Doctoral Dissertation Template

Total Page:16

File Type:pdf, Size:1020Kb

Doctoral Dissertation Template UNIVERSITY OF OKLAHOMA GRADUATE COLLEGE THE AESTHETIC VALUE OF VIDEOGAMES: AN ANALYSIS OF INTERACTIVITY, GAMEPLAY, AND PLAYER PERFORMANCE A DISSERTATION SUBMITTED TO THE GRADUATE FACULTY in partial fulfillment of the requirements for the Degree of DOCTOR OF PHILOSOPHY By ZACHARY LEE JURGENSEN Norman, Oklahoma 2018 THE AESTHETIC VALUE OF VIDEOGAMES: AN ANALYSIS OF INTERACTIVITY, GAMEPLAY, AND PLAYER PERFORMANCE A DISSERTATION APPROVED FOR THE DEPARTMENT OF PHILOSOPHY BY ______________________________ Dr. Sherri Irvin, Chair ______________________________ Dr. Hugh Benson ______________________________ Dr. Stephen Ellis ______________________________ Dr. Dean Hougen ______________________________ Dr. Martin Montminy © Copyright by ZACHARY LEE JURGENSEN 2018 All Rights Reserved. For my parents: Perry and Betty Jurgensen Acknowledgements This dissertation is the product of a long, demanding journey made possible by the continued support of my family, my wife, close friends, colleagues, and mentors. There undoubtedly will be someone I miss, but I am indebted and deeply grateful to the following people who helped shape me into the philosopher, gamer, and person capable of finishing this project: My father, Perry Jurgensen, for showing me the value of hard work; my mother, Betty Jurgensen, for encouraging my endless curiosity and love of knowledge; my friends, Rob Byer, Steve Dwyer, Casey Stull, and Mike Jordan for challenging me both literally and figuratively when it comes to playing and thinking about games; my wife, Trish Catalano for keeping me focused when my will and spirit were tested time and again; my undergraduate teachers, Gene Rice, Doug Drabkin, Stephen Tramel, and Ruth Tallman for turning a freshman student interested in arguing about religion into an aspiring philosopher; my graduate professors, Martin Montminy, Stephen Ellis, Chris Swoyer, Hugh Benson, and Ray Elugardo for teaching me how to properly engage in rigorous, disciplined philosophical thought and writing; and my dissertation committee for their continued patience and advice. Finally, I want to thank Sherri Irvin for her continued academic, professional, and emotional support throughout my graduate career. Without her guidance and understanding, I wouldn’t be the philosopher or person I am today, nor would this project be finished. iv Table of Contents Acknowledgements .......................................................................................................... iv Abstract ............................................................................................................................ vi Chapter 1: Introduction and Overview .............................................................................. 1 Chapter 2: Appreciating Videogames ............................................................................... 6 Chapter 3: Interactivity, Unpredictability, and Aesthetic Change in Videogames ......... 39 Chapter 4: Gamers as Performative Instantiators............................................................ 73 Chapter 5: An Apology for Videogames ...................................................................... 103 References ..................................................................................................................... 149 v Abstract In this dissertation, I set out to examine the artistic and aesthetic features of videogames as games. Ultimately, I argue that a complete understanding of the aesthetics of videogames requires a more robust account of the role of the player and the aesthetic impact of the choices she makes than has been previously given. While the idea that videogames are a strongly interactive media is acknowledged in the literature, less attention is given to how the unique relationship between game and gamer affects both the overall aesthetic experience of playing videogames and the position these games hold in the artworld. I first argue that the prevalent attempts at categorizing videogames as art fall prey to a similar pitfall, which ultimately contributes to a common mishandling of the aesthetic value videogames can offer. After highlighting the problems that the leading theories of art have in defining videogames as art, I turn attention to interrelated concepts of interactivity, gameplay, and player performance. I develop an original account of interactivity as it relates to videogames. My account is meant to capture the uniqueness videogames offer as works of art and also the importance interactivity plays in understanding the aesthetic experience of playing videogames. Working from my proposed account of interactivity, I then look to concepts of gameplay and player performance and how they relate to the overall aesthetic experience of playing videogames. I argue that gameplay mechanics affect the overall aesthetic value of videogames by both delimiting and creating opportunities for how the player engages with the game. In this way, vi gameplay mechanics need to be taken into account when evaluating the overall functionality of a videogame as a game, and subsequently, need to be considered when assessing the aesthetic quality of a videogame. Moreover, how a player chooses to utilize and navigate gameplay mechanics with respect to the choices she makes when interacting with the game ultimately affect the aesthetic experience she has while playing. Hence, I argue that player performance can have a significant impact the aesthetic quality of videogame play. In doing so, I highlight how the atypical