what players look like they need. -
The Cake Is a Lie!«
Thomas Hensel / Britta Neitzel / Rolf F. Nohr (Hrsg.) »The cake is a lie!« Portal_2.1.indd 1 18.03.2015 13:17:54 Medien ’ Welten Braunschweiger Schriften zur Medienkultur, herausgegeben von Rolf F. Nohr Band 26 Lit Verlag Münster/Hamburg/Berlin/London In Memoriam Frank Weber Lit Portal_2.1.indd 2 18.03.2015 13:17:54 Thomas Hensel / Britta Neitzel / Rolf F. Nohr (Hrsg.) »The cake is a lie!« Polyperspektivische Betrachtungen des Computerspiels am Beispiel von ›Portal‹ Lit Portal_2.1.indd 3 18.03.2015 13:17:54 Bucheinbandgestaltung: Tonia Wiatrowski / Rolf F. Nohr unter Verwendung eines Screenshots aus Portal © Valve, 2007 Buchgestaltung: © Roberta Bergmann, Anne-Luise Janßen, Tonia Wiatrowski http://www.tatendrang-design.de Satz: Rolf F. Nohr / Arne Fischer / Fedor Thiel Lektorat: Christoph Keck / Emma Jane Stone © Lit Verlag Münster 2015 Grevener Straße / Fresnostraße 2 D-48159 Münster Tel. 0251-23 50 91 Fax 0251-23 19 72 e-Mail: [email protected] http://www.lit-verlag.de Chausseestr. 128 / 129 D-10115 Berlin Tel. 030-280 40 880 Fax o30-280 40 882 e-Mail: [email protected] http://www.lit-verlag.de/berlin/ Bibliografische Information der Deutschen Bibliothek Die Deutsche Bibliothek verzeichnet diese Publikation in der Deutschen Nationalbibliografie; detaillierte bibliografische Daten sind im Internet über http://dnb.ddb.de abrufbar. ISBN 978-3-643-12996-3 Printed in Germany Portal_2.1.indd 4 18.03.2015 13:17:54 Inhaltsverzeichnis Britta Neitzel 7 Game Studies mit Portal Philipp Fust 21 Portal und Portal 2 – Eine Einführung Bilder und Räume Jennifer deWinter / Carly A. -
Universitatea
10.2478/ewcp-2019-0006 ‘The Cake is (Not) a Lie:’ Intertextuality as a Form of Play in Digital Games DIANA MELNIC, VLAD MELNIC “Babeș-Bolyai” University, Cluj-Napoca, Romania Abstract Since Julia Kristeva’s first use of the term in the late 20th century, intertextuality has given rise to one of the literary theories most frequently applied in the interpretation of texts across different media, from literature to art and film. In what concerns the study of digital games, however, the concept has received little attention, in spite of the fact that the new medium offers a more than fertile ground for its investigation. The aim of the present essay, therefore, is to propose that digital games can be and, indeed, are intertextual in at least two ways. First, we argue, games deliberately refer to other games, which may or may not be a part of the same series. Secondly, they connect with texts from other media and specifically with literary texts. In both cases, the intertextual link can be a sign of tribute, a critical comment, or a means of self-reflection. Ultimately, however, these links are a form of aesthetic play that reveals new similarities between digital games and traditional media for artistic expression. Keywords: intertextuality, aesthetic play, digital games, game criticism, game philology First coined in the 1960s by Julia Kristeva, the concept of “intertextuality” was firmly rooted in literary theory and the Diana Melnic, Vlad Melnic 91 intellectual climate of mid-20th century Europe. However, it did not remain so for long. It extended from works of literature to spheres of philosophy, from texts to all forms of art, and well into the 21st century, where it was recently redeployed in media studies.