Why Does the Gaming Community Love Hideo Kojima So Much?
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'Littlebigplanet' Wins Big at Video Game Awards 26 March 2009, by DERRIK J
'LittleBigPlanet' wins big at video game awards 26 March 2009, By DERRIK J. LANG , AP Entertainment Writer "Fallout 3" lead writer Emil Pagliarulo during his acceptance speech. "To all the nerds growing up in South Boston, don't play hockey. Don't join Little League. Stay in your room, read your Lloyd Alexander and play 'Dungeons and Dragons.' It all works out in the end." Selected by a jury of game creators, the Game Developers Choice Awards honor the best games of the past year. The lively ninth annual ceremony was hosted by "Psychonauts " and "Brutal Legend" developer Tim Schafer. The show was capped off with the debut teaser trailer for "Call of Duty: Modern Warfare 2," the upcoming sequel to the best-selling game of 2007. Other winners at the ceremony at the Moscone Video game enthusiasts attend the Game Developers Convention Center were Ubisoft Montreal's "Prince Conference Wednesday, March 25, 2009, in San of Persia" for best visual art, Ready at Dawn Francisco. (AP Photo/Ben Margot) Studios' "God of War: Chains of Olympus" for best handheld game, EA Redwood Shores' "Dead Space" for best audio and 2D Boy's "World of Goo" for best downloadable game. (AP) -- "LittleBigPlanet" sacked the competition to win four trophies at the Game Developers Choice "Video Games Live" concert series co-founder Awards. Tommy Tallarico was awarded the ambassador trophy. Alex Rigopulos and Eran Egozy, co- Developed by Media Molecule, the cutsey founders of "Rock Band" developer Harmonix, PlayStation 3 adventure game which allows received the pioneer award. "Metal Gear Solid" players to create and share their own levels was creator Hideo Kojima was bestowed with the honored for best game design, debut, technology lifetime achievement award. -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games. -
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. -
Art Worlds for Art Games Edited
Loading… The Journal of the Canadian Game Studies Association Vol 7(11): 41-60 http://loading.gamestudies.ca An Art World for Artgames Felan Parker York University [email protected] Abstract Drawing together the insights of game studies, aesthetics, and the sociology of art, this article examines the legitimation of ‘artgames’ as a category of indie games with particularly high cultural and artistic status. Passage (PC, Mac, Linux, iOS, 2007) serves as a case study, demonstrating how a diverse range of factors and processes, including a conducive ‘opportunity space’, changes in independent game production, distribution, and reception, and the emergence of a critical discourse, collectively produce an assemblage or ‘art world’ (Baumann, 2007a; 2007b) that constitutes artgames as legitimate art. Author Keywords Artgames; legitimation; art world; indie games; critical discourse; authorship; Passage; Rohrer Introduction The seemingly meteoric rise to widespread recognition of ‘indie’ digital games in recent years is the product of a much longer process made up of many diverse elements. It is generally accepted as a given that indie games now play an important role in the industry and culture of digital games, but just over a decade ago there was no such category in popular discourse – independent game production went by other names (freeware, shareware, amateur, bedroom) and took place in insular, autonomous communities of practice focused on particular game-creation tools or genres, with their own distribution networks, audiences, and systems of evaluation, only occasionally connected with a larger marketplace. Even five years ago, the idea of indie games was still burgeoning and becoming stable, and it is the historical moment around 2007 that I will address in this article. -
PT, Freud, and Psychological Horror
