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Trash Bowl Alabama “Has Anyone Really Been Far Even As Decided to Use Even Go Want to ‘A Question About This’ Look More Like?”
Trash Bowl Alabama “Has Anyone Really Been Far Even as Decided to Use Even Go Want to ‘a question about this’ Look More Like?” Written and Edited by: Brandon Jones, Brody Marshall, Mark Simmons, Jeremy Cummings, Morgan Potts, and Liz Turner. NOTE TO MODERATOR: ALL TOSSUPS AND BONUSES ARE PAIRED AND, IF ANY TOSSUP GOES DEAD, ITS BONUS SHOULD ALSO BE SKIPPED. Packet 4 1. The first six installments in this series got their collective name from Lewis Carroll’s The Hunting of the Snark. That beginning to this series was as a radio program on BBC 4, in which each episode featured Earth being destroyed in a different way. This series has been adapted into various media, most of which were directly managed by the series’ creator, who also wrote the (*) Dirk Gently novels. In one book in this series, the protagonists travel to the planet Magrathea, where they meet Slartibartfast, who is notable for having created most of the fjords in the Norwegian coastline. Other novels in this series include And Another Thing..., as well as The Restaurant at the End of the Universe. For 10 points, what absurdist sci-fi series featuring Trillian, Ford Perfect, and Arthur Dent was created by Douglas Adams? ANSWER: The Hitchhiker’s Guide to the Galaxy <Literature> [JC] 1. Remember that Math Limerick bonus from the last packet? If you don’t remember, don’t worry, we made another! For 10 points each: a. Who once was the Frenchman of fame / Whose proof made a mighty hard game / That only the squares / Could be summed up in pairs / And the sum be a power, the same? ANSWER: Pierre de Fermat b. -
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Â•Š : a Care-Focused Feminist Analysis of Undertale
Augustana College Augustana Digital Commons Women's and Gender Studies: Student Scholarship Women's and Gender Studies & Creative Works Spring 2017 “Don’t You Have Anything Better to Do?” : A Care- Focused Feminist Analysis of Undertale Evan Marzahn Augustana College, Rock Island Illinois Follow this and additional works at: https://digitalcommons.augustana.edu/wgststudent Part of the Feminist, Gender, and Sexuality Studies Commons, Feminist Philosophy Commons, and the Other Film and Media Studies Commons Augustana Digital Commons Citation Marzahn, Evan. "“Don’t You Have Anything Better to Do?” : A Care-Focused Feminist Analysis of Undertale" (2017). Women's and Gender Studies: Student Scholarship & Creative Works. https://digitalcommons.augustana.edu/wgststudent/1 This Student Paper is brought to you for free and open access by the Women's and Gender Studies at Augustana Digital Commons. It has been accepted for inclusion in Women's and Gender Studies: Student Scholarship & Creative Works by an authorized administrator of Augustana Digital Commons. For more information, please contact [email protected]. Marzahn 1 Evan Marzahn Professor Jane Simonsen WGST 420 Seminar 16 May 2017 “Don’t You Have Anything Better to Do?” A Care-Focused Feminist Analysis of Undertale Warning: Major spoilers for the video game Undertale ensue immediately. Sans the skeleton, my favorite character, told me shortly after the start of my third playthrough of Undertale that I was “gonna have a bad time.” I had 147 bad times, actually, tallied on a index card in real life. That is, I attempted the difficult final boss fight of Undertale’s “genocide” route 147 times over one week and lost every time, but I improved with each attempt. -
Transcript of Undertale
1 You’re listening to Imaginary Worlds, a show about how we create them, and why we suspend our disbelief. I’m Eric Molinsky. Four years ago, I reported a story for public radio about independent video games, which were just coming into their own. If you’re not a gamer and you have no idea of what that means -- think about how video games started. Pac Man was a very simple design. But in the 1980s, you had drive to an arcade to play that game on a cabinet machine, or buy an Atari system. Now game slike Halo and BioShock have hyper realistic graphics. You can move around 360-degree. The stories can last 20 hours long. But that also means, today a single programmer can create a game with the sophistication of Super Mario Brothers that you can play on your browser with a keyboard and a mouse. These independent game designers can make their games about whatever they want. Some of them are very quirky, and very personal. One of my listeners wrote me and said I should check out this hot new indie game called Undertale. It’s gotten huge critical acclaim. I had not played indie games for a while, so went online to download Undertale. And I was stunned by how much the world of indie video games had grown since I reported that story. Julian Feeld is the editor of Existential Gamer, a site that reviews games. JULIAN: Video games growing up were my safe space, they were the place I went to where there was no social anxiety, no human interaction that I’d have to decipher and navigate. -
