Modding the Apocalypse: (Re)Making Videogames As Post-Structuralist Free Play Samuel Jackson Fuller Clemson University, [email protected]

Total Page:16

File Type:pdf, Size:1020Kb

Modding the Apocalypse: (Re)Making Videogames As Post-Structuralist Free Play Samuel Jackson Fuller Clemson University, Sjftemp@Gmail.Com Clemson University TigerPrints All Dissertations Dissertations 8-2018 Modding the Apocalypse: (Re)Making Videogames as Post-Structuralist Free Play Samuel Jackson Fuller Clemson University, [email protected] Follow this and additional works at: https://tigerprints.clemson.edu/all_dissertations Recommended Citation Fuller, Samuel Jackson, "Modding the Apocalypse: (Re)Making Videogames as Post-Structuralist Free Play" (2018). All Dissertations. 2219. https://tigerprints.clemson.edu/all_dissertations/2219 This Dissertation is brought to you for free and open access by the Dissertations at TigerPrints. It has been accepted for inclusion in All Dissertations by an authorized administrator of TigerPrints. For more information, please contact [email protected]. MODDING THE APOCALYPSE: (RE)MAKING VIDEOGAMES AS POST-STRUCTURALIST FREE PLAY A Dissertation Presented to the Graduate School of Clemson University In Partial Fulfillment of the Requirements of the Degree Doctor of Philosophy Rhetorics, Communication, and Information Design by Samuel Jackson Fuller August 2018 Accepted by: Dr. Jan Rune Holmevik, Committee Chair Dr. Cynthia Ann Haynes Dr. Beth Lauritis Dr. Brian Malloy Abstract This dissertation is about seeing videogames, and videogame design, through the lens of Gregory Ulmer’s electracy apparatus theory. Videogame modding is emphasized an electrate approach to intervening in existing media. Mods have the potential to make potent rhetorical arguments, but they are little-understood in the field of rhet-comp, and there are numerous obstacles to carving a space for them in academic curricula; nevertheless, they are an increasingly common form of participatory engagement that make use of a broad digital skillset. Modders fit into Gregory Ulmer’s electracy apparatus as egents—agents of change in the Internet age—and their playful appropriation of objects from various archives resembles the electrate genre of MyStory (personal alternative-history). By positioning modding as electrate composition praxis, a new gateway for academic game study and production is opened, one where “play” is integral to the process of knowledge formation. Fallout 4 (2016) serves as an example of a moddable game whose rhetorical affordances can be adapted to craft MyStories and MEmorials. ii Acknowledgements Many thanks to: my cohort, Dan, Eda, Nathan, Josh, and Firasat—you’ve each inspired me in a special way; my committee, for standing by me; my parents, who’ve been endlessly supportive; and my sister, Miranda, who is super cool. iii Table of Contents Abstract ....................................................................................................................ii Acknowledgements .................................................................................................iii Table of Contents ................................................................................................... iv Notes to the Reader ................................................................................................vii Preface: A Brief MyStory as Vita Minor ..............................................................viii a. Growing up with videogames, and my first experiences modding ......... vii b. Living in the South, and the Names of Things ......................................... ix c. Learning about Composition and Rhetoric .............................................. xi d. Thinking about Rhetorical Game Modding; an Anecdote ...................... xii e. Intervening in Contemporary Games—War and the Atomic Bomb ...... xiv Introduction ............................................................................................................. 1 a. Topic.......................................................................................................... 1 b. Dissertation Overview ............................................................................... 3 Chapter 1: Modding as MyStory............................................................................. 5 a. Towards a Definition of Modding ............................................................. 5 b. Videogame Studies as an Academic Field ................................................ 6 c. Intersections of VGS, Composition, and Modding ................................. 12 d. Introducing the Electrate Apparatus ........................................................ 18 iv e. Play as Electrate Learning ....................................................................... 30 f. MyStories and MEmorials ...................................................................... 47 Chapter 2: Interdisciplinary Perspectives on Modding ......................................... 59 a. Modding in Computer Science ................................................................ 59 b. Modding as Artistic Expression .............................................................. 64 c. Modders and the Hacker Ethos ............................................................... 73 d. Value Chain Configuration and Modding as Labor ................................ 79 Chapter 3: History of Modding ............................................................................. 85 a. From Spacewar! to “Castle Smurfenstein” ............................................. 85 b. id Software and Doom............................................................................. 90 c. Valve, “Counter-Strike,” “Day of Defeat,” “Team Fortress,” and Steam 93 d. Sid Meier’s Civilization II ...................................................................... 