BREAKING FICTION How Fiction Breaks Can Be Used to Enhance a Player’S Immersion in Video Games
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Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2 2015
Repositorium für die Medienwissenschaft Jennifer deWinter; Carly A. Kocurek Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2 2015 https://doi.org/10.25969/mediarep/14996 Veröffentlichungsversion / published version Sammelbandbeitrag / collection article Empfohlene Zitierung / Suggested Citation: deWinter, Jennifer; Kocurek, Carly A.: Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2. In: Thomas Hensel, Britta Neitzel, Rolf F. Nohr (Hg.): »The cake is a lie!« Polyperspektivische Betrachtungen des Computerspiels am Beispiel von PORTAL. Münster: LIT 2015, S. 31– 48. DOI: https://doi.org/10.25969/mediarep/14996. Erstmalig hier erschienen / Initial publication here: http://nuetzliche-bilder.de/bilder/wp-content/uploads/2020/10/Hensel_Neitzel_Nohr_Portal_Onlienausgabe.pdf Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Nicht kommerziell - Weitergabe unter Attribution - Non Commercial - Share Alike 3.0/ License. For more gleichen Bedingungen 3.0/ Lizenz zur Verfügung gestellt. Nähere information see: Auskünfte zu dieser Lizenz finden Sie hier: http://creativecommons.org/licenses/by-nc-sa/3.0/ http://creativecommons.org/licenses/by-nc-sa/3.0/ Jennifer deWinter / Carly A. Kocurek Chell Game: Representation, Identification, and Racial Ambiguity in ›Portal‹ and ›Portal 2‹ Chell stands in a corner facing a portal, then takes aim at the adjacent wall with the Aperture Science Handheld Portal Device. Between the two portals, one ringed in blue, one ringed in orange, Chell is revealed, reflected in both. And, so, we, the player, see Chell. She is a young woman with a ponytail, wearing an orange jumpsuit pulled down to her waist and an Aperture Science-branded white tank top. -
Exploring the Experiences of Gamers Playing As Multiple First-Person Video Game Protagonists in Halo 3: ODST’S Single-Player Narrative
Exploring the experiences of gamers playing as multiple first-person video game protagonists in Halo 3: ODST’s single-player narrative Richard Alexander Meyers Bachelor of Arts Submitted in fulfilment of the requirement for the degree of Master of Arts (Research) School of Creative Practice Creative Industries Faculty Queensland University of Technology 2018 Keywords First-Person Shooter (FPS), Halo 3: ODST, Interpretive Phenomenological Analysis (IPA), ludus, paidia, phenomenology, video games. i Abstract This thesis explores the experiences of gamers playing as multiple first-person video game protagonists in Halo 3: ODST, with a view to formulating an understanding of player experience for the benefit of video game theorists and industry developers. A significant number of contemporary console-based video games are coming to be characterised by multiple playable characters within a game’s narrative. The experience of playing as more than one video game character in a single narrative has been identified as an under-explored area in the academic literature to date. An empirical research study was conducted to explore the experiences of a small group of gamers playing through Halo 3: ODST’s single-player narrative. Interpretive Phenomenological Analysis (IPA) was used as a methodology particularly suited to exploring a new or unexplored area of research and one which provides a nuanced understanding of a small number of people experiencing a phenomenon such as, in this case, playing a video game. Data were gathered from three participants through experience journals and subsequently through two semi- structured interviews. The findings in relation to participants’ experiences of Halo 3: ODST’s narrative were able to be categorised into three interrelated narrative elements: visual imagery and world-building, sound and music, and character. -
Motherhood: Designing Silent Player Characters for Storytelling
Motherhood: Designing Silent Player Characters for Storytelling Extended Abstract Bria Mears Jichen Zhu Drexel University Drexel University 3141 Chestnut St 3141 Chestnut St Philadelphia, Pennsylvania 19104 Philadelphia, Pennsylvania 19104 [email protected] [email protected] ABSTRACT a list of methods designers can use to eectively communicate a e silent player character (SPC) is a reoccurring but not well- SPC’s story. ird, we developed Motherhood, a short narrative understood type of player character in narrative-driven games. In experience featuring a SPC that exemplies how our found pat- this paper, we present how our ndings from an analysis of SPC terns can be implemented into a game’s design to communicate development have been exemplied in an interactive narrative a pre-dened SPC. Motherhood was built to evaluate the paerns experience. e ndings presented in this study were approved as developed in this study. a FDG’17 poster submission. First, we identify two main types of SPCs: projective and expressive characters. Second, we synthesized 2 RELATED WORK a list of methods designers can use to eectively communicate A traditional silent protagonist is oen linked with the term “avatar” a SPC’s story. ird, we present Motherhood, a short narrative - dened as “a player’s embodiment in the game” [2, 3]; in other experience featuring the development of a pre-dened SPC. words, the “blank canvas” PC. In the early days of digital games, CCS CONCEPTS game characters were lile more than generic gures that lacked both personality and depth in their design [9] and players played •So ware and its engineering ! Interactive games; •Applied through the game [1], focusing on their ludic goals, rather than computing ! Computer games; taking an interest in the avatar itself. -
Don't Forget to Save!