relationship among artist, audience, and artwork in videogames plays a pivotal role in shaping the aesthetic experience of gameplay. Finally, I offer a defense against the argument that even if videogames are art, they are artistically and aesthetically worthless. In doing so, I develop a novel account of kitsch gameplay to better understand and evaluate videogames as artworks. vii Chapter 1: Introduction and Overview I’ve been to Vatican City twice. Once in 2006, as an undergraduate student in a study abroad program. And again, during the 15th century Italian Renaissance, when I was asked to assassinate Pope Alexander VI, also known as the notorious Templar leader, Rodrigo de Borja. I gleefully accepted my mission and completed it with overwhelming prejudice. Anyone who’s played Assassin’s Creed II (2009) can relate to my second visit and my cavalier attitude towards murdering a Pope (he totally deserved it). Videogames are highly immersive because they necessitate an interactive relationship with their users. In doing so, they invite entertaining, educational, introspective, emotional, and compelling aesthetic experiences. And in our increasingly technology-driven society, they are quickly establishing a firm foothold as objects worthy of rigorous intellectual study. As such, videogames are studied across multiple academic disciplines, exploring them as socio-cultural artifacts that can reflect free market behavior and social trends; as avenues for understanding artificial intelligence and our society’s emerging relationship with advanced technology; as ethical case studies; as forms of mass entertainment; as educational and motivational tools; and as potential artworks.1 My efforts here are a philosophical exploration on the artistic and aesthetic value of videogames and the experiences they offer, but I believe this project has cross-disciplinary value with its critical insight on videogames as complex cultural artifacts. 1 For example, see Kosminksy (2009), Mateas (2003), Luck (2009), McGonigal (2011), and Gee (2003). 1 I was a gamer before I was a philosopher, spending countless hours of my adolescence in arcades and in front of TVs with a videogame controller in my hands. As such, my experiences as a gamer shape and inform many of my arguments here. I see this a strength of the project, in part because one of the overall goals is to help establish open lines of communication between the philosophical community interested in videogames and the gaming community interested in creating, designing, and engaging in worthwhile and rewarding gameplay experiences. For philosophers, a great deal of what I argue here connects directly with central questions in aesthetics including, but not limited to: What are the criteria for arthood? What is aesthetic experience? What aspects of a work account for the aesthetic experience it affords? What is aesthetic and artistic value? How are we to understand revolutionary artworks regarding their artistic and aesthetic value? Further, I hope that my efforts will help shift the discussion of videogames in philosophy of art to one that focuses on analyzing the aesthetic and artistic value of games on their own merit and distinct nature, instead of relying primarily on comparisons with other art mediums. For the gaming community, a philosophical analysis of the artistic and aesthetic value can provide the tools needed to categorize videogames as a legitimate art form. Contextualizing videogames as art can prime society to take more seriously the potential artistic and aesthetic value of the medium. It’s not necessarily an ontological impetus that motivates my desire to classify videogames as artworks, but a need for shifting the focus among scholars, game designers, and 2 gaming communities to the potentially unique normative value to be had while playing videogames. As a gamer, I’m attempting to bring the possible aesthetic value of videogame play into greater public consciousness. Hopefully, this helps in the production of better videogames
Recommended publications
  • NBA 2K13' Delivers Again 17 October 2012, by Jonathan Landrum Jr
    Review: Jay-Z scores as 'NBA 2K13' delivers again 17 October 2012, by Jonathan Landrum Jr. But Mr. Beyonce's star power isn't the only thing elevating this franchise's game. One of the new elements in "NBA 2K13" is signature skills, which assigns star players a variety of traits that make them special commodities. For example, LeBron James has five different traits, including Chasedown Artist, which allows the reigning NBA Finals MVP to chase opponents down to negate shots on fast breaks. Another improvement is the integration of the "MyPlayer" and "MyCareer" modes. In "MyPlayer," you are able to build a player from scratch and This video game image released by 2K Sports shows an purchase everything from game-day accessories to animated image portraying Los Angeles Clippers' Blake casual clothing with virtual currency. From there, Griffin in a scene from "NBA 2K13." (AP Photo/2K you can take your created player and insert him Sports) into "MyCareer," where your player is chosen as the No. 1 overall pick in the NBA draft. On the court, the gameplay is stellar. The new It's tough to improve a video game that has been dribbling and shooting control scheme gives so excellent for the past several years, but 2K gamers more offensive freedom, with an array of Sports has found ways to make "NBA 2K13" (for moves to drive past defenders or create enough the Xbox 360 and PlayStation 3, $59.99) even space from an opponent for an efficient jump shot. better—with some help from the league's most famous owner.
