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World of Warcraft Online Manual
Game Experience May Change During Online Play WOWz 9/11/04 4:02 PM Page 2 Copyright ©2004 by Blizzard Entertainment. All rights reserved. The use of this software product is subject to the terms of the enclosed End User License Agreement. You must accept the End User License Agreement before you can use the product. Use of World of Warcraft, is subject to your acceptance of the World of Warcraft® Terms of Use Agreement. World of Warcraft, Warcraft and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment in the U.S. and/or other countries.Windows and DirectX are trademarks or registered trademarks of Microsoft Corporation in the U.S. and/or other countries. Pentium is a registered trademark of Intel Corporation. Power Macintosh is a registered trademark of Apple Computer, Inc. Dolby and the double-D symbol are trademarks of Dolby Laboratory. Monotype is a trademark of Agfa Monotype Limited registered in the U.S. Patent and Trademark ® Office and certain other jurisdictions. Arial is a trademark of The Monotype Corporation registered in the U.S. Patent and Trademark Office and certain other jurisdictions. ITC Friz Quadrata is a trademark of The International Typeface Corporation which may be registered in certain jurisdictions. All other trademarks are the property of their respective owners. Uses high-quality DivX® Video. DivX® and the DivX® Video logo are trademarks of DivXNetworks, Inc. and are used under license. All rights reserved. AMD, the AMD logo, and combinations thereof are trademarks of Advanced Micro Devices, Inc All ATI product and product feature names and logos, including ATI, the ATI Logo, and RADEON are trademarks and / or registered trademarks of ATI Technologies Inc. -
Fumito Ueda Och Samtalet Mellan Maskin Och Människa
INSTITUTIONEN FÖR KULTURVETENSKAPER Fumito Ueda och samtalet mellan maskin och människa Filip Ekström Kandidatuppsats: 15 hp Program: Kultur, kandidatprogrammet (KP1125) Nivå: Kandidat Termin/år: VT18 Handledare: Ola Stockfelt Examinator: Viveka Kjellmer ABSTRACT University of Gothenburg Department of Cultural Sciences Gothenburg, Sweden Bachelor of Arts – Program in Cultural Sciences, 15.0 higher education credits Graduating Thesis, spring 2018 Author: Filip Ekström Mentor: Ola Stockfelt Examinator: Title: Fumito Ueda – And the Conversation Between Human and Machine This thesis approaches videogame-designer Fumito Uedas three major works, ICO, Shadow of the Colossus and The Last Guardian, through the theories of cybernetics. Mostly those of the philosopher and mathematician Norbert Wiener. With the focus on the relation and communication between the player/human and the videogame/machine/computer. How the a.i-characters through Uedas games develop more and more liberties of being their own individuals, free from the player-characters full control, and how this effects the gameplay and players relation to the machine and his/hers interaction with them. It shows that through the evolution of Uedas a.i-characters, players learn to adapt more to the demands of a computer, and the digitally generated world. And using the communication made available by videogames, is able to adjust to these artificial creatures requirements, just as if they were real beings. Keywords: Cybernetics, videogames, intergration, machine/human interaction 1 INNEHÅLLSFÖRTECKNING -
The First but Hopefully Not the Last: How the Last of Us Redefines the Survival Horror Video Game Genre
The College of Wooster Open Works Senior Independent Study Theses 2018 The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre Joseph T. Gonzales The College of Wooster, [email protected] Follow this and additional works at: https://openworks.wooster.edu/independentstudy Part of the Other Arts and Humanities Commons, and the Other Film and Media Studies Commons Recommended Citation Gonzales, Joseph T., "The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre" (2018). Senior Independent Study Theses. Paper 8219. This Senior Independent Study Thesis Exemplar is brought to you by Open Works, a service of The College of Wooster Libraries. It has been accepted for inclusion in Senior Independent Study Theses by an authorized administrator of Open Works. For more information, please contact [email protected]. © Copyright 2018 Joseph T. Gonzales THE FIRST BUT HOPEFULLY NOT THE LAST: HOW THE LAST OF US REDEFINES THE SURVIVAL HORROR VIDEO GAME GENRE by Joseph Gonzales An Independent Study Thesis Presented in Partial Fulfillment of the Course Requirements for Senior Independent Study: The Department of Communication March 7, 2018 Advisor: Dr. Ahmet Atay ABSTRACT For this study, I applied generic criticism, which looks at how a text subverts and adheres to patterns and formats in its respective genre, to analyze how The Last of Us redefined the survival horror video game genre through its narrative. Although some tropes are present in the game and are necessary to stay tonally consistent to the genre, I argued that much of the focus of the game is shifted from the typical situational horror of the monsters and violence to the overall narrative, effective dialogue, strategic use of cinematic elements, and character development throughout the course of the game. -