Don’t Forget to Save! The Impact of User Experience Design on Workflow of Authoring Video Game Narratives (Transfer Thesis) Daniel Green Department of Science and Technology Bournemouth University A thesis submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy November 2019 This page is intentionally left blank. This copy of the thesis has been supplied on condition that anyone who consults it is understood to recognise that its copyright rests with its author and due acknowledgement must always be made of the use of any material contained in, or derived from, this thesis. This page is intentionally left blank. Abstract Since their inception, video games have been a capable storytelling device. This is only amplified as technology improves. Contemporary video games boast awide range of interaction and presentational techniques that can enrich the narrative experience. Supporting authors with tools to prototype their stories, or even as direct integration into a game, is vital. This is especially important as the complexity and length of such narratives continues to increase. Designing these kinds of tools is no easy feat. In order to develop authoring systems for game developers that support prototyping or implementation of their envisioned narratives, we must gain an understanding of the underlying constituents that make up video game narrative and their structural and relational properties. Additionally, when designing the interface of and interactions with such systems, the User Experience (UX) design decisions taken may impact the workflow of the authors to implement their vision. Therefore, we must also gain an understanding of how various UX design paradigms alter the usability of our programs. -
Theatre I Moderator: Jaclynn Jutting, M.F.A
2019 Belmont University Research Symposium Theatre I Moderator: Jaclynn Jutting, M.F.A. April 11, 2019 3:30 PM-5:00 PM Johnson Center 324 3:30 p.m. - 3:45 p.m. Accidentally Pioneering a Movement: How the Pioneer Players Sparked Political Reform Sami Hansen Faculty Advisor: James Al-Shamma, Ph.D. Theatre in the twenty-first century has been largely based on political and social reform, mirroring such movements as Black Lives Matter and Me Too. New topics and ideas are brought to life on various stages across the globe, as many artists challenge cultural and constitutional structures in their society. But how did protest theatre get started? As relates specifically to the feminist movement, political theatre on the topic of women’s rights can be traced back to an acting society called the Pioneer Players, which was made up of British men and women suffragettes in the early twentieth century. The passion and drive of its members contributed to its success: over the course of a decade, patrons and actors worked together to expose a rapidly changing society to a variety of genres and new ideas. In this presentation, I hope to prove that, in challenging traditional theatre, the Pioneer Players helped to pave the way for the avant garde, spur political reform, and promote uncensored theatre in Great Britain. Their efforts facilitated a transformation of the stage that established conditions under which political theatre could, and did, flourish. 3:45 p.m. - 4:00 p.m. Philip Glass: A Never-Ending Circular Staircase Joshua Kiev Faculty Advisor: James Al-Shamma, Ph.D. -
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. -
'House of Cards' Arrives As a Netflix Series
‘House of Cards’ Arrives as a Netflix Series - NYTimes.com http://www.nytimes.com/2013/01/20/arts/television/house-of-cards... January 18, 2013 By BRIAN STELTER EARLY in the new Netflix series “House of Cards” the narrator and card player Representative Francis Underwood, played by Kevin Spacey, looks straight into the camera and tells viewers: “Power is a lot like real estate. It’s all about location, location, location. The closer you are to the source, the higher your property value.” Underwood is speaking at a presidential inauguration, just outside the Capitol in Washington. As viewers observe the swearing-in he asks in a delicious Southern drawl, “Centuries from now, when people watch this footage, who will they see smiling just at the edge of the frame?” Then Underwood comes into frame again. He’s just a few rows away from the president. He gives the camera a casual wave. Underwood, having been spurned in his bid to become secretary of state, is on a quest for power that’s just as suspenseful as anything on television. But his story will unspool not on TV but on Netflix, the streaming video service that is investing hundreds of millions of dollars in original programming. Its plan for showing “House of Cards,” an adaptation of a 1990 BBC mini-series set in Parliament, will itself be a departure from the usual broadcast approach. On Feb. 1 all 13 episodes will be available at once, an acknowledgment that many of its subscribers like to watch shows in marathon sessions. Another 13 episodes are already in production. -