Press Start Silent Halls Silent Halls: P.T., Freud, and Psychological Horror Anna Maria Kalinowski York University, Toronto Abstract “What is a ghost?” “An emotion, a terrible moment condemned to repeat itself over and over…” —The Devil’s Backbone (Del Toro, 2001) This paper analyses P.T. (Kojima Productions, 2014), a playable teaser made to demo a planned instalment within the Silent Hill franchise. While the game is now indefinitely cancelled, P.T. has cemented itself not only as a full gaming experience, but also as a juggernaut in the genre of psychological horror. Drawing from Sigmund Freud’s concept of the uncanny, the aim of the paper is to address how these psychological concepts surface within the now infamous never-ending hallway of P.T. and create a deeply psychologically horrifying experience. Keywords psychological horror; the uncanny; Freud; game design; Press Start 2019 | Volume 5 | Issue 1 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. Press Start is published by HATII at the University of Glasgow. Kalinowski Silent Halls Introduction The genre of psychological horror is a complex one to navigate through with ease, especially for those that are faint of heart. Despite its contemporary popularity, when the sub-genre first began to emerge within horror films, it was considered to be a detriment to the horror genre (Jancovich, 2010, p. 47). The term ‘psychological’ was often used to disguise the taming of horror elements instead of pushing the genre into more terrifying territories. -
The Cauldron 2015
Mikaela Liotta, Cake Head Man, mixed media The Cauldron Senior Editors Grace Jaewon Yoo Muriel Leung Liam Nadire Staff Pann Boonbaichaiyapruck Phoebe Danaher Daniel Fung 2015 Sally Jee Prim Sirisuwannatash Angela Wong Melissa Yukseloglu Faculty Advisor Joseph McDonough 1 Poetry Emma Woodberry Remember 5 GyuHui Hwang Two Buttons Undone 6 Khanh Nyguen I Wait for You to Have Dinner 8 Angela Wong Euphoria 9 Sabi Benedicto The House was Supposed to be Tan 12 (But was Accidentally Painted Yellow) Canvas Li Haze 15 Adam Jolly Spruce and Hemlock Placed By 44 Gentle Hands Jordan Moller The Burning Cold 17 Grace Jaewon Yoo May 18 Silent Hills 40 Lindsay Wallace Forgotten 27 Joelle Troiano Flicker 30 Jack Bilbrough Untitled 31 Valentina Mathis A Hop Skip 32 Jessica Li The Passenger 36 Daddy’s Girl 43 Eugenia Rose stumps 38 Brandon Fong Ironing 47 Ryder Sammons Mixed Media, Ceramics New Year’s Cold 48 Mikaela Liotta Shayla Lamb Spine 7 Senior Year 50 Mermaid 46 Teddy Simson Elephant Skull 16 Prose Eye of the Tiger 53 Muriel Leung Katie I A Great River 20 Imagination 19 Zorte 52 Sabi Benedicto Geniophobia 32 2 Photography Rachel Choe More Please 8 Pann Boonbaichaiyapruck DEAD 2 Spin 12 Swimmingtotheschor 22 Bigfernfloating 41 Lydia Stenflo LA as seen from the 14 Griffith Observatory at Night in March Beach Warrior 58 Meimi Zhu Reflection 30 Jessica Li Juvenescence 37 The Last Door 42 Brandon Fong The End is Neigh 38 Sunday in Menemsha 53 Liam Nadire Hurricane Sandy #22 47 Pride 58 Painting, Drawing Katie I Risen 4 Oban Galbraith The Divide 9 Joni Leung -
P.T Game Pc Download Punity
p.t game pc download Punity. Punity is the Windows adaptation of the brilliant game P.T., the Silent Hills technical demo by Hideo Kojima and Guillermo del Toro that so thoroughly amazed and terrified players on Playstation 4. In this tribute to the Konami classic, players walk through the legendary terrifying hallway. The game system in Punity is very similar to the original P.T. Players can walk up and down the sinister hallway and take in all the details. The sounds, bumps, and strange movements you'll start noticing are what make this game amazing. The game has very similar graphics to the technical demo mentioned earlier. Most surprisingly, it uses the versatile motor Unity, so if you have a powerful operating system and can set the graphics at the highest settings, you'll be able to enjoy this spectacular terror even more. Silent Hills' P.T. teaser is now playable on PC thanks to fan remakes. P.T. was the playable teaser for Silent Hills—the reboot of the Silent Hill series that was cancelled in 2015—and even though it was short it still ranks among the best horror games of all time (and certainly one of the scariest). It never made it to PC, but thanks to a couple of fan remakes you can now give it a whirl on your mouse and keyboard. The first remake is called Corridors, and is a recreation of the game in Unreal Engine 4. It's still very much a work in progress (expect bugs), and creator SmoggyChips plans to update it with more levels in the future. -
Restless Dreams and Shattered Memories: Psychoanalysis and Silent Hill