    [Show full text]
  • COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen
    COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen Citation Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006. Keywords: Mythical and scientific modes of thought (bricoleur vs. engineer), bricolage, cyber texts, ergodic literature, Unit operations. Games: Zork I. Argument & Perspective Ian Bogost’s “unit operations” that he mentions in the title is a method of analyzing and explaining not only video games, but work of any medium where works should be seen “as a configurative system, an arrangement of discrete, interlocking units of expressive meaning.” (Bogost x) Similarly, in this chapter, he more specifically argues that as opposed to seeing video games as hard pieces of technology to be poked and prodded within criticism, they should be seen in a more abstract manner. He states that “instead of focusing on how games work, I suggest that we turn to what they do— how they inform, change, or otherwise participate in human activity…” (Bogost 53) This comparative video game criticism is not about invalidating more concrete observances of video games, such as how they work, but weaving them into a more intuitive discussion that explores the true nature of video games. II. Ideas Unit Operations: Like I mentioned in the first section, this is a different way of approaching mediums such as poetry, literature, or videogames where works are a system of many parts rather than an overarching, singular, structured piece. Engineer vs. Bricoleur metaphor: Bogost uses this metaphor to compare the fundamentalist view of video game critique to his proposed view, saying that the “bricoleur is a skillful handy-man, a jack-of-all-trades who uses convenient implements and ad hoc strategies to achieve his ends.” Whereas the engineer is a “scientific thinker who strives to construct holistic, totalizing systems from the top down…” (Bogost 49) One being more abstract and the other set and defined.
    [Show full text]
  • Geometry Wars 3: Dimensions Available Now
    Geometry Wars 3: Dimensions Available Now Next Chapter in the Award-Winning Geometry Wars™ Franchise is Newest Title Released under the Sierra™ Label SANTA MONICA, Calif.--(BUSINESS WIRE)-- Today marks the newest addition to the Sierra™ library of games with the release of Geometry Wars 3: Dimensions. This frenetic arcade shooter from developer Lucid Games is the latest installment in the Geometry Wars franchise. The new game advances the series to unexplored frontiers, bringing its retro-inspired action and energy to more platforms than ever before with an added twist to its classic gameplay - 3D grids! "Geometry Wars is a part of our DNA," said Craig Howard, Co-founder of Lucid Games. "Several of us here worked on prior games in the series, and we've had ideas kicking around in our heads for where it could go next. Partnering with Sierra to bring those visions to life has been an amazing experience." Geometry Wars 3: Dimensions is an exciting evolution of the fast-paced twin-stick shooter gameplay the Geometry Wars franchise helped define nearly a decade ago. While the game's look should be immediately familiar to hardcore fans, it features new 3D action and gameplay modes, a dedicated single-player campaign with 50 levels and revamped online cooperative and competitive multiplayer. It also adds five unique companion drones, new power-ups, electrifying boss battles and community leaderboards. There are also Classic Arcade modes available for those still hungry for the original Geometry Wars experience. Lucid Games' partnership with the Sierra label has given the developer an opportunity to remain independent, but still be able to create the game they dreamed about.