97 e. “Defense of the Ancients” for Warcraft III ............................................. 99 f. Nintendo, Game Genie, and the “Rijon” series ..................................... 103 g. Infiniminer and Minecraft ..................................................................... 112 h. Modding Today: Software Engines, Monetization, and Built-in Modding 115 Chapter 4: Modding in Practice .......................................................................... 122 a. A Modding Process ............................................................................... 122 b. Invention................................................................................................ 133 v c. Research ................................................................................................ 159 d. Organization .......................................................................................... 170 e. Drafting ................................................................................................. 171 f. Testing ................................................................................................... 174 Chapter 5: Videogames as Electrate Expression ................................................ 177 a. A Modding-based Pedagogy ................................................................. 177 b. Course Description, Outcomes, and Rationale...................................... 179 c. Class Projects ........................................................................................ 186 d. Sample Readings ................................................................................... 189 Chapter 6: Conclusions ....................................................................................... 193 Glossary of Jargon .............................................................................................. 199 Works Cited ........................................................................................................ 200 vi Notes to the Reader • All bold emphasis added by me, including in direct quotations, to highlight key terms. • Titles of videogame mods are in “quotes,” while unmodded videogames are italicized (i.e., “Chrono Trigger: Crimson Echoes” is a mod of Chrono Trigger), except in direct quotations where other authors use alternative styles, which are preserved. • The brand names of electronic devices are italicized (i.e., Game Genie, Nintendo 64). • A glossary section is provided, starting on page 215, to define jargon and abbreviations that are frequently used or do not merit in-text definition. • The Preface section uses inverted italics to designate text in the MyStorical style, which is written from a first-person perspective; this is opposed to the predominantly third-person, academic style of the rest of the document. vii Preface: A Brief MyStory as Vita Minor a. Growing up with videogames, and my first experiences modding [A 1991 tv commercial opens on the entrance to a closed-down, dilapidated drive-in theater. A ruin from another era.] [In strides a young man (played by a 22-year-old Paul Rudd), wearing a long, black coat. He takes out a grey cartridge and plugs it into a Super Nintendo, and begins playing games on the drive-in’s big screen.] Narrator: When you decide to step up to this kind of power, this kind of challenge, this kind of flying, crashing, feeling… when you decide to get serious, there’s only one place to come. The games of Super Nintendo. No one else creates this kind of experience, because no one else creates these kinds of games. Now you’re playing with power—SUPER POWER! (VHSDemos, 2017). *~*~*~* My first videogame console was the SNES. My dad, a lover of Marvel comic books, got it for me, perhaps having seen a commercial for it on TV. Some of my clearest early memories are of us playing Super Mario World (1990) on our big-old, cube-shaped TV. That was about 26 years ago. I still have the SNES, and it still works just fine. Picking up the controller,
Recommended publications
  • Empirical Investigation on Measurement of Game Immersion Using Real World Dissociation Factor
    Thesis no: MSCS-2016-13 Empirical Investigation on Measurement of Game Immersion using Real World Dissociation Factor Gadila Swarajya Haritha Reddy Faculty of Computing Blekinge Institute of Technology SE–371 79 Karlskrona, Sweden This thesis is submitted to the Faculty of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science in Computer Science. The thesis is equivalent to 20 weeks of full time studies. Contact Information: Author(s): Gadila Swarajya Haritha Reddy E-mail: [email protected] University advisor: Prof. Sara Eriksén Department of Creative Technologies Faculty of Computing Internet : www.bth.se Blekinge Institute of Technology Phone : +46 455 38 50 00 SE–371 79 Karlskrona, Sweden Fax : +46 455 38 50 57 Abstract Context. Games involve people to a large extent where they relate them- selves with the game characters; this is commonly known as game immer- sion. Generally, some players play games for enjoyment, some for stress relaxation and so on.Game immersion is usually used to describe the degree of involvement with a game. When people play games, they don’t necessar- ily realize that they have been dissociated with the surrounding world. Real world dissociation (RWD) can be defined as the situation where a player is less aware of the surroundings outside the game than about what is happen- ing in the game itself. The RWD factor has been expected to measure the losing track of time, lack of awareness of surroundings and mental trans- portation. Objectives. In this thesis, we measure and compare the difference in game immersion between experienced and inexperienced players using RWD fac- tor.