Signature Redacted
Intimate Worlds: Reading for Intimate Affects in Contemporary Video Games by Kaelan Doyle-Myerscough B.A. Hons. East Asian Studies McGill University, 2016 SUBMITTED TO THE DEPARTMENT OF COMPARATIVE MEDIA STUDIES IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF SCIENCE IN COMPARATIVE MEDIA STUDIES AT THE MASSACHUSETTS INSTITUTE OF TECHNOLOGY JUNE 2018 Kaelan Doyle-Myerscough. All rights reserved. The author hereby grants to MIT permission to reproduce and to distribute publicly paper and electronic copies of this thesis document in whole or in part in any medium now known or hereafter created. Signature redacted Signature of Author: Department of Comparative Media Studies May 10, 2018 Signature redacted Certified by: Eugenie Brinkema Professor, Comparative Media Studies Thesis Supervisor Signature redacted A ccepted by: I%. A p b: Heather Hendershot Director of Graduate Studies, Comparative Media Studies MASSACHUSETTS INSTITUTE OF TECHNOLOGY MAY 3 0 2018 LIBRARIES ARCHIVES Intimate Worlds: Reading for Intimate Affects in Contemporary Video Games by Kaelan Doyle-Myerscough Submitted to the Department of Comparative Media Studies on May 10, 2018 in Partial Fulfillment of the Requirements for the Degree of Master of Science in Comparative Media Studies ABSTRACT When we think of pleasures to be found in video games, we often talk about power, control, agency, and fun. But to center these pleasures is to privilege certain stories, players, actions and possibility spaces. This thesis uses the framework of intimacy to closely examine three games for their capacity to create pleasure in vulnerability, the loss of control, dependence on others, and precarity. Drawing from Deleuzian affect theory and feminist, queer and posthuman theorists, I read for intimate affects in the formal, aesthetic, proprioceptive and structural elements of Overwatch, The Last Guardianand The Legend of Zelda: Breath of the Wild. -
Sound, Embodiment, and the Experience of Interactivity in Video Games & Virtual
Sound, Embodiment, and the Experience of Interactivity in Video Games & Virtual Environments –DRAFT—citations incomplete! Lori Landay, Professor of Cultural Studies Berklee College of Music This presentation is part of a larger project that explores perception and imagination in interactive media, and how they are created by sound, image, and action. It marks an early stage in extending my previous work on the virtual kinoeye in virtual worlds and video games to consider aural, haptic, and kinetic aspects of embodiment and interactivity. SLIDE 2 2 In particular, the argument is that innovative sound has the potential to bridge the gaps in experiencing embodiment caused by disconnections between the perceived body in physical, representational, and imagined contexts. To explore this, I draw on Walter Murch’s spectrum of encoded and embodied sound, interviews with sound designers and composers, ways of thinking about the body from phenomenology, video game studies scholarship, and examples of the relationship between sound effects and music in video games. Let’s start with a question philosopher Don Ihde poses when he asks his students to imagine then describe an activity they have never done. Often students choose jumping out of an airplane with a parachute, and as he works through the distinctions between the possible senses of one’s own body as the physical body, a first-person perspective of the perceiving body, which 3 he calls the here-body, or the objectified over-there-body, the third-person view of one’s own body, he asks, “Where does one feel the wind?” Ihde argues the full multidimensional sensory experience is in the embodied perspective. -
Game Console Rating
Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Abzu PS4, XboxOne E Ace Combat 7: Skies Unknown PS4, XboxOne T AC/DC Rockband Wii T Age of Wonders: Planetfall PS4, XboxOne T All-Stars Battle Royale PS3 T Angry Birds Trilogy PS3 E Animal Crossing, City Folk Wii E Ape Escape 2 PS2 E Ape Escape 3 PS2 E Atari Anthology PS2 E Atelier Ayesha: The Alchemist of Dusk PS3 T Atelier Sophie: Alchemist of the Mysterious Book PS4 T Banjo Kazooie- Nuts and Bolts Xbox 360 E10+ Batman: Arkham Asylum PS3 T Batman: Arkham City PS3 T Batman: Arkham Origins PS3, Xbox 360 16+ Battalion Wars 2 Wii T Battle Chasers: Nightwar PS4, XboxOne T Beyond Good & Evil PS2 T Big Beach Sports Wii E Bit Trip Complete Wii E Bladestorm: The Hundred Years' War PS3, Xbox 360 T Bloodstained Ritual of the Night PS4, XboxOne T Blue Dragon Xbox 360 T Blur PS3, Xbox 360 T Boom Blox Wii E Brave PS3, Xbox 360 E10+ Cabela's Big Game Hunter PS2 T Call of Duty 3 Wii T Captain America, Super Soldier PS3 T Crash Bandicoot N Sane Trilogy PS4 E10+ Crew 2 PS4, XboxOne T Dance Central 3 Xbox 360 T De Blob 2 Xbox 360 E Dead Cells PS4 T Deadly Creatures Wii T Deca Sports 3 Wii E Deformers: Ready at Dawn PS4, XboxOne E10+ Destiny PS3, Xbox 360 T Destiny 2 PS4, XboxOne T Dirt 4 PS4, XboxOne T Dirt Rally 2.0 PS4, XboxOne E Donkey Kong Country Returns Wii E Don't Starve Mega Pack PS4, XboxOne T Dragon Quest 11 PS4 T Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Dragon Quest Builders PS4 E10+ Dragon -
Games for Self-Reflection
Kandidatarbete i medieteknik, Institutionen för teknik och estetik, vårtermin 2017 Social Insecurity & Games: Games for self-reflection Douglas Gidlöf | Sebastian Hansson Aneer Pirjo Elovaara Peter Giger Abstract This is a study of how games can be used to encourage self-reflection. The study uses Everyday-Social Anxiety to establish a base point from which to make a game. During the study a game was developed using the research found. The game uses mechanics in order to link the player to the games protagonist. This link is then used in an attempt to encourage the player to self-reflect. Known design methods are used as guidelines of how the study and game is made. These methods originate from both game design and design of informative systems (such as servers). Some psychology sources are used in order to gather an understanding of what Social Anxiety is and how it affects people, the focus however, lies on the subject of Media technology and game development. The study concludes with results and a discussion. In the discussion the entirety of the study is motivate and reflected over by the authors. The results are specifically presented in a conclusion, presenting what was done, and what the study led to. Keywords: Social Anxiety, Design, Game, Mechanics, Link. Abstrakt Detta är en studie på hur spel kan användas för att uppmuntra själv-reflektion. Studien använder vardags-social ångest för att etablera en utgångspunkt utifrån vilken ett spel skapas. Under studien utvecklades ett spel utifrån utforskningen som hittats. Spelet använder mekanier för att skapa en länk mellan spelaren och spelets protagonist. -
Skazka: Empathy Through Cooperation and Discovery
Skazka: Empathy through Cooperation and Discovery Elevator Pitch Skazka is a two-player cooperative and exploration-based game about a girl, Katya, and a wolf, Volk, who navigate the Siberian landscape to find the girl's brother. Over the course of their journey, they must work together to overcome the beautiful but treacherous terrain and survive encounters with the animal-like lords of the land. The game draws from the mythology and folktales of the Siberian peoples including the Russians, the Buryat, and the Tyuvan clans. The primary goals of Skazka's design are to explore mechanics and narrative that: 1. Encourage cooperative problem-solving skills in players 2. Reward group discovery 3. Foster empathy between players The game is intended to be a compelling and emotive game, and it draws on design and scope aspects from games in related genres such as Journey, The Last Guardian, Trine, and Never Alone. Skazka educates by encouraging prosocial behaviors between players and depicting the unique biomes and cultures of the remote Siberian region. To reach a wider audience, Akula Games, LLC presents this experience using familiar and well-loved play mechanics that both young people and adults can enjoy. Few games explore cooperative mechanics and empathy-building in a commercial setting, but Skazka reaches both “core" and “mid-core" game players by connecting the fundamentally social nature of games with cooperation-based challenges. Core game players are defined as people who play games more than five hours a day, while the mid-core audience plays less but often desires the complexity of play associated with core gaming. -
Intersomatic Awareness in Game Design
The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking. -
Sound, Embodiment, and the Experience Of
