Crafting Stories Through Play

Total Page:16

File Type:pdf, Size:1020Kb

Crafting Stories Through Play Electronic Theses and Dissertations UC Santa Cruz Peer Reviewed Title: Crafting Stories Through Play Author: Samuel, Benjamin Acceptance Date: 2016 Series: UC Santa Cruz Electronic Theses and Dissertations Degree: Ph.D., Computer ScienceUC Santa Cruz Advisor(s): Wardrip-Fruin, Noah Committee: Mateas, Michael, Horswill, Ian Permalink: http://escholarship.org/uc/item/6nw5x48d Abstract: Copyright Information: All rights reserved unless otherwise indicated. Contact the author or original publisher for any necessary permissions. eScholarship is not the copyright owner for deposited works. Learn more at http://www.escholarship.org/help_copyright.html#reuse eScholarship provides open access, scholarly publishing services to the University of California and delivers a dynamic research platform to scholars worldwide. UNIVERSITY OF CALIFORNIA SANTA CRUZ CRAFTING STORIES THROUGH PLAY A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Ben Samuel December 2016 The Dissertation of Ben Samuel is approved: Professor Noah Wardrip-Fruin, Chair Professor Michael Mateas Professor Ian Horswill Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Ben Samuel 2016 Table of Contents List of Figures .................................... xv List of Tables ..................................... xvii Abstract ........................................ xviii Acknowledgments .................................. xx 1 Introduction to Shared Authorship ..................... 1 1.1 Shared Authorship Through Examples . 4 1.1.1 The Secret of Monkey Island and Interactive(?) Narrative . 4 1.1.2 Quest for Glory, Mass Effect, and Agency . 9 1.2 The Pleasures of Shared Authorship . 21 1.2.1 The Act of Creating . 23 1.2.2 The Act of Sharing . 25 1.2.3 Learning About Your Collaborator . 26 1.2.4 Feeling that the Collaborator is Getting to Know You, and Trust 29 1.2.5 Developing Transferable Skills as a Creator . 31 iii 1.2.6 Feeling that your Artistic Choices Took Craft and Design . 34 1.2.7 Feeling that you were an important part to the whole . 36 1.3 The Hope for Shared Authorship . 37 2 Towards a Theory of Shared Authorship ................. 43 2.1 Related Work: Technological . 44 2.1.1 Constructive and Sculptural Fiction, and the Story System . 44 2.1.2 Mixed Initiative Tools, PCG, Casual Creators, and Other Author- ing Environments . 55 2.1.3 Story Generators and Procedurally Generated Narrative . 73 2.1.4 Choice Poetics . 79 2.1.5 Fostering Human Collaboration . 82 2.1.6 Planners . 85 2.1.7 Drama Managers . 95 2.1.8 Player Modeling . 100 2.2 Related Work: Narrative and Theatre . 106 2.2.1 Brecht . 107 2.2.2 Peter Brook's Empty Space . 114 2.2.3 Improv . 117 2.3 Closing Thoughts and Coming Next . 138 3 The Axes of Shared Authorship ....................... 140 3.1 Source Experiences . 141 iv 3.2 The Axes of Shared Authorship . 153 3.3 Game Rankings, Axis Orthogonality, A Visualized Design Space, and Discussion . 162 4 CiF and Ensemble ................................ 173 4.1 An Introduction to Social Physics . 173 4.2 CiF . 175 4.2.1 Introduction to CiF . 176 4.2.2 Related Work to Social Physics . 180 4.2.3 Comme il Faut System Description . 182 4.2.4 Playable Experiences Using CiF . 205 4.2.5 Closing Thoughts of CiF . 209 4.3 The Ensemble Engine . 210 4.3.1 Introduction to Ensemble . 210 4.3.2 Expressive Features . 212 4.3.3 New Authoring Tool . 226 4.3.4 Some Closing Thoughts on Ensemble . 229 4.4 Social Physics and Shared Authorship . 231 4.4.1 The Simulative Authoring Layer: Collaborating with a Simulation 232 4.4.2 Social Simulation and Shared Authorship Difficulties . 236 4.5 Conclusion . 241 5 Prom Week .................................... 243 v 5.1 Introduction to Prom Week . 243 5.2 Prom Week Description . 244 5.2.1 Stories . 248 5.2.2 Social Physics . 252 5.3 Prom Week Evaluation . 256 5.3.1 Critical Reception . 256 5.3.2 Data Analysis . 258 5.4 Prom Week, Shared Authorship, and AI-Based Game Design . 268 5.4.1 Prom Week's Strengths . 271 5.4.2 Prom Week's Weaknesses . 279 5.5 Closing Thoughts on Prom Week . 289 6 Story Sampling, Gamalyzer, and Playspecs ................ 292 6.1 Story Sampling . 294 6.1.1 Work Related to Story Sampling . 297 6.1.2 Story Sampling Example: Repetition of Dialogue . 