    [Show full text]
  • Add Second Life to Your Training Without Having Users Log Into Second Life
    708 Add Second Life to your Training without Having Users Log into Second Life David Miller, Newmarket International www.eLearningGuild.com DevLearn08 Session 708 Reference This session follows a case study in which a text-based lesson is converted into a more immersive learning experience. Starting with a “text and image” lesson written by a subject matter expert, we will write an easy-to-follow script that will help us create inexpensive video footage using Second Life. This video footage will then be integrated with the lesson to create a richer learning experience. All materials will be available online at http://subquark.com and access to a DevLearn08 dedicated sim will be provided to all attendees. To access that land, join the ELearning Guild in Second Life group “in-world”. Principles and Tools: Two underlying principles guide the approach presented in this session: rapid development and low cost. Filming in Second Life, and within any computer-generated imagery (CGI), is known as machinima. This session introduces several tools specific to filming in Second Life in case you are interested in experimenting with them before attending the session. These tools include Filming Path, Fraps, and Sizer. The Second Life viewer is needed to access the virtual world that we will be using as a film studio for creating footage to incorporate into our eLearning. Filming Path is an “in-world” filming system that helps to create smooth camera pans and camera dolly shots. Fraps is a real-time video-capturing application for Windows. Other Mac-based programs accomplish similar results (see the Fraps section).
    [Show full text]
  • 2K and Bethesda Softworks Release Legendary Bundles February 11
    2K and Bethesda Softworks Release Legendary Bundles February 11, 2014 8:00 AM ET The Elder Scrolls® V: Skyrim and BioShock® Infinite; Borderlands® 2 and Dishonored™ bundles deliver supreme quality at an unprecedented price NEW YORK--(BUSINESS WIRE)--Feb. 11, 2014-- 2K and Bethesda Softworks® today announced that four of the most critically-acclaimed video games of their generation – The Elder Scrolls® V: Skyrim, BioShock® Infinite, Borderlands® 2, and Dishonored™ – are now available in two all-new bundles* for $29.99 each in North America on the Xbox 360 games and entertainment system from Microsoft, PlayStation®3 computer entertainment system, and Windows PC. ● The Elder Scrolls V: Skyrim & BioShock Infinite Bundle combines two blockbusters from world-renowned developers Bethesda Game Studios and Irrational Games. ● The Borderlands 2 & Dishonored Bundle combines Gearbox Software’s fan favorite shooter-looter with Arkane Studio’s first- person action breakout hit. Critics agree that Skyrim, BioShock Infinite, Borderlands 2, and Dishonored are four of the most celebrated and influential games of all time. 2K and Bethesda Softworks(R) today announced that four of the most critically- ● Skyrim garnered more than 50 perfect review acclaimed video games of their generation - The Elder Scrolls(R) V: Skyrim, scores and more than 200 awards on its way BioShock(R) Infinite, Borderlands(R) 2, and Dishonored(TM) - are now available to a 94 overall rating**, earning praise from in two all-new bundles* for $29.99 each in North America on the Xbox 360 some of the industry’s most influential and games and entertainment system from Microsoft, PlayStation(R)3 computer respected critics.
