Chronologically Nonlinear Techniques in Traditional Media and Games

Total Page:16

File Type:pdf, Size:1020Kb

Chronologically Nonlinear Techniques in Traditional Media and Games Chronologically Nonlinear Techniques in Traditional Media and Games Gail Carmichael David Mould School of Computer Science School of Computer Science Carleton University Carleton University Ottawa, Canada Ottawa, Canada [email protected] [email protected] ABSTRACT known? Fortunately, being able to control the story is less Although stories in games have become more sophisticated important to most players than experiencing traditional in- over time, their use of nonlinear techniques has not yet be- teractive gameplay. Therefore, as long as compelling game- come as prevalent as in traditional media like novels and play is maintained, chronologically nonlinear techniques can films. Writers have largely excluded nonlinear techniques be successfully used in games. from their toolbox, possibly because of fears of introducing Through observations of how and why flashbacks, rewinds, inconsistencies when player actions alter past events. How- framing devices, memory issues, and episodic storytelling are ever, as we show through a survey of common nonlinear used in both traditional media and in modern videogames, techniques seen in television, novels, and film, games can we will show that gameplay agency is compatible with chrono- and have avoided these inconsistencies while maintaining logically nonlinear storytelling. We conclude by discussing gameplay agency. Many players prefer a high quality static potential uses of nonlinear storytelling in games that incor- story incorporated into strong gameplay, making the insight porate story agency as well as gameplay agency. from this discussion immediately useful in designing nonlin- 1.1 Definitions ear game stories. We also discuss some ways in which non- linear techniques can offer both gameplay and story agency, In the following, we refer to chronologically nonlinear sto- hopefully bringing the quality of game stories one step closer ries { that is, stories that depict events out of chronological to their traditional counterparts. order { simply as nonlinear. Note that we use the term \nonlinear" in this sense even when discussing videogames, where \nonlinear" usually refers to branching narratives or Categories and Subject Descriptors stories with multiple endings. In the context of games, we K.8.0 [General]: Games consider a story nonlinear when events are presented out of chronological order with respect to the character's timeline General Terms (what Juul [20] calls \event time"), and not necessarily the player's experience of the story (what Juul calls\play time"). Game Design We also distinguish between agency related to gameplay versus the player's ability to change the story. We call the Keywords former gameplay agency: the analytic and performative ac- nonlinear, story, games, agency tions the player takes in order to master the challenges posed by the game. Much of the \immediate, moment-by-moment 1. INTRODUCTION agency" that Mateas and Stern [26] call \local agency" is gameplay agency, though not all. Story agency, on the other Traditional media such as books, films, and television hand, occurs when the player is able to affect the story, ei- shows often tell stories nonlinearly. Authors can use tech- ther through changing the story's outcomes, its interpreta- niques such as flashbacks and framing devices to tell inter- tion, or its portrayal. esting stories. Nonlinear devices serve many purposes, from In this paper, we do not aim to discuss games that tell providing context when it is needed to increasing dramatic their story primarily through setting. For example, the en- tension. vironmental storytelling game Gone Home [41] tells its story Techniques like flashbacks must be used with care so as to nonlinearly: the player character is not experiencing most avoid potential chronological inconsistencies. How can play- scenes firsthand, but rather learns about past events through ers meaningfully affect a story whose outcome is already artifacts found in the environment. While games like this may have interesting lessons for nonlinear storytelling, our focus is on games that present event time out of order and include gameplay in anachronistic scenes. 2. CHALLENGES OF AGENCY IN NONLINEAR STORYTELLING A player experiences game scenes in an order that may be different from the order in which they are lived by the character. We distinguish between the following three main players. While this approach removes story agency, many ways to present a scene to a player: players do not mind. At least two surveys of modern game players have been • Cut-scene. The player watches what happens with- conducted in the last decade to determine their attitudes to- out any opportunity for interaction. wards stories. Mallon and Webb [25] discovered that players • Game-playable scene. The player interacts with the actually prefer episodic and directed story experiences over scene via game mechanics, but does not in any way unrestricted freedom. More recently, Lebowitz and Klug [22] affect the story for scenes not yet experienced. conducted a survey to learn what types of stories players prefer. They found that while the majority of players place • Fully-playable scene. The player interacts with the great importance on a game's story, they do not require full scene via game mechanics and is able to affect the story control over it. In fact, the favorite type of story was what in upcoming scenes, even if only in a small way. the authors called traditional interactive storytelling: sto- ries players could interact with but whose plot they could Fully-playable scenes offer the highest potential for player not significantly affect. Players' second favorite story struc- agency given that they are able to support both story and ture was a branching story with multiple endings. Neither gameplay agency. However, if we wish to aim for this level of