B R U M A L Revista de Investigación sobre lo Fantástico DOI: http://dx.doi.org/10.5565/rev/brumal.182 Research Journal on the Fantastic Vol. III, n.° 1 (primavera/spring 2015), pp. 161-182, ISSN: 2014–7910 RESTLESS DREAMS AND SHATTERED MEMORIES: PSYCHOANALYSIS AND SILENT HILL Ewan Kirkland University of Brighton [email protected] Recibido: 25-01-2015 Aceptado: 18-05-2015 Abstract This paper applies psychoanalytic frameworks to the survival horror franchise Silent Hill, a series which is itself informed by psychoanalytic themes. Concerns include the construction of game space as maternal womb, cinematic sequences as primal fanta- sies, and the representation of memory across the games within a psychoanalytic con- text. The horror genres’ preoccupation with monstrous mother figures is evident in boss battle adversaries, the depiction of gamespaces as bloody «maternal caves», and in narratives concerning characters’ searching for their parental origins Distinguishing between videogames’ playable sequences and cinematics as conscious and sub-con- scious aspects, cut-scenes are analysed as reproducing primal fantasies, serving to ex- plain protagonists’ backstory and situating play within narrative contexts. Such mo- ments intrude into the game, marking transformations between the ordinary world and the abject Otherworld, or heralding the emergence of psychoanalytically-resonant monstrous creatures which the protagonist must destroy. Finally, Silent Hill: Shattered Memories is examined as a game which, even more than others, foregrounds the series’ explicit reference to psychoanalytic preoccupations, engaging with contemporary un- derstandings concerning the relationship between memory, media and fantasy. Keywords: Silent Hill, survival horror, psychoanalysis, videogames, memory. Resumen En el presente artículo se aplica el marco de estudio psicoanalítico a la serie de survival horror Silent Hill, ella misma basada en temas psicoanalíticos. -
Auteur Theory in Video Games
AUTEUR THEORY IN VIDEO GAMES: RECOGNIZING HIDEO KOJIMA AND THATGAMECOMPANY AS AUTEURS IN THE VIDEO GAME MEDIUM A THESIS SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS BY JULES PATALITA DR. ASHLEY DONNELLY - ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA JULY 2018 AUTEUR THEORY IN VIDEO GAMES 1 CHAPTER ONE-INTRODUCTION “The critic Roger Ebert once drew a crucial distinction between video games and art: he said that the ultimate objective of a video game—unlike that of a book, film, or poem—is to achieve a high score, vaporize falling blocks, or save the princess. Art, he argued, cannot be won” (Parker, 2013, para. 1). This shows a longstanding stereotype about video games, that they are less important than other forms of entertainment. “The joke is, video games are inherently stupid. Once you realize that this is the fundamental underlying narrative of the culture with respect to video games, so much else starts to make sense…I refer to this condition as game shame” (Burgan, 2013, p. 93). But is there reason behind this shame? Even if this was true with the arcade games of the 80s, the medium has surely evolved beyond this criticism. Now on par with the budgets of Hollywood releases, the video game industry is producing games with financial success rivaling film. In 2016, American consumers spent $30.4 billion on video game content; since just 2010, there’s been an almost $10 billion rise in revenue (Entertainment Software Association, 2017). This is calculating just American consumers, a fraction of the overall consumers of the medium. -
Unity Playground
Unity Playground Instructor: Prof Pisan [email protected] Overview Game Engine Architecture Unity's approach to creating a game engine Defining a game - components, criticism Role of Game Designer Unity Playground https://unity3d.com/learn/tutorials/s/unity-playground 2 HW1: Unity Basics Review answers Grading: #2 2pts #5 2pts #8 2pts Rest 4pts 3 Game Designer Advocate for the player See the world through the player's eyes Player experience Playtesters - providing feedback Game design as hosting a party - an interactive experience Communication - sell your game, good listener and compromiser Teamwork - personalities Process - games are fragile, prioritize goals Inspiration - world as challenges, structures and play. Money to relationships Beyond existing games Will Wright - ant colonies to SimAnt What parts of your life can be turned into games? 