    [Show full text]
  • Valve Corporation Tournament License
    VALVE CORPORATION DOTA 2 TOURNAMENT LICENSE AND PAID SPECTATOR SERVICE AGREEMENT By pressing “Submit” you and/or the party you represent in submitting this web form (“Licensee”) agree to be bound be the terms of this Dota 2 Tournament License and Paid Spectator Service Agreement (the “Agreement”). It is entered into and effective by and between Valve Corporation, a Washington, U.S.A. corporation (“Valve”), and the Licensee as of the day that Valve accepts and confirms the submission by making it accessible through the Paid Spectator Service. 1. Definitions 1.1 “Adjusted Gross Revenue” mean the gross revenue actually received by Valve from Valve’s sale of the Tournaments via the Paid Spectator Service, less (a) actual costs resulting directly from returns, discounts, refunds, fraud or chargebacks; (b) taxes that are imposed on a customer of the Paid Spectator Service on the distribution, sale or license of the Tournaments (such as sales, use, excise, value-added and other similar taxes) that are received from such customer by Valve for payment to governmental authorities. 1.2 “Confidential Information” means (i) any trade secrets relating to Valve’s product plans, designs, costs, prices and names, finances, marketing plans, business opportunities, personnel, research development or know-how; (ii) any unreleased Valve products; and (iii) any other information that Valve designates to Licensee as being confidential or which, based on the nature of such information and the circumstances surrounding its disclosure, ought in good faith to be treated as confidential. 1.3 “Game” means the game Dota 2. 1.4 “Game-Related Intellectual Property,” means the Dota™ trademark and Dota 2 logo.
    [Show full text]
  • Vergütungsinteressen in Fan-Gemeinschaften. Eine Analyse Der Bethesda-Modding-Szene 2020
    Repositorium für die Medienwissenschaft Finja Walsdorff Vergütungsinteressen in Fan-Gemeinschaften. Eine Analyse der Bethesda-Modding-Szene 2020 https://doi.org/10.25969/mediarep/14339 Veröffentlichungsversion / published version Zeitschriftenartikel / journal article Empfohlene Zitierung / Suggested Citation: Walsdorff, Finja: Vergütungsinteressen in Fan-Gemeinschaften. Eine Analyse der Bethesda-Modding-Szene. In: Navigationen - Zeitschrift für Medien- und Kulturwissenschaften. SPIEL|MATERIAL, Jg. 20 (2020), Nr. 1, S. 133– 146. DOI: https://doi.org/10.25969/mediarep/14339. Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Weitergabe unter gleichen Bedingungen 4.0/ Attribution - Share Alike 4.0/ License. For more information see: Lizenz zur Verfügung gestellt. Nähere Auskünfte zu dieser Lizenz http://creativecommons.org/licenses/by-sa/4.0/ finden Sie hier: http://creativecommons.org/licenses/by-sa/4.0/ SPIEL|MATERIAL VERGÜTUNGSINTERESSEN IN FAN-GEMEIN- SCHAFTEN Eine Analyse der Bethesda-Modding-Szene VON FINJA WALSDORFF ABSTRACT In Zeiten digitaler Vernetzung werden fankulturelle Aktivitäten sichtbarer, sind leichter zugänglich und avancieren so zum Massenphänomen. In Online-Communi- ties tauschen Fans sich über Medientexte aus und produzieren daran angelehnte, derivative Werke. Diese inoffizielle kulturelle Produktion findet auch im Kontext des Computerspiels statt. So werden Spiele beispielsweise im Rahmen des Mod- dings durch kreative Nutzer/innen ergänzt oder verändert. Es handelt sich dabei um eine Medienpraktik, die – wie auch viele andere fankulturelle Aktivitäten – größ- tenteils als Freizeitbeschäftigung ausgeübt wird. Die daraus resultierenden Modifi- kationen (Mods) werden in aller Regel kostenlos im Internet zur Verfügung gestellt. Unter Modderinnen und Moddern lassen sich aber auch zunehmende Professiona- lisierungstendenzen und kommerzielle Bestrebungen beobachten.