299 6.1.3 Story Sampling Example: Multiple Interpretations . 306 6.1.4 Closing Thoughts on Story Sampling . 310 6.2 Gamalyzer . 312 6.2.1 About Gamalyzer . 314 6.2.2 Applying Dissimilarity Metrics . 316 6.2.3 Gamalyzer Evaluation Experiment Design . 317 vi 6.2.4 Gamalyzer Results and Discussion . 321 6.2.5 Gamalyzer Closing Thoughts . 325 6.3 Playspecs . 327 6.3.1 Motivating Examples . 330 6.3.2 Playspecs . 332 6.3.3 Integration with Existing Games . 338 6.3.4 Closing Thoughts on Playspecs . 340 6.4 Conclusion . 342 7 Bad News ..................................... 344 7.1 Introduction . 344 7.2 Talk of the Town ............................... 344 7.3 Bad News ................................... 349 7.3.1 Work Related to Bad News . 352 7.3.2 The Game . 354 7.3.3 The Simulation . 359 7.3.4 The Player . 363 7.3.5 The Actor . 369 7.3.6 Sample Playthrough Summary . 375 7.3.7 Preliminary Results and Critical Reception . 378 7.3.8 Future Applications Inspired by Bad News . 382 7.4 Bad News and Shared Authorship . 384 vii 7.4.1 The Strengths of Bad News . 384 7.4.2 Bad News' Weaknesses . 400 7.5 Conclusion . 402 8 Ongoing Work and Conclusions ....................... 406 8.1 Introduction . 406 8.2 Work Related to Writing Buddy . 407 8.3 Writing Buddy System Description . 409 8.3.1 The Authoring Process . 410 8.3.2 Ensemble . 414 8.3.3 Playspecs . 416 8.3.4 Simple Example Interaction . 417 8.4 Closing Thoughts on The Future of Writing Buddy . 418 8.5 The End . 422 Bibliography ..................................... 427 viii List of Figures 1.1 The Bead of Strings for The Secret of Monkey Island. Any given bead represents one of the four \parts" of the game. Though there is room for variation of player performance within a bead, there exists only one set of solutions for the puzzles, and thus only one way to progress from part to part. The player's actions in any given part have little to no bearing on the others. 11 3.1 A two dimensional visualization of the original eleven dimensional space. One can see clear groupings of like games, as well as largely unexplored design space in the upper right quadrant of the map, boldly being pio- neered by Fa¸cade.. 169 ix 4.1 System architecture diagram of CiF. Characters, the current social state, the history stored in the social facts database, along with authored so- cial exchanges, microtheories, and the cultural knowledge base are used to inform CiF's procedures. Volition formation determines what social exchange characters want to do with one another. After social exchange selection, which is handled by the playable experience leveraging CiF, CiF determines if the responder will accept or reject the intent of the social exchange. The most salient instantiation is selected, and then cus- tomized with NLG templates to be consistent with the social state. After presenting the instantiation through performance realization (again, han- dled by the game using CiF), the effect changes are processed, updating the social state. Finally, trigger rules are executed, which potentially further change the social state, setting the stage for another round of volition formation. 183 4.2 Data flow of schema package components. Social world authors create a schema package. After a validation process, elements of the schema package populate the initial state of the social record, and the action and rule libraries. 213 4.3 Three major processing elements of the Ensemble Engine . 219 4.4 The Rule Viewer, showing a filterable list of the volition rules authored in the loaded schema package. Clicking a rule will open it in the rule editor.228 x 4.5 The Rule Editor, showing a dynamically constructed predicate editor for a volition rule. 229 5.1 A screenshot of one of Prom Week's opening levels. Players click on pairs of characters to see what social exchanges they would like to take towards one another. 244 5.2 A screenshot of the Prom Week interface. Oswald has been selected as the initiator, and Doug is the responder. The far left thought bubble contains all of the social exchanges Oswald wants to do with Doug, the product of volition formation reasoning over the current social state. 245 5.3 After the player selected for Oswald to \Bully" Doug, an instantiation is selected (and plays out) in which Oswald draws on past social history to make fun of Doug for an action he did in the game's backstory. ..