    [Show full text]
  • Journal of Games Is Here to Ask Himself, "What Design-Focused Pre- Hideo Kojima Need an Editor?" Inferiors
    WE’RE PROB NVENING ABLY ALL A G AND CO BOUT V ONFERRIN IDEO GA BOUT C MES ALSO A JournalThe IDLE THUMBS of Games Ultraboost Ad Est’d. 2004 TOUCHING THE INDUSTRY IN A PROVOCATIVE PLACE FUN FACTOR Sessions of Interest Former developers Game Developers Confer We read the program. sue 3D Realms Did you? Probably not. Read this instead. Computer game entreprenuers claim by Steve Gaynor and Chris Remo Duke Nukem copyright Countdown to Tears (A history of tears?) infringement Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design by Chris Remo Two founders of long-defunct Goichi Suda a.k.a. SUDA51 Fumito Ueda British computer game developer Notable Industry Figure Skewered in Print Crumpetsoft Disk Systems have Emil Pagliarulo Mark MacDonald sued 3D Realms, claiming the lat- ter's hit game series Duke Nukem Wednesday, 10:30am - 11:30am infringes copyright of Crumpetsoft's Room 132, North Hall vintage game character, The Duke of industry session deemed completely unnewswor- Newcolmbe. Overview: What are the most impor- The character's first adventure, tant recent trends in modern game Yuan-Hao Chiang The Duke of Newcolmbe Finds Himself design? Where are games headed in the thy, insightful next few years? Drawing on their own in a Bit of a Spot, was the Walton-on- experiences as leading names in game the-Naze-based studio's thirty-sev- design, the panel will discuss their an- enth game title. Released in 1986 for swers to these questions, and how they the Amstrad CPC 6128, it features see them affecting the industry both in Japan and the West.
    [Show full text]
  • Hydrax-Manual
    BCI The game "Hydrax" is a new concept in Adventure Games. It seeks to combine the best features of an Adventure Game with the action and graphics of an Arcade Game. As an adventurer you will be required to solve puzzles and riddles while exploring a vast underground world in your quest to find and defeat Hydrax. As an arcader you will use a joystick to control the hero and to fight various unfriendly creatures which inhabit the cave. The game is played in two ways, by means of the joystick, when fast action to defeat an enemy is required, and by typed commands if a more thoughtful solution is required. Pressing the space bar on the computer will freeze all action and allow you to type in a command. Commands may be single words or sentences. e.g. (i) LOOK-will tell you about the room (ii) OFFER 10 GOLD PIECES TO WITCH SOME USE.FUL COMMANDS INVENTORY - tells what you are currently carrying and how many life points you have left. SAVE GAME - saves game to disk (see note). EXITS FROM CAVERN The exits are left, right, back, front, up, and down. A cavern may have only one exit or any combination of six. All exits are normally visible on the screen except the front. The joystick can be used to walk through a left or right exit. JOYSTICK The joystick is used for walking, jumping, ducking, swimming and fighting. To fight you must carry a sword. Press fire button and direction of the joystick will point the sword.
    [Show full text]
  • Sparking a Steam Revolution: Examining the Evolution and Impact of Digital Distribution in Gaming
    Sparking a Steam Revolution: Examining the Evolution and Impact of Digital Distribution in Gaming by Robert C. Hoile At this moment there’s a Renaissance taking place in games, in the breadth of genres and the range of emotional territory they cover. I’d hate to see this wither on the vine because the cultural conversation never caught up to what was going on. We need to be able to talk about art games and ‘indie’ games the ways we do about art and indie film. (Isbister xvii) The thought of a videogame Renaissance, as suggested by Katherine Isbister, is both appealing and reasonable, yet she uses the term Renaissance rather casually in her introduction to How Games Move Us (2016). She is right to assert that there is diversity in the genres being covered and invented and to point out the effectiveness of games to reach substantive emotional levels in players. As a revival of something in the past, a Renaissance signifies change based on revision, revitalization, and rediscovery. For this term to apply to games then, there would need to be a radical change based not necessarily on rediscovery of, but inspired/incited by something perceived to be from a better time. In this regard the videogame industry shows signs of being in a Renaissance. Videogame developers have been attempting to innovate and push the industry forward for years, yet people still widely regard classics, like Nintendo’s Legend of Zelda: Ocarina of Time (1998), as the best games of all time. As with the infatuation with sequels in contemporary Hollywood cinema, game companies are often perceived as producing content only for the money while neglecting quality.