    [Show full text]
  • Download Sonic
    Download sonic click here to download How far can the world's fastest hedgehog run? Play as Sonic the Hedgehog as you dash, jump and spin your way across stunning 3D environments. Swipe your way over and under challenging obstacles in this fast and frenzied endless running game. SONIC The world famous Sonic the Hedgehog stars in his first. The Sonic game that started it all is now free-to-play and optimized for mobile devices! Race at lightning speeds across seven classic zones as Sonic the Hedgehog. Run and spin through loop-de-loops as you collect rings and defeat enemies on your mission to save the world from the evil Dr. Eggman. Sonic the Hedgehog. Download Sonic Dash Go. An endless runner featuring Sonic. Sonic Dash is a platform game starring Sonic. It uses similar gameplay to the now classic 'Temple Run' to produce an exciting experience that demands that you have good reflexes if you want to succeed. Everything you'd expect from a Sonic. Sonic Games, free and safe download. Sonic Games latest version: Remember Sonic? Relive the old days with this game collection. Sonic Games is a set of classic arcade games with the famous blue hedgehog as protagonist. Play as Sonic the Hedgehog as you dash, jump and spin your way across stunning 3D environments. Swipe your way over and under challenging obstacles in this fast and frenzied endless running game for iPad, iPad mini, iPhone & iPod touch. SONIC The world famous Sonic the Hedgehog stars in his first endless. Download Sonic. Free and safe download.
    [Show full text]
  • John Carmack Archive - .Plan (1998)
    John Carmack Archive - .plan (1998) http://www.team5150.com/~andrew/carmack March 18, 2007 Contents 1 January 5 1.1 Some of the things I have changed recently (Jan 01, 1998) . 5 1.2 Jan 02, 1998 ............................ 6 1.3 New stuff fixed (Jan 03, 1998) ................. 7 1.4 Version 3.10 patch is now out. (Jan 04, 1998) ......... 8 1.5 Jan 09, 1998 ............................ 9 1.6 I AM GOING OUT OF TOWN NEXT WEEK, DON’T SEND ME ANY MAIL! (Jan 11, 1998) ................. 10 2 February 12 2.1 Ok, I’m overdue for an update. (Feb 04, 1998) ........ 12 2.2 Just got back from the Q2 wrap party in vegas that Activi- sion threw for us. (Feb 09, 1998) ................ 14 2.3 Feb 12, 1998 ........................... 15 2.4 8 mb or 12 mb voodoo 2? (Feb 16, 1998) ........... 19 2.5 I just read the Wired article about all the Doom spawn. (Feb 17, 1998) .......................... 20 2.6 Feb 22, 1998 ........................... 21 1 John Carmack Archive 2 .plan 1998 3 March 22 3.1 American McGee has been let go from Id. (Mar 12, 1998) . 22 3.2 The Old Plan (Mar 13, 1998) .................. 22 3.3 Mar 20, 1998 ........................... 25 3.4 I just shut down the last of the NEXTSTEP systems running at id. (Mar 21, 1998) ....................... 26 3.5 Mar 26, 1998 ........................... 28 4 April 30 4.1 Drag strip day! (Apr 02, 1998) ................. 30 4.2 Things are progressing reasonably well on the Quake 3 en- gine. (Apr 08, 1998) ....................... 31 4.3 Apr 16, 1998 ..........................