Recommended publications
  • 10.9 De Jesus Precarious Girlhood Dissertation Draft
    ! ! "#$%&#'()*!+'#,-((./!"#(0,$1&2'3'45!6$%(47'5)#$.!8#(9$*!(7!:$1'4'4$!;$<$,(91$42! '4!"(*2=>??@!6$%$**'(4&#A!B'4$1&! ! ! ;$*'#C$!.$!D$*)*! ! ! ! ! E!8-$*'*! F4!2-$!! G$,!H(99$4-$'1!I%-((,!(7!B'4$1&! ! ! ! ! "#$*$42$.!'4!"&#2'&,!:),7',,1$42!(7!2-$!6$J)'#$1$42*! :(#!2-$!;$5#$$!(7! ;(%2(#!(7!"-',(*(9-A!K:',1!&4.!G(<'45!F1&5$!I2).'$*L! &2!B(4%(#.'&!M4'<$#*'2A! G(42#$&,N!O)$0$%N!B&4&.&! ! ! ! ! ! P%2(0$#!>?Q@! ! R!;$*'#C$!.$!D$*)*N!>?Q@ ! ! CONCORDIA UNIVERSITY SCHOOL OF GRADUATE STUDIES This is to certify that the thesis prepared By: Desirée de Jesus Entitled: Precarious Girlhood: Problematizing Reconfigured Tropes of Feminine Development in Post-2009 Recessionary Cinema and submitted in partial fulfillment of the requirements for the degree of Film and Moving Image Studies complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final examining committee: Chair Dr. Lorrie Blair External Examiner Dr. Carrie Rentschler External to Program Dr. Gada Mahrouse Examiner Dr. Rosanna Maule Examiner Dr. Catherine Russell Thesis Supervisor Dr. Masha Salazkina Approved by Dr. Masha Salazkina Chair of Department or Graduate Program Director December 4, 2019 Dr. Rebecca Duclos Dean Faculty of Fine Arts ! ! "#$%&"'%! ()*+,)-./0!1-)23..45!().62*7,8-9-:;!&*+.:<-;/)*4!%).=*0!.<!>*7-:-:*!?*@*2.=7*:8!-:! (.08ABCCD!&*+*00-.:,)E!'-:*7,! ! ?*0-)F*!4*!G*0/0! '.:+.)4-,!H:-@*)0-8EI!BCJD! ! !"##"$%&'()*+(,--.(/#"01#(2+3+44%"&5()*+6+($14(1(4%'&%7%31&)(3*1&'+(%&()*+(3%&+81)%3(9+:%3)%"&(
    [Show full text]
  • Marketing 2.0
    JEDE AUSGABE MIT FIRMENREGISTER UND PRAKTIKUMSBÖRSE 06/2010 € 6,90 MAGAZIN FÜR SPIELE-ENTWICKLUNG UND BUSINESS-DEVELOPMENT magazin MARKETING 2.0 MINIMALE MITTEL, MAXIMALE AUFMERKSAMKEIT: WIE IHRE SPIELE FACEBOOK, USER-RATINGS UND GAMESTAR EROBERN PROJEKTMANAGEMENT PROGRAMMIERUNG GAME DESIGN DIE FÜNF ERFOLGSFAKTOREN WIE BIGPOINT DIE PERFORMANCE TUTORIALANALYSE VON SECHS VON SPIELEPRODUKTIONEN VON DARK ORBIT OPTIMIERT HAT GROSSEN FACEBOOK-SPIELEN gs_sh_mg_06_2010_Titel 1 19.10.10 12:38 gs_sh_MG_06_Playgenic.indd 1 11.10.10 10:56 Editorial Start Making Games Zurück in die Zukunft Neuer Stoff für Theorie und Praxis Heiko Klinge Genau fünf Jahre sind seitdem vergangen. Fünf Jahre, in denen sich viel verändert hat: der end- W ir schreiben den November 2005: Die gültige Durchbruch für Online-Magazine, der Zweitausgabe unseres Entwicklermaga- Siegeszug der sozialen Netzwerke oder auch das ist Chefredakteur vom zins verlässt die Druckerei und macht sich auf Comeback der Indie-Developer. Insofern fanden Making Games Magazin. den Weg zu unseren Lesern – damals nur ein wir es nicht nur aus nostalgischen, sondern paar Hundert, die uns auf Anhieb ihr Vertrauen auch aus praktischen Gründen ganz passend, www geschenkt haben. Feedback auf unser neues Ba- Markus erneut um einen Artikel zu seinem Lieb- by ist rar, im Redaktionsteam herrscht deshalb lingsthema »PR-Material« zu bitten. Das gerade- makinggames.de immer noch eine gewisse Unsicherheit: Kommt zu monumentale Ergebnis finden Sie im Rah- Immer wenn Sie diesen Hinweis bei einem Artikel sehen, möchten wir unser Heft in der Branche an? Wie relevant sind men unserer Titelstory »Marketing 2.0« auf den Sie auf ergänzende oder vertiefende unsere Themen? Doch am Erscheinungstag der Seiten 14 bis 21.