Undertale - Fanny Barnabé – FNRS Postdoctoral Researcher Liège Game Lab – University of Liège – [email protected] 1
Narrativization Processes of Video Game Tutorials - From EarthBound to Undertale - Fanny Barnabé – FNRS Postdoctoral Researcher Liège Game Lab – University of Liège – [email protected] 1. Introduction: The Sub-Genre of “Mothertale” Games EarthBound Undertale // (Shigesato Itoi , 1994) (Toby Fox, 2015) 1. Introduction: The Sub-Genre of “Mothertale” Games 2. A Narratological Study of Video Game Tutorials • From a narratological point of view, video game tutorials are ontologically ambiguous: they create a metadiscourse that no longer addresses only the fictional characters, but also the player (Therrien and Julien, 2015) • They produce many metalepses (Genette, 2004) and mises en abyme 2. A Narratological Study of Video Game Tutorials • Unnatural narratives “conspicuously violate […] conventions of standard narrative forms” (Richardson, 2011: 34) • “Videogames are unnatural narratives par excellence” (Ensslin, 2015: 43) 2. A Narratological Study of Video Game Tutorials • In the field of video games, metalepses are not transgressions, but conventions (Allain, 2018) • Tutorial metalepses are moments when the game signals how it is articulating fiction and gameplay 2. A Narratological Study of Video Game Tutorials • Inclusive definition of the tutorial: = Metalanguage intended to transmit utilitarian information about the commands (“press X for X”), the rules (“the sword can break the blocks”), the behaviors expected by the player (“you can do X”) and the main goals of the game (“you have to save the princess”) 3. Three Degrees of Fictionalization How do tutorials articulate the empirical content and the game’s fictional universe? Non-fictionalization of the tutorial Incrustation of the tutorial in the diegetic environment Avatarization of the tutorial - Tutorial metaphors - Fictionalized metalepsis - Raw metalepsis 3. -
Mugen Undertale Game Download
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Undertale Latest Version Download Undertale
undertale latest version download Undertale. Undertale is a real gem for fans of RPG type games. It is a really great gaming experience! Undertale for Mac is an RPG game where you fight monsters in the underworld. It's challenging and filled with puzzles and adventure. The game has great graphics, resembling older classic SNES games, and a soundtrack that makes it even greater. This version of the game is for Mac, but it is also available on PC, Nintendo Switch, PS4, and PS Vita. How Much Does It Cost. This is the free demo version of Undertale that is designed to give you a taste of the gameplay. Undertale is available for $9.99 from Steam or $14.99 from the PlayStation Store. Download Undertale for PC. Laws concerning the use of this software vary from country to country. We do not encourage or condone the use of this program if it is in violation of these laws. Softonic may receive a referral fee if you click or buy any of the products featured here. About Us. Legal. Users. Softonic in: The name and logo of Softonic are registered trademarks of SOFTONIC INTERNATIONAL S.A. Copyright SOFTONIC INTERNATIONAL S.A. © 1997-2021 - All rights reserved. In Softonic we scan all the files hosted on our platform to assess and avoid any potential harm for your device. Our team performs checks each time a new file is uploaded and periodically reviews files to confirm or update their status. This comprehensive process allows us to set a status for any downloadable file as follows: It’s extremely likely that this software program is clean. -
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Recapture in Contemporary Games: Undertale, Oneshot