    [Show full text]
  • Zarealdill's Modlist. Modlist Will Be Updated When Dillan Downloads
    Downloaded from: justpaste.it/1bsw8 ZaRealDill's Modlist. Modlist will be updated when Dillan downloads new mods, which is everyday. Seriously..he's addicted. -----Ammo----- Loads of Ammo - Switchable Ammunition Types - Loads of Ammo New Calibers - New Calibers - v3.07.1 -----Animation----- Angel Animations - Angel 1.0 Knife Animation Pack - ZKnife Spin 180 Knife Animation Pack - UPDATE Attack A and B Together Laser Weapons 1st Person reposition - Institute and Standard Lasers Lowered Weapons - Lowered Weapons 1.1 mcgFemaleWalk One Handed Revolver Pistol Reanimation Pack Power Armor Fast Exit and Enter Swinging Animated Meat Bags -----Armour----- Armorsmith Extended BodySlide the Mercenary - Pack(Bountiful Bouncing Boobies Edition) Eli's Armour Compendium v1.5 HN66s SIRIUS 12 Assault Suit NCR Patrolman and Trooper Armors NCR Ranger Veteran Armor Newermind43's Female Tactical Armor CBBE bodyslide conversion - Tac_Bodyslide_v1.2_with customized slider Survivalist Go-Bags v1.4 The Mercenary Pack - The Mercenary - Pack v0.9c - plugin only update The Mercenary - Pack The Mercenary - Pack c0.9b -loose files West Tek Tactical Optics - Night Vision Thermal Vision Goggles and More v2.0.1 Concealed Armors Nova Catsuit II for FO4 - CBBE - Bodyslide K-9 Harness - Tactical Body Armor and Backpack for Dogmeat Pugmeat - K9 Vest - ESP -----Audio - Music----- Ambient Overture Overhaul - Fallout -----Audio - SFX----- Better Vertibird Sound v1.1 Clickerfied Ghouls - The last of Us - Clicker sounds for Ghouls Quieter Settlements Reverb and Ambience Overhaul
    [Show full text]
  • Day of Defeat : Official Strategy Guide Kindle
    DAY OF DEFEAT : OFFICIAL STRATEGY GUIDE PDF, EPUB, EBOOK Prima Development | 160 pages | 01 Jun 2003 | Prima Publishing,U.S. | 9780761543503 | English | Rocklin, United States Day of Defeat : Official Strategy Guide PDF Book Paladin Anima Powers. Playing online is fundamentally different from playing offline, as greater amounts of interactivity and chaos often push you to new limits as a general and a soldier. When playing a sniper, find a spot and start sniping; trying to be mobile may be more fun, but sticking to a good perch that overlooks a high-traffic area is far more helpful if you're into mobile sniping, try the Rifleman class. Don't know how effective this is for small games, but there is a marked difference in large games. While there is always a raging debate over whether the recoils are too hard or too soft, dealing with recoil is the same across the board. A large clip allowed for agile attacks on fortified positions. Follow the sound of the ringing phone through the little office and down the corridor. Thanks to anybody who still believes in acting civil online! You can get there easily by going to the flag 3 sewers, then taking a left down to the area under the church. The graphics aren't the best, but this game was tons of fun back in the day! There's a door on the right side that leads directly in. Finally, if you're in need of a defensive location, enter the left path out of your spawn. Errors and other gremlins squashed.
    [Show full text]
  • Romance Never Changes…Or Does It?: Fallout, Queerness, and Mods
    Romance Never Changes…Or Does It?: Fallout, Queerness, and Mods Kenton Taylor Howard University of Central Florida UCF Center for Emerging Media 500 W Livingston St. Orlando, FL 32801 [email protected] ABSTRACT Romance options are common in mainstream games, but since games have been criticized for their heteronormativity, such options are worth examining for their contribution to problematic elements within gaming culture. The Fallout series suffers from many of these issues; however, recent games in the can be modded, offering fans a way to address these problems. In this paper, I examine heteronormative elements of the Fallout series’ portrayal of queerness to demonstrate how these issues impacted the series over time. I also look more specifically at heteronormative mechanics and visuals from Fallout 4, the most recent single-player game in the series. Finally, I discuss three fan-created mods for Fallout 4 that represent diverse approaches to adding queer elements to the game. I argue that one effective response to problematic portrayals of queerness in games is providing modding tools to the fans so that they can address issues in the games directly. Keywords Mods, Modding, Queer Game Studies, Representation, Romance, Fallout INTRODUCTION Romance options are common in videogames: players can interact with non-player characters in flirtatious ways and have sex, form relationships, or even get married to those characters. Since mainstream games have been criticized for their heteronormativity by including elements that suggest “queerness is just a different twist on non-queer heterosexuality” (Lauteria 2012, 2), such options are worth examining for their contribution to problematic elements within gaming culture.