Sound, Embodiment, and the Experience of Interactivity in Video Games & Virtual Environments Lori Landay, Professor of Cultural Studies, Berklee College of Music Society for Cinema and Media Studies Conference, March 2013, Chicago, IL –DRAFT—3/3/13: warning: citations incomplete! Material cut from presentation shoved into endnotes! This presentation is part of a larger project that explores perception and imagination in interactive media, and how they are created by sound, image, and action. It marks an early stage in extending my previous work on the virtual kinoeye in virtual worlds and video games to consider aural, haptic, and kinetic aspects of embodiment and interactivity. 2 In particular, the argument is that innovative sound has the potential to bridge the gaps in experiencing embodiment caused by disconnections between the perceived body in physical, representational, and imagined contexts. To explore this, I draw on Walter Murch’s spectrum of encoded and embodied sound, interviews with sound designers and composers, ways of thinking about the body from phenomenology, and analyze examples of the relationship between sound effects and music in video games. There’s a QR code to a longer version of this material, with fuller attention to the theoretical model, literature review, and examples from more video games. Let’s start with a question philosopher Don Ihde poses when he asks his students to imagine then describe an activity they have never done. Often students choose jumping out of an airplane with a parachute, and as he works through the 3 distinctions between the possible senses of one’s own body as the physical body, a first-person perspective of the perceiving body, which he calls the here-body, or the objectified over-there-body, the third-person view of one’s own body, he asks, “Where does one feel the wind?” Ihde argues the full multidimensional sensory experience is in the embodied perspective. -
The Last Guardian Free Download
THE LAST GUARDIAN FREE DOWNLOAD Eoin Colfer | 328 pages | 10 Jul 2012 | Hyperion | 9781423161615 | English | New York, United States The Last Guardian His own development process? August 6th, - Fumito Ueda says the new project has a long way to go before finishing development. Also, Trico's size prevents it from entering small spaces, although not from lack of trying. The The Last Guardian is regurgitated, now suddenly covered in the tattoo-like markings. There are very few games that become legendary for a single moment, a single unforgettable The Last Guardian, but Ico is certainly one of them. While initially stunned by the talismans, Trico overcomes its fear and rescues the Boy, using its partially-healed wings to glide to safety. Inside, they discover the Master of the Valleyan evil being resembling an orb of both darkness and pale light, who controls the Knights and the other Trico-beasts. It upsets our deeply learned patterns of spatial reasoning in video games. Refuses to commit to a release. Retrieved 17 February The Last Guardian distribution:. The Last Guardian received "generally favorable" reviews, according to video game review aggregator Metacritic. Retrieved 13 June The game is so beautiful and amazing with a fascinating story. One including a strange tower that Trico does not dare go The Last Guardian. August 4th, - Shuhei Yoshida: "Team Ico has something really, really good on the way. When it first encounters the Boy, it is hostile, as he is under the direction of the Master. Start a Wiki. There were a hundred games released this year that are more fluid The Last Guardian fun to play minute-to-minute, and dozens that perform with a silky smooth frame rate, yet I'll remember this adventure with Trico long after I've forgotten those. -
Mukokuseki and the Narrative Mechanics in Japanese Games
Mukokuseki and the Narrative Mechanics in Japanese Games Hiloko Kato and René Bauer “In fact the whole of Japan is a pure invention. There is no such country, there are no such peo- ple.”1 “I do realize there’s a cultural difference be- tween what Japanese people think and what the rest of the world thinks.”2 “I just want the same damn game Japan gets to play, translated into English!”3 Space Invaders, Frogger, Pac-Man, Super Mario Bros., Final Fantasy, Street Fighter, Sonic The Hedgehog, Pokémon, Harvest Moon, Resident Evil, Silent Hill, Metal Gear Solid, Zelda, Katamari, Okami, Hatoful Boyfriend, Dark Souls, The Last Guardian, Sekiro. As this very small collection shows, Japanese arcade and video games cover the whole range of possible design and gameplay styles and define a unique way of narrating stories. Many titles are very successful and renowned, but even though they are an integral part of Western gaming culture, they still retain a certain otherness. This article explores the uniqueness of video games made in Japan in terms of their narrative mechanics. For this purpose, we will draw on a strategy which defines Japanese culture: mukokuseki (borderless, without a nation) is a concept that can be interpreted either as Japanese commod- ities erasing all cultural characteristics (“Mario does not invoke the image of Ja- 1 Wilde (2007 [1891]: 493). 2 Takahashi Tetsuya (Monolith Soft CEO) in Schreier (2017). 3 Funtime Happysnacks in Brian (@NE_Brian) (2017), our emphasis. 114 | Hiloko Kato and René Bauer pan” [Iwabuchi 2002: 94])4, or as a special way of mixing together elements of cultural origins, creating something that is new, but also hybrid and even ambig- uous.