these require strong story agency. of agency in a nonlinear setting, there are several issues to According to Lindley [24], there are three types of players contend with. with respect to enjoyment of a game's story. The first prefers In a nonlinear story, a scene can depict events that have to feel part of a passive audience; such a player wants to be occurred in the past relative to the current scene. In a told a great story more than they want to affect it. The playable story, events that have occurred in the past should second, the performer, wants to essentially become an actor have some effect on what happens later on. However, it does that plays the role of a character. The third type, the im- not seem possible to affect the story in a scene the player mersionist, wants to become completely immersed and blur has already experienced. As Juul [20] points out, \doing the line between him or herself and the characters in the an interactive flashback leads to the classical time machine game. problem: the player's actions in the past may suddenly ren- If the aforementioned surveys are to be believed, then we der the present impossible, and what then?" It is possible to can say that most players fall into the audience and per- suggest in the current scene that the player is changing the former categories, since neither requires full story freedom. future (say, to avoid the bad things that they now know are A passive audience only wants to experience (not change) supposed to happen), but this technique is not applicable the story, while a performer is likely to be satisfied with game unless time travel, prophecy, or the like are present within mechanics and quest options that fit well with the role they the depicted setting. are playing [24]. In both cases, most of the player's sense In addition to this practical problem, there is the artistic of agency will come from gameplay rather than interaction question of whether a player should be able to affect the with the story. story. There are nonlinear storytelling techniques that may Despite the importance of gameplay agency, story agency require taking at least some story-related control away from is still desirable for some players. In these cases, authors do players for the technique to be effective. The story's pro- not need to give full control to players; instead, stories can gression may need to remain in the hands of its writer in be crafted to give an illusion of control [25, 35]. This can be order to ensure it is not boring and that the player encoun- accomplished, for example, by ensuring that a good number ters events in an order that both makes sense and serves a of dialog choices are offered to a player [26], or by offering purpose. As Greg Costikyan writes [10]: events that are adaptively selected based on the preferred A story is a controlled experience; the author style of the current player [42]. We also note that players consciously crafts it, choosing precisely these events, do not always consider story consistency important, as dis- in this order, to create a story with maximum im- cussed by Pirtola et al. [31]. We offer additional suggestions pact. If the events occurred in some other fash- in Section 5. ion, the impact of the story would be diminished Because many players do not require a high level of story { or if that isn't true, the author isn't doing a agency in games, game-playable scenes are often sufficient. good job. Therefore, for nonlinear stories, game-playable scenes are a good option that allows authors to avoid potential issues of Unlike fully-playable scenes, both game-playable scenes and consistency and need for authorial control. cut-scenes allow authors to control nonlinear stories. While cut-scenes have been quite popular for their ability to present highly aesthetic depictions of story events, they offer play- 4. NONLINEAR TECHNIQUES IN ers no agency at all. However, game-playable scenes do offer agency through gameplay.
Recommended publications
  • Includes Our Main Attractions and Special
    Princeton Garden Theatre Previews93G SEPTEMBER - DECEMBER 2015 Benedict Cumberbatch in rehearsal for HAMLET INCLUDES OUR MAIN ATTRACTIONS AND SPECIAL PROGRAMS P RINCETONG ARDENT HEATRE.ORG 609 279 1999 Welcome to the nonprofit Princeton Garden Theatre The Garden Theatre is a nonprofit, tax-exempt 501(c)(3) organization. Our management team. ADMISSION Nonprofit Renew Theaters joined the Princeton community as the new operator of the Garden Theatre in July of 2014. We General ............................................................$11.00 also run three golden-age movie theaters in Pennsylvania – the Members ...........................................................$6.00 County Theater in Doylestown, the Ambler Theater in Ambler, and Seniors (62+) & University Staff .........................$9.00 the Hiway Theater in Jenkintown. We are committed to excellent Students . ..........................................................$8.00 programming and to meaningful community outreach. Matinees Mon, Tues, Thurs & Fri before 4:30 How can you support Sat & Sun before 2:30 .....................................$8.00 the Garden Theatre? PRINCETON GARDEN THEATRE Wed Early Matinee before 2:30 ........................$7.00 Be a member. MEMBER Affiliated Theater Members* .............................$6.00 Become a member of the non- MEMBER You must present your membership card to obtain membership discounts. profit Garden Theatre and show The above ticket prices are subject to change. your support for good films and a cultural landmark. See back panel for a membership form or join online. Your financial support is tax-deductible. *Affiliated Theater Members Be a sponsor. All members of our theater are entitled to members tickets at all Receive prominent recognition for your business in exchange “Renew Theaters” (Ambler, County, Garden, and Hiway), as well for helping our nonprofit theater. Recognition comes in a variety as at participating “Art House Theaters” nationwide.