    [Show full text]
  • Ubisoft to Co-Publish Oblivion™ on Playstation®3 and Playstation® Portable Systems in Europe and Australia
    UBISOFT TO CO-PUBLISH OBLIVION™ ON PLAYSTATION®3 AND PLAYSTATION® PORTABLE SYSTEMS IN EUROPE AND AUSTRALIA Paris, FRANCE – September 28, 2006 – Today Ubisoft, one of the world’s largest video game publishers, announced that it has reached an agreement with Bethesda Softworks® to co-publish the blockbuster role-playing game The Elder Scrolls® IV: Oblivion™ on PLAYSTATION®3 and The Elder Scrolls® Travels: Oblivion™ for PlayStation®Portable (PSP™) systems in Europe and Australia. Developed by Bethesda Games Studios, Oblivion is the latest chapter in the epic and highly successful Elder Scrolls series and utilizes next- generation video game hardware to fully immerse the players into an experience unlike any other. Oblivion is scheduled to ship for the PLAYSTATION®3 European launch in March 2007 and Spring 2007 on PSP®. “We are pleased to partner with Besthesda Softworks to bring this landmark role-playing game to all PlayStation fans,” said Alain Corre EMEA Executive Director. “No doubt that this brand new version will continue the great Oblivion success story” The Elder Scrolls® IV: Oblivion has an average review score of 93.6%1 and has sold over 1.7 million units world-wide since its launch in March 2006. It has become a standard on Windows and the Xbox 360 TM entertainment system thanks to its graphics, outstanding freeform role- playing, and its hundreds of hours worth of gameplay. 1 Source : gamerankings.com About Ubisoft Ubisoft is a leading producer, publisher and distributor of interactive entertainment products worldwide and has grown considerably through its strong and diversified lineup of products and partnerships.
    [Show full text]
  • Applications of Machine Learning in Dota 2: Literature Review and Practical Knowledge Sharing
    Applications of Machine Learning in Dota 2: Literature Review and Practical Knowledge Sharing Aleksandr Semenov1, Peter Romov2;3, Kirill Neklyudov2;3, Daniil Yashkov2;3, and Daniil Kireev4 1 International Laboratory for Applied Network Research, National Research University Higher School of Economics, Moscow, Russia 2 Yandex Data Factory, Moscow, Russia 3 Moscow Institute of Physics and Technology, Moscow, Russia 4 Moscow State University, Moscow, Russia [email protected], [email protected], [email protected], [email protected], [email protected] Abstract. We present the review of recent applications of Machine Learning in Dota 2. It includes prediction of the winning team from the drafting stage of the game, calculating optimal jungling paths, pre- dict the result of teamfights, recommendataion engine for the draft, and detection of in-game roles with emphasis on win prediction from team composition data. Besides that we discuss our own experience with mak- ing Dota 2 Machine Learning hachathon and Kaggle competitions. Keywords: Dota 2, MOBA, eSports, Machine Learning 1 Introduction to Dota 2 game rules and mechanics DotA 2 is an online multiplayer video game and its first part, DotA (after \De- fense of the Ancients") created a new genre, called Multiplayer Online Battle Arena (MOBA). It is played by two teams, called Radiant and Dire which con- sist of five players each. The main goal of the game is to destroy other team's \Ancient", located at the opposite corners of the map. Each of the players choose one hero to play with from a pool of 113 heroes in the drafting stage of the game (sometimes called 'picks').
    [Show full text]