RECAPTURE IN CONTEMPORARY GAMES: UNDERTALE, ONESHOT, PONY ISLAND Michelle Raudsepp University of Florida Honors Thesis August 2017 Recapture in Contemporary Games Raudsepp 1 ABSTRACT This paper aims to take Terry Harpold’s concept of recapture – a storytelling technique that embodies a phenomenon exhibited in gaming wherein narrative and game mechanics come together to maintain player immersion – and use it as a lens to analyze contemporary game titles such as Toby Fox’s Undertale, Mathew Velasquez and NightMargin (Casey Gu)’s OneShot, and Daniel Mullins’ Pony Island. In order to explore this concept’s validity and value, examples of recapture within these games are recorded and analyzed. The idea is to explore how these games take mundane mechanics, such as saving and loading a game, character movement, and menu screen navigation, and, using the concept of recapture, maintain player immersion despite having typical gameplay interruptions. Recapture in Contemporary Games Raudsepp 2 INTRODUCTION Video games offer an interesting form of storytelling in that they not only tell a story through the progression of the narrative and the characters they follow, but oftentimes through the use of game mechanics as well. This is backed by Kamal Sinclair of “The Art of Storytelling” who said that “this particular medium makes way for original voice and has potential for unique ways to present... creation.” Specifically, with this medium, it can be hard to remain consistently immersed within a fictitious world. An audience’s suspension of disbelief – that is to say, their ability to relinquish all sense of “realism” and simply accept a story’s world and its rules – is lost primarily with the use of a controller or keyboard to control the player character. -
Comics and Videogames
7 Homestuck as a game A webcomic between playful participation, digital technostalgia, and irritating inventory systems Tim Glaser Homestuck is a webcomic of truly epic proportions. Created by Andrew Hussie between 2009 and 2016, it consists of over 8,000 pages and contains various media formats. It has been called the “Ulysses of the Internet” (PBS Idea Channel 2012) and “a genre- fusing postmodern epic designed for and produced through the internet” (Litwhiler 2013, 1). As the creator himself put it: Homestuck is “a story about kids on the internet, that is told in a way that is like, made of pure internet” (O’Malley 2012, n.p., original emphasis). However, Homestuck not only utilizes the possibilities of digital production and reception, but the narration, style, and collaboration are themselves influenced by characteristics of digital media, especially game mechanics, obsolete technology, and playful interaction. For instance, the protagonists have to obey specific rules, such as a needlessly elaborate inven- tory system or leveling for inanimate objects, while simultaneously playing Sburb, a dangerous sandbox game that is superimposed over their real world. Furthermore, the first three chapters ofHomestuck were created on the basis of various suggestions by readers, enabling them to directly partici- pate in the game’s gestation (Short 2014, 45). This chapter argues that Homestuck is not only influenced by videogames and genre conventions, but that the webcomic can be understood as a playful yet critical appraisal of various aspects of gaming culture, digital technology, and fandom. Analyzing the interconnections between ludic, graphic, and narrative elements in this multilayered universe, which seems to be conver- ging and diverging simultaneously, enables us to reflect on the interactions between metamedia elements and different modes of engagement. -
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An Interdisciplinary Analysis of Decision-Making in Video Games and Its Effect On
Do Choices Matter? An Interdisciplinary Analysis of Decision-making in Video Games and its Effect on Storytelling, Immersion, and Player Interactivity Marco van Rijn s1384198 Supervisor: Dr. E.J. van Leeuwen Second Reader: Dr. A.G. Dorst 1 July 2018 Leiden University, Faculty of Humanities MA Literary Studies: English Literature and Culture Van Rijn 2 TABLE OF CONTENTS Introduction 4 Chapter One: Game Theory and Game Analysis 6 1.1 Video Games and Traditional Media: The Ludology/Narratology Debate 7 1.2 The Magic Circle: Player Interactivity and Immersion 11 1.3 Choice-Driven Video Games: The Happy Medium (Choice-Driven vs. RPG) 14 1.4 Methodology 17 Chapter Two: Until Dawn 18 2.1 Narrative Overview 20 2.2 Gameplay 21 2.3 Key Video Game Mechanic: Butterfly Effect 26 2.3.1 Personality Features: Traits and Relationships 29 2.3.2 Psychiatric Evaluation 31 2.3.3 Divergent Roads to One Ending 34 2.4 Conclusion 39 Chapter Three: Life Is Strange 40 3.1 Narrative Overview 43 3.2 Gameplay 46 3.3 Key Video Game Mechanic: Temporal Rewind and its Relation to the Butterfly Effect and Choices 50 3.3.1 All for Nothing? 54 3.4 Conclusion 57 Van Rijn 3 Chapter Four: Undertale 58 4.1 Narrative Overview 60 4.2 Gameplay 62 4.3 Key Video Game Mechanic: True Pacifist or Genocide? 67 4.3.1 Altering the Narrative 69 4.3.2 Undertale Remembers 74 4.4 Conclusion 80 Conclusion 81 Bibliography 85 List of Illustrations 90 Appendices 94 Appendix A: Complete Narrative Overview of Until Dawn 94 Appendix B: Complete Narrative Overview of Life Is Strange 100 Appendix C: Complete Narrative Overview of Undertale 106 Van Rijn 4 INTRODUCTION Video games form one of the latest media in which stories can be told.