    [Show full text]
  • 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.
    [Show full text]
  • Pdf Para Descargar
    Carmen Rodríguez Fuentes (Coordinadora) Prólogo de Tasio Camiñas Reflexiones y análisis sobre textos audiovisuales Tasio Camiñas, Mª José Flores Martínez, Francisco García Gómez, Agustín Gómez Gómez, F. Javier Gómez Tarín, José Manuel López- Agulló Pérez-Caballero, María Marcos Ramos, Nejane Parejo, Carmen Rodríguez Fuentes, Agustín Rubio Alcover Cuadernos Artesanos de Comunicación /68 Cuadernos Artesanos de Comunicación # 68- Comité Científico Presidencia: José Luis Piñuel Raigada (UCM) Secretaría: Concha Mateos (URJC) - Bernardo Díaz Nosty (Universidad de Málaga, UMA) - Carlos Elías (Universidad Carlos III de Madrid, UC3M) - Javier Marzal (Universidad Jaume I, UJI) - José Luis González Esteban (Universitas Miguel Hernández de Elche, UMH) - José Luis Terrón (Universidad Autónoma de Barcelona, UAB) - José Miguel Túñez (Universidad de Santiago, USC) - Juan José Igartua (Universidad de Salamanca, USAL) - Julio Montero (Universidad Complutense de Madrid, UCM) - Marisa Humanes (Universidad Rey Juan Carlos, URJC) - Miguel Vicente (Universidad de Valladolid, UVA) - Miquel Rodrigo Alsina (Universidad Pompeu Fabra, UPF) - Núria Almiron (Universidad Pompeu Fabra, UPF) - Ramón Reig (Universidad de Sevilla, US) - Ramón Zallo (Universidad del País Vasco, UPV-EHU) - Victoria Tur (Universidad de Alicante, UA) * Este libro y cada uno de los capítulos que contiene, así como las imágenes incluidas, si no se indica lo contrario, se encuentran bajo una Licencia Creative Commons Atribución-No Comercial-Sin Derivadas 3.0 Unported. Puede ver una copia de esta licencia en http://creativecommons.org/licenses/by-nc- nd/3.0/ Esto significa que Ud. es libre de reproducir y distribuir esta obra, siempre que cite la autoría, que no se use con fines comerciales o lucrativos y que no haga ninguna obra derivada.
    [Show full text]
  • After Earth” Father and Son ‘Honor, Salute and Celebrate’ U.S
    FOR IMMEDIATE RELEASE Media Contact: June 6, 2013 Oname Thompson (703) 908-6471 [email protected] Jaden Smith and Will Smith Treat Troops and their Families to USO Special Screening at Fort Hood on Opening Day of “After Earth” Father and Son ‘Honor, Salute and Celebrate’ U.S. Armed Forces and Meet with Families of the Fallen and Wounded Warriors Twitter Pitch: @officialjaden and Will Smith honor, salute and celebrate military families @AfterEarth @the_USO special screening @FortHood ARLINGTON, VA (June 6, 2013) – In honor and celebration of our nation’s armed forces, Columbia Pictures partnered with the USO and treated thousands of troops and their families to a Special Screening at Fort Hood on the opening day of their action adVenture “After Earth.” Complete with a feature length showing of the film and a special Visit by actors Jaden Smith and Will Smith, those in attendance were treated to unique performance by father and son for the troops. DETAILS: • The “After Earth” USO Special Screening took place at Abrams Gymnasium on Fort Hood and was attended by 2,500 soldiers and their families. • Prior to the eVent, Jaden and Will met priVately with National Gold Star Families as well as families of the Fort Hood Warrior Transition Brigade. The pair also spent time with base leadership, learning about the history, importance and operations on Fort Hood. • The eVent kicked off with an insightful Q&A, where father and son reVealed what it was like filming “After Earth” and working together. Just before the screening, Jaden and Will entertained the troops with their performance.