    [Show full text]
  • Benefits of Nonlinear Storytelling in Film and Television
    BENEFITS OF NONLINEAR STORYTELLING IN FILM AND TELEVISION A THESIS Presented to the University Honors Program California State University, Long Beach In Partial Fulfillment of the Requirements for the University Honors Program Certificate Joshua Seemann Spring 2017 I, THE UNDERSIGNED MEMBER OF THE COMMITTEE, HAVE APPROVED THIS THESIS BENEFITS OF NONLINEAR STORYTELLING IN FILM AND TELEVISION BY Joshua Seemann ______________________________________________________________ Adam Moore, MFA Film and Electronic Arts California State University, Long Beach Spring 2017 Running Head: BENEFITS OF NONLINEAR STORYTELLING Abstract Screenwriters strive to create narratives that are emotionally compelling and engaging to audiences. This research explores the technique of nonlinear storytelling, focusing on what makes a film nonlinear, as well as discussing what benefits nonlinear storytelling provides to the screenwriting process. Through the analysis of three films and one television show that utilize aspects of nonlinear story structure, this study argues that linearity should be thought of as a spectrum rather than something that is categorical. In addition, this work argues that nonlinear story structure makes it easier for films to cover larger spans of time, allows screenwriters to achieve effects that would be impossible in fully linear stories, and helps writers enhance the audience’s emotional connection to scenes through implicit storytelling. This research suggests that by taking advantage of these benefits, screenwriters can create films that lend audiences an emotionally powerful viewing experience. 1 BENEFITS OF NONLINEAR STORYTELLING Benefits of Nonlinear Storytelling In Film and Television Nonlinear storytelling is a narrative technique in which the events of a story are told out of chronological order. Better understanding nonlinear story structure will help screenwriters create scripts that are more emotionally compelling than traditional linear films.
    [Show full text]
  • Timing Interactive Narratives
    Timing Interactive Narratives Thomas Cabioch Ronan Champagnat Anne-Gwenn Bosser Jean-Noel¨ Chiganne Martin Dieguez ENIB – Lab-STICC L3i ENIB – Lab-STICC Incarna ENIB – Lab-STICC Brest, France La Rochelle universite´ Brest, France Paris, France Brest, France [email protected] La Rochelle, France [email protected] [email protected] [email protected] [email protected] Abstract—Research in Computational Narratives has evi- put an emphasis on the underlying structures of narratives. denced the need to provide formal models of narratives inte- The conceptual distinction between the raw material of the grating action representation together with temporal and causal narrative (characters, objects, narrative actions, . ) and the constraints. Adopting an adequate formalization for narrative actions is critical to the development of generative or interactive order and manner in which it is conveyed to the audience systems capable of telling stories whilst ensuring narrative coher- has helped frame a number of approaches in Computational ence, or dynamic adaptation to user interaction. It may also allow Narratives. In this paper, we consider the former, the story (the to verify properties of narratives at design time. In this paper, latter being commonly designated as discourse in IS), follow- we discuss the issues of interactive story design, verification, and ing terminology borrowed from narratologists like Genette [7] piloting for a specific genre of industrial application, in the field of interactive entertainment: in the games we consider, teams of or Chatman [8]. Another important take away from narrative participants in a Virtual Reality application are guided in real theories for research in IS has been the centrality of narrative time through a narrative experience by a human storyteller.
    [Show full text]
  • Postmodern Narration in Umberto Eco's the Name of The
    Shanlax International Journal of English 1 Umberto Eco, Italy‟s most celebrated philosopher, semiotician, literary critic, linguist and novelist, is widely acclaimed for many of his influential scholarly works. His novels The Name of the Rose, Foucault’s Pendulum, Baudolino, An Island of the