The Impact of Video Game Interactivity on the Narrative
THE IMPACT OF VIDEO GAME INTERACTIVITY ON THE NARRATIVE CAMERON EDMOND (BA) MACQUARIE UNIVERSITY FACULTY OF ARTS DEPARTMENT OF ENGLISH OCTOBER 2015 This thesis is presented in partial fulfilment of the requirements of the degree of Master of Research at Macquarie University. I certify that this thesis is entirely my own work and that I have given fully documented reference to the work of others. The thesis has not previously, in part or in whole, been submitted for assessment in any formal course of study. Signed: (Cameron Edmond) Contents Summary...................................................................................................................................7 Acknowledgements...................................................................................................................9 Introduction............................................................................................................................11 Chapter 1 – The Player-Hero: A Hollow Sphere................................................................25 Chapter 2 – The NPC Goddess: A Bridge Between Spheres..............................................43 Chapter 3 – The Game World: The Ultimate Controller of Interactivity........................59 Conclusion...............................................................................................................................75 Works Cited............................................................................................................................79 Appendix…….........................................................................................................................87 -
Machinima As Digital Agency and Growing Commercial Incorporation
A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation A thesis presented to the faculty of the College of Fine Arts of Ohio University In partial fulfillment of the requirements for the degree Master of Arts Megan R. Brown December 2012 © 2012 Megan R. Brown. All Rights Reserved 2 This thesis titled A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation by MEGAN R. BROWN has been approved for the School of Film and the College of Fine Arts by Louis-Georges Schwartz Associate Professor of Film Studies Charles A. McWeeny Dean, College of Fine Arts 3 ABSTRACT BROWN, MEGAN R., M.A., December 2012, Film Studies A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation (128 pp.) Director of Thesis: Louis-Georges Schwartz. This thesis traces machinima, films created in real-time from videogame engines, from the exterior toward the interior, focusing on the manner in which the medium functions as a tool for marginalized expression in the face of commercial and corporate inclusion. I contextualize machinima in three distinct contexts: first, machinima as historiography, which allows its minority creators to articulate and distribute their interpretation of national and international events without mass media interference. Second, machinima as a form of fan fiction, in which filmmakers blur the line between consumers and producers, a feature which is slowly being warped as videogame studios begin to incorporate machinima into marketing techniques. Finally, the comparison between psychoanalytic film theory, which explains the psychological motivations behind cinema's appeal, applied to videogames and their resulting machinima, which knowingly disregard established theory and create agency through parody. -
EYES and NARRATIVE PERSPECTIVES on STORY a Practice Led Exploration of the Use of Eyes and Eye Lines in Fiction Film