    [Show full text]
  • British Academy of Film and Television Arts Annual Report & Accounts 2017
    BRITISH ACADEMY OF FILM AND TELEVISION ARTS ANNUAL REPORT & ACCOUNTS 2017 SECTION HEADER 1 CONTENTS Chair’s Statement 03 5 STRUCTURE, GOVERNANCE BRITISH ACADEMY OF FILM AND MANAGEMENT 29 AND TELEVISION ARTS Trustees’ Report 2017 03 5.1 The organisational structure 29 ANNUAL REPORT & ACCOUNTS 2017 1 WHO WE ARE AND WHAT WE DO / 5.2 Governance of BAFTA 29 2017 OBJECTIVES 04 British Academy of Film and Television Arts 5.3 Management of BAFTA 30 195 Piccadilly 2 STRATEGIC REPORT 2017 05 5.4 Funds held as custodian 30 London w1j 9ln 2.1 A year in review 06 6 REFERENCE AND Tel: 020 7734 0022 2.1a BAFTA 195 Piccadilly 07 ADMINISTRATIVE DETAILS www.bafta.org 2.1b Public engagement and appreciation 08 OF THE CHARITY, ITS TRUSTEES AND ADVISERS 31 Company Registration no. 00617869 2.1c Industry relevance 12 Charity no. 216726 6.1 Charity details 31 2.1d New talent 14 6.2 Committees 31 BAFTA companies: 2.1e International recognition 17 British Academy of Film and Television Arts 6.3 Council of management 32 2.1f Financial stability 19 BAFTA Management Limited 6.4 Register of interests 32 BAFTA Media Technology Limited 2.2 Funding our aims 20 195 Piccadilly Limited 6.5 BAFTA advisers 32 2.2a Fundraising 21 6.6 Auditors 32 2.2b Partnerships 22 6.7 Sponsors, partners and donors 32 2.2c Membership 22 7 STATEMENT OF TRUSTEES’ 3 FUTURE PLANS 23 RESPONSIBILITIES 34 ANNUAL ACCOUNTS 2017 35 4 FINANCIAL REVIEW 24 Independent auditor’s report 35 4.1 Review of the financial position 25 Opposite: The artwork for our Awards campaigns in 2017, as featured Consolidated statement of 4.2 Principal risks and uncertainties 26 in our marketing, social media posts and on the ceremony brochure financial activities 37 covers, were developed with creative agency AKQA with the aim of 4.3 Financial policies 28 turning BAFTA’s vision of creative excellence for the moving image into Consolidated and charity balance sheets 39 a deeper conversation with the public and industry practitioners alike.
    [Show full text]
  • Game Developer Power 50 the Binding November 2012 of Isaac
    THE LEADING GAME INDUSTRY MAGAZINE VOL19 NO 11 NOVEMBER 2012 INSIDE: GAME DEVELOPER POWER 50 THE BINDING NOVEMBER 2012 OF ISAAC www.unrealengine.com real Matinee extensively for Lost Planet 3. many inspirations from visionary directors Spark Unlimited Explores Sophos said these tools empower level de- such as Ridley Scott and John Carpenter. Lost Planet 3 with signers, artist, animators and sound design- Using UE3’s volumetric lighting capabilities ers to quickly prototype, iterate and polish of the engine, Spark was able to more effec- Unreal Engine 3 gameplay scenarios and cinematics. With tively create the moody atmosphere and light- multiple departments being comfortable with ing schemes to help create a sci-fi world that Capcom has enlisted Los Angeles developer Kismet and Matinee, engineers and design- shows as nicely as the reference it draws upon. Spark Unlimited to continue the adventures ers are no longer the bottleneck when it “Even though it takes place in the future, in the world of E.D.N. III. Lost Planet 3 is a comes to implementing assets, which fa- we defi nitely took a lot of inspiration from the prequel to the original game, offering fans of cilitates rapid development and leads to a Old West frontier,” said Sophos. “We also the franchise a very different experience in higher level of polish across the entire game. wanted a lived-in, retro-vibe, so high-tech the harsh, icy conditions of the unforgiving Sophos said the communication between hardware took a backseat to improvised planet. The game combines on-foot third-per- Spark and Epic has been great in its ongoing weapons and real-world fi rearms.