4 Fail and Fail Again https://officechai.com/startups/51-failed-games-rovio-created- angry-birds-now-going-public-1-billion-valuation/ Playcentric Design Process Keeping the player experience in mind and testing the gameplay with target players through every phase of development. Setting player experience goals Players have to cooperate to win, but structured so cannot trust each other Players will feel a sense of happiness and playfulness Prototyping and Playtesting Paper is easy to modify, software decisions harder to reverse Iteration Design → Test → Evaluate → Design → Test → …. 6 Game Development 1. Brainstorming 2. Physical prototype 3. Presentation (if you need $$s) 4. Software prototype 5. Design documentation - putting the notes together 6. Production 7. Quality assurance Approaches: Jump from concept to writing up design to coding. Works OK when the game is a variation of an existing game Game Jams: Tapping into community for ideas and prototypes Innovation: unique play mechniques, beyond existing genres, integrating into daily lives, taking on new business models, emotionally rich gameplay, …. -
Digital Cinema and the Legacy of George Lucas
DOCTOR OF PHILOSOPHY Digital cinema and the legacy of George Lucas Willis, Daniel Award date: 2021 Awarding institution: Queen's University Belfast Link to publication Terms of use All those accessing thesis content in Queen’s University Belfast Research Portal are subject to the following terms and conditions of use • Copyright is subject to the Copyright, Designs and Patent Act 1988, or as modified by any successor legislation • Copyright and moral rights for thesis content are retained by the author and/or other copyright owners • A copy of a thesis may be downloaded for personal non-commercial research/study without the need for permission or charge • Distribution or reproduction of thesis content in any format is not permitted without the permission of the copyright holder • When citing this work, full bibliographic details should be supplied, including the author, title, awarding institution and date of thesis Take down policy A thesis can be removed from the Research Portal if there has been a breach of copyright, or a similarly robust reason. If you believe this document breaches copyright, or there is sufficient cause to take down, please contact us, citing details. Email: [email protected] Supplementary materials Where possible, we endeavour to provide supplementary materials to theses. This may include video, audio and other types of files. We endeavour to capture all content and upload as part of the Pure record for each thesis. Note, it may not be possible in all instances to convert analogue formats to usable digital formats for some supplementary materials. We exercise best efforts on our behalf and, in such instances, encourage the individual to consult the physical thesis for further information. -
The Essential Guillermo Del Toro
Dating tip #31: Don’t feed them after midnight. Thursday, October 22, 2015 5A The Valdosta Daily Times XXtra!! #vdtxtra Let the mystery be: HBO HBO’s ‘The Leftovers’ FROM ADAM and the Garveys have moved to Miracle, Texas, a town where no one was raptured. ’ve had a very difficult time pitching HBO’s “The Miracle has become a national park, Leftovers” to friends. hosting thousands of pilgrims everyday I Hey, would you like to watch a show about a small who come to receive whatever spiritual town after a rapture-like event claims 140 mil- protection they believe the lion people? HBO town has to offer. Streets | Did I mention the event isn’t tied A s are lined with vendors ce to any religious dogma, and people ne who sell water and f were seemingly taken at ran - ro knickknacks as m HBO dom, punching a hole in every s “holy relics” e belief system on earth and a s from the town o creating existential panic n God spared. We may be the ultimate message of “The Left - 2 on a global scale? are introduced to the o overs.” f Oh, you’re not inter- ‘ town’s fire chief who The show’s creators hint at as much by cleverly us- T ested? I completely un- h burns down houses ing a 1992 Iris Dement bluegrass song as the season two e derstand. L “Fahrenheit 451” style theme song. e “The Leftovers” is f and his daughter who t “But no one knows for certain, and o based on a 2011 novel by v disappears in the first so it’s all the same to me / I think I’ll e Tom Perrotta and cre - r episode along with an s just let the mystery be.” ated by Damon Lindelof.