    [Show full text]
  • Reflections on the Night Journey: an Experimental Video Game
    Reflections on The Night Journey: an Experimental Video Game By Tracy Fullerton Tracy Fullerton is an experimental game designer and an Associate Professor in the Interactive Media Division of the USC School of Cinematic Arts where she is the Director of the Electronic Arts Game Innovation Lab, a design think tank that has produced a number of independent games, including Cloud, flOw and The Night Journey (discussed in this article). She is also the author of Game Design Workshop: a Playcentric Approach to Creating Innovative Games, a design book formalizing the creative approach used in the Game Innovation Lab and USC games curriculum. In December of 2008, she was installed as the Electronic Arts Endowed Chair in Interactive Entertainment at USC. Games as an aesthetic form are at a moment of crisis. As has been often pointed out by the popular press, the digital game industry, only thirty odd years old, has quickly become a powerful economic force in the realm of entertainment media, surpassing the revenues of the film industry’s box office. I have remarked elsewhere on the fact that games are played in 90% of U.S. households and young people in the U.S. spend an average of 20 minutes per day playing video games.1 But, while these are certainly impressive facts, they hardly point to games as an important artistic force. Games are conventionally seen as entertainment for children, lacking in artistic merit, and prone to unrepentant violence. They lag far behind media such as film and books in their recognized cultural value. By many accounts, the predominant entertainment form of the coming century will be digital and playful but also vapid and violent.
    [Show full text]
  • Reminder List of Productions Eligible for the 86Th Academy Awards
    REMINDER LIST OF PRODUCTIONS ELIGIBLE FOR THE 86TH ACADEMY AWARDS ABOUT TIME Notes Domhnall Gleeson. Rachel McAdams. Bill Nighy. Tom Hollander. Lindsay Duncan. Margot Robbie. Lydia Wilson. Richard Cordery. Joshua McGuire. Tom Hughes. Vanessa Kirby. Will Merrick. Lisa Eichhorn. Clemmie Dugdale. Harry Hadden-Paton. Mitchell Mullen. Jenny Rainsford. Natasha Powell. Mark Healy. Ben Benson. Philip Voss. Tom Godwin. Pal Aron. Catherine Steadman. Andrew Martin Yates. Charlie Barnes. Verity Fullerton. Veronica Owings. Olivia Konten. Sarah Heller. Jaiden Dervish. Jacob Francis. Jago Freud. Ollie Phillips. Sophie Pond. Sophie Brown. Molly Seymour. Matilda Sturridge. Tom Stourton. Rebecca Chew. Jon West. Graham Richard Howgego. Kerrie Liane Studholme. Ken Hazeldine. Barbar Gough. Jon Boden. Charlie Curtis. ADMISSION Tina Fey. Paul Rudd. Michael Sheen. Wallace Shawn. Nat Wolff. Lily Tomlin. Gloria Reuben. Olek Krupa. Sonya Walger. Christopher Evan Welch. Travaris Meeks-Spears. Ann Harada. Ben Levin. Daniel Joseph Levy. Maggie Keenan-Bolger. Elaine Kussack. Michael Genadry. Juliet Brett. John Brodsky. Camille Branton. Sarita Choudhury. Ken Barnett. Travis Bratten. Tanisha Long. Nadia Alexander. Karen Pham. Rob Campbell. Roby Sobieski. Lauren Anne Schaffel. Brian Charles Johnson. Lipica Shah. Jarod Einsohn. Caliaf St. Aubyn. Zita-Ann Geoffroy. Laura Jordan. Sarah Quinn. Jason Blaj. Zachary Unger. Lisa Emery. Mihran Shlougian. Lynne Taylor. Brian d'Arcy James. Leigha Handcock. David Simins. Brad Wilson. Ryan McCarty. Krishna Choudhary. Ricky Jones. Thomas Merckens. Alan Robert Southworth. ADORE Naomi Watts. Robin Wright. Xavier Samuel. James Frecheville. Sophie Lowe. Jessica Tovey. Ben Mendelsohn. Gary Sweet. Alyson Standen. Skye Sutherland. Sarah Henderson. Isaac Cocking. Brody Mathers. Alice Roberts. Charlee Thomas. Drew Fairley. Rowan Witt. Sally Cahill.