    [Show full text]
  • Reconstructing the Death Star: Myth and Memory in the Star Wars Franchise
    Abilene Christian University Digital Commons @ ACU Electronic Theses and Dissertations Electronic Theses and Dissertations Spring 5-2018 Reconstructing the Death Star: Myth and Memory in the Star Wars Franchise Taylor Hamilton Arthur Katz [email protected] Follow this and additional works at: https://digitalcommons.acu.edu/etd Recommended Citation Katz, Taylor Hamilton Arthur, "Reconstructing the Death Star: Myth and Memory in the Star Wars Franchise" (2018). Digital Commons @ ACU, Electronic Theses and Dissertations. Paper 91. This Thesis is brought to you for free and open access by the Electronic Theses and Dissertations at Digital Commons @ ACU. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of Digital Commons @ ACU. ABSTRACT Mythic narratives exert a powerful influence over societies, and few mythic narratives carry as much weight in modern culture as the Star Wars franchise. Disney’s 2012 purchase of Lucasfilm opened the door for new films in the franchise. 2016’s Rogue One: A Star Wars Story, the second of these films, takes place in the fictional hours and minutes leading up to the events portrayed in 1977’s Star Wars: Episode IV – A New Hope. Changes to the fundamental myths underpinning the Star Wars narrative and the unique connection between these film have created important implications for the public memory of the original film. I examine these changes using Campbell’s hero’s journey and Lawrence and Jewett’s American monomyth. In this thesis I argue that Rogue One: A Star Wars Story was likely conceived as a means of updating the public memory of the original 1977 film.
    [Show full text]
  • Campo Santo Free Download
    CAMPO SANTO FREE DOWNLOAD W. G. Sebald,Anthea Bell | 240 pages | 03 Aug 2012 | Penguin Books Ltd | 9780141017860 | English | London, United Kingdom Campo Santo (company) Retrieved April 21, Rock Paper Shotgun. Campo Santo. It's getting two new Campo Santo soon". Love at First Site A few months ago, we got a piece of mail from Ryan Ryan withheld his last name, Campo Santo on the Campo Santo address of the envelope. Thanks to you—and everyone, past, present, and future—who has played Firewatch for making that possible! Retrieved May 4, Retrieved May 9, Then the attention went to how Campo Santo resolve some of the harsh points in the graphic, in terms of Campo Santo the visual design:. Luckily, we are only attempting to create 3 relatively simple glyphs, all three of which are the same in both simplified and traditional Chinese, so we decided to try to do it ourselves rather than outsourcing it. Namespaces Article Talk. Firewatch is a single-player first-person mystery set in the Wyoming wilderness, where your only emotional lifeline is the person on the other end of a handheld radio. Red Bull. Next Up In Gaming. Hair cards, on the other hand, use many sheets of hair strands to portray more free-flowing hair —think many characters in Uncharted 4. We know what a good Switch game feels like, and want to make sure Firewatch feels like one too. Game Revolution. Comics Music. Retrieved September 20, The Atlantic. You play as a disgraced former filmmaker and explorer, reunited with your old partner for a project that could leave you with fame and fortune—or dead and buried in the sand.