EYES AND NARRATIVE PERSPECTIVES ON STORY A Practice Led Exploration of the Use of Eyes and Eye Lines in Fiction Film Professor Erik Knudsen Abstract Eyes and eye lines are one of the key ways in which the perspective on a story is established in figurative narrative fiction cinema. As such, the eyes and the use of eyes by a performer needs as much creative and technical attention as shot composition, sound, production design and editing. Rather than thinking of the eyes of a performer as a subservient aspect of a projected performance, often driven by the dominance of dialogue- action delivery, this paper seeks to examine how, in fictional cinematic expression, eyes can be deployed to enhance an introspective and transcendent narrative perspective on a story. This exploration takes place through practice. In particular, during the creation of my latest feature film, The Raven On The Jetty (Erik Knudsen, UK 2014), in which I sought to explore how to enhance the relationship between eyes, eye lines and narrative perspective on story. In reflecting on these issues, I shall look at what is meant by narrative perspective and relate this not only to the performativity of a fiction film, but also to the relationship of this performativity to emotions and feelings. I shall then look at eyes: first looking at their behavioural importance, then at looking and seeing. I hope to show that we can think of eyes not merely as a part of an actor’s performance, but also as a window through which we can see a world whose presence is untouchable. -
The Foundations of Song Bird
Running head: THE FOUNDATIONS OF SONG BIRD GENDER SPECTRUM NEUTRALITY AND THE EFFECT OF GENDER DICHOTOMY WITHIN VIDEO GAME DESIGN AS CONCEPTUALIZED IN: THE FOUNDATIONS OF SONG BIRD A CREATIVE PROJECT SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS BY CALEB JOHN NOFFSINGER DR. MICHAEL LEE – ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA DECEMBER 2018 THE FOUNDATIONS OF SONG BIRD 2 ABSTRACT Song Bird is an original creative project proposed and designed by Caleb Noffsinger at Ball State University for the fulfillment of a master’s degree in Telecommunication: Digital Storytelling. The world that will be established is a high fantasy world in which humans have risen to a point that they don’t need the protection of their deities and seek to hunt them down as their ultimate test of skill. This thesis focuses more so on the design of the primary character, Val, and the concept of gender neutrality as portrayed by video game culture. This paper will also showcase world building, character designs for the supporting cast, and examples of character models as examples. The hope is to use this as a framework for continued progress and as an example of how the video game industry can further include previously alienated communities. THE FOUNDATIONS OF SONG BIRD 3 TABLE OF CONTENTS Introduction . 4 Chapter 1: Literature Review. 8 Chapter 2: Ludology vs. Narratology . .14 Chapter 3: Song Bird, the Narrative, and How I Got Here. 18 Chapter 4: A World of Problems . 24 Chapter 5: The World of Dichotomous Gaming: The Gender-Neutral Character . -
Fleabag and Self-Reflexivity: Breaking-The-Fourth-Wall of a Woman’S Inner World
FLEABAG AND SELF-REFLEXIVITY: BREAKING-THE-FOURTH-WALL OF A WOMAN’S INNER WORLD Luis Rocha Antunes1 ABSTRACT This essay analyzes and describes the use of self-reflexivity in the series Fleabag (Phoebe Waller-Bridge, 2016-2019), showing that the televised series makes use of breaking-the-fourth-wall to create an ongoing relationship between the main character and the viewer. By testing the series' application of self-reflexivity against Jean-Marc Limoges' five criteria of fictional engagement, the essay explains why breaking-the- fourth-wall in Fleabag is not a mere comical device but an entire diegetic layer that shapes the viewer's perception of the character and their engagement with the story. Finally, this study offers a description of the concept of a personal live audience as a way to explain the dramatic importance of breaking-the-fourth-wall in the series, namely, how it impacts Waller-Bridge's performance as an actress, and it empowers her character. The overarching goal of the essay is to demonstrate the originality self- reflexivity in Fleabag and how breaking-the-fourth-wall helps to perceive the inner world of a character with a dimensionality that would be difficult to achieve without the use of self-reflexivity. Keywords: Breaking-the-fourth-wall; Self-Reflexivity; Fleabag; Personal Live Audience; FLEABAG E AUTO-REFLEXIVIDADE: QUEBRANDO A QUARTA PAREDE NO MUNDO INTERIOR DE UMA MULHER RESUMO Este estudo analisa e descreve o uso de auto-reflexividade na série Fleabag (Phoebe Waller-Bridge, 2016-2019), mostrando o uso que a série faz da quebra da quarta parede de forma a criar um relacionamento contínuo estabelecido entre a personagem principal e o espectador.