    [Show full text]
  • Art Games Applied to Disability
    Figure 1. Thatgamecompany. PlayStation 3. (2009), Flower. Figure 2. Thatgamecompany. PlayStation 4. (2013), Flow. Esther Guanche Dorta. Phd student. [email protected] Ana Marqués Ibáñez. Teacher. [email protected] Department of Didactics of Plastic Expression. Faculty of Education. University of La Laguna. Tenerife. Art Games applied to disability. Figure 3. Thatgamecompany. PlayStation 3. (2012), Journey. THEME 4 – Technology – S3 DT Art Games, Disabilities, Design, Videogames, Inclusive education. Art Games applied to disability. Videogames are an emerging medium which represent a new form of artistic design, creating another means of expression for artists as well as different educational context adapted to people with dissabilities. Abstract This is a study of several examples of artistic videogames which can be 1. Art Games and Indie Games Concept The MOMA2 arranged an exhibition on the 50 years of videogame history, made a used to improve the quality of life of persons with impairment, for those review about the design and has added the most significant games to its permanent with specific or general motoric disabilities and mental disabilities in Art Game is an art object associated to the new interactive communications media exhibition, such as those of the Johnson Gallery with 14 videogames, which have order to bring them closer to art and design studies. As well as to develop new approaches in order to include this medium in artistic and a subgenre of the so-called serious videogames. The term was first used in been increased to around fifty. productions, study the impact of these images in Visual Culture and its academic circles in 2002, and referred to a videogame designed to boost artistic and construction by designing.
    [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]
  • Quake Manual
    The Story QUAKE Background: You get the phone call at 4 a.m. By 5:30 you're in the secret installation. The commander explains tersely, "It's about the Slipgate device. Once we perfect these, we'll be able to use them to transport people and cargo from one place to another instantly. "An enemy codenamed Quake, is using his own slipgates to insert death squads inside our bases to kill, steal, and kidnap. "The hell of it is we have no idea where he's from. Our top scientists think Quake's not from Earth, but another dimension. They say Quake's preparing to unleash his real army, whatever that is. "You're our best man. This is Operation Counterstrike and you're in charge. Find Quake, and stop him ... or it ... You have full authority to requisition anything you need. If the eggheads are right, all our lives are expendable." Prelude to Destruction: While scouting the neighborhood, you hear shots back at the base. Damn, that Quake bastard works fast! He heard about Operation Counterstrike, and hit first. Racing back, you see the place is overrun. You are almost certainly the only survivor. Operation Counterstrike is over. Except for you. You know that the heart of the installation holds a slipgate. Since Quake's killers came through, it is still set to his dimension. You can use it to get loose in his hometown. Maybe you can get to the asshole personally. You pump a round into your shotgun, and get moving. System Requirements General Quake System Requirements IBM PC and Compatible Computers Pentium 75 MHz processor or better (absolutely must have a Math Co-Processor!) VGA Compatible Display or better Windows 95 Operation: 16MB RAM minimum, 24MB+ recommended CD-ROM drive required Hard Drive Space Needed: 80 MB Specialized Requirements For WinQuake (WINQUAKE.EXE): Windows 95/98/ME/NT/2000 For GLQuake (GLQUAKE.EXE): Windows 95/98/ME/NT/2000 Open GL Compatible Video Card GLQUAKE supports most 100% fully OpenGL compliant 3D accelerator cards.
    [Show full text]
  • LUDIC VISUALS the Visualizations of Game Mechanics
    LUDIC VISUALS The Visualizations of Game Mechanics Laura Laakso Master’s Thesis Master of Arts in New Media New Media: Game Design and Production Department of Media School of Arts, Design and Architecture Aalto University 2019 P.O. BOX 31000, 00076 AALTO www.aalto.fi Master of Arts thesis abstract Author Laura Laakso Title of thesis Ludic Visuals: The Visualizations of Game Mechanics Advisor Laura Valojärvi Supervisor Miikka Junnila Department Department of Media Degree program New Media: Game Design and Production Year 2019 Number of pages 167 Language English BSTRACT A There is a lot of systemic information in games, but its visual expression has been a relatively under-researched phenomenon. Earlier research tends to pair the visual presentation of games together with the game narrative. However, game mechanics can also be expressed visually. In this thesis, game mechanics are the parts that form the game system such as the rules, the events, and the pieces of a game. This thesis studies how game mechanics are visualized. My research hypothesis suggests that there are components that consist of both game- mechanical and visual aspects. I have named them ludic visuals. This research identifies and explores the presence of ludic visuals in games from the perspective of what is available for a player. This thesis is largely based on previous game research and various theories of perception and experiencing. The experience of being inside a gameworld is deemed similar to the experience of being inside the real world, which made it possible to approach ludic visuals as functional parts of gameworlds.
    [Show full text]