    [Show full text]
  • A Cultural Study of Disney's Star Wars : Theorizing Circuit of Culture
    This document is downloaded from DR‑NTU (https://dr.ntu.edu.sg) Nanyang Technological University, Singapore. A cultural study of Disney's Star Wars : theorizing circuit of culture Vaidya, Ruta 2019 Vaidya, R. (2019). A cultural study of Disney's Star Wars : theorizing circuit of culture. Doctoral thesis, Nanyang Technological University, Singapore. https://hdl.handle.net/10356/97807 https://doi.org/10.32657/10220/48571 Downloaded on 27 Sep 2021 12:18:59 SGT A CULTURAL STUDY OF DISNEY’S STAR WARS: THEORIZING CIRCUIT OF CULTURE RUTA VAIDYA SCHOOL OF SOCIAL SCIENCES 2019 i A CULTURAL STUDY OF DISNEY’S STAR WARS: THEORIZING CIRCUIT OF CULTURE RUTA VAIDYA School of Social Sciences A thesis submitted to the Nanyang Technological University in partial fulfilment of the requirement for the degree of Doctor of Philosophy 2019 ii Statement of Originality I hereby certify that the work embodied in this thesis is the result of original research, is free of plagiarised materials, and has not been submitted for a higher degree to any other University or Institution. 16/03/2019 . Date Ruta Vaidya iii Supervisor Declaration Statement I have reviewed the content and presentation style of this thesis and declare it is free of plagiarism and of sufficient grammatical clarity to be examined. To the best of my knowledge, the research and writing are those of the candidate except as acknowledged in the Author Attribution Statement. I confirm that the investigations were conducted in accord with the ethics policies and integrity standards of Nanyang Technological University and that the research data are presented honestly and without prejudice.
    [Show full text]
  • Nightmare Magazine, Issue 59 (August 2017)
    TABLE OF CONTENTS Issue 59, August 2017 FROM THE EDITOR Editorial: August 2017 FICTION The Devil of Rue Moret James Rabb Senbazuru V.H. Leslie The Spook School Nick Mamatas Shift Nalo Hopkinson NONFICTION The H Word: I Need My Pain Gemma Files Book Reviews: August 2017 Terence Taylor AUTHOR SPOTLIGHTS James Rabb Nick Mamatas MISCELLANY Coming Attractions Stay Connected Subscriptions and Ebooks About the Nightmare Team Also Edited by John Joseph Adams © 2017 Nightmare Magazine Cover by Chorazin / Adobe Stock Art www.nightmare-magazine.com FROM THE EDITOR Editorial: August 2017 John Joseph Adams | 629 words Welcome to issue fifty-nine of Nightmare. We have original fiction from James Rabb (“The Devil of Rue Moret”) and Nick Mamatas (“ The Spook School”), along with reprints by V.H. Leslie (“Senbazuru”) and Nalo Hopkinson (“Shift”). We also have Gemma Files bringing us the latest installment of our column on horror, “The H Word,” plus author spotlights with our authors, a showcase on our cover artist, and a fiction review from Terence Taylor. John Joseph Adams Books Update Here’s a quick rundown what to expect from John Joseph Adams Books in 2017: In July, we published Carrie Vaughn’s novel, Bannerless—a post-apocalyptic mystery in which an investigator must discover the truth behind a mysterious death in a world where small communities struggle to maintain a ravaged civilization decades after environmental and economic collapse. Here’s what some of the early reviews have been saying about it: “Skillfully portrays a vastly altered future America. [The] focus on sustainability and responsibility is unusual, thought-provoking, and very welcome.” —Publishers Weekly “An intimate post-apocalyptic mystery [.
    [Show full text]
  • The Walking Dead Game Too Short
    The walking dead game too short click here to download The Walking Dead: Season One took me 21 hours to complete, in all honesty, episodes are wayy too short.. im getting so♥♥♥♥♥♥♥♥at a game i use to. I've loved this game, but is much shorter than The walking dead game. Content submitted must pertain directly to the game. This is not a subreddit for discussion of The Walking Dead TV Show or the comic book. I found the game a lot of fun, and I know it's being episode released in a monthly basis but still found this episode just too short, I finished it in. For The Walking Dead: Days on the PlayStation 3, a GameFAQs Maybe it's because the stories are separated but it felt too short for me. awesome character they create would cause the video game world to explode. The game is based on the graphic novels of the same name by Robert Kirkman, In March , Telltale announced that The Walking Dead will be ported to the . the group's glimpse of hope is short-lived when electricity is suddenly shut off. Download The Walking Dead: Days [Online Game Code] and play today. The Walking Dead is one of my least favourite games in the genre, but this isn't because Some of them are extremely short, and it might be a little difficult to feel. The Walking Dead Game of the Year - PlayStation 3 by Telltale Games $ Only 8 left in . Related Video Shorts . Tonight, I loaded the game to begin Episode 5, but the game is stuck on a screen that reads “updating content.” I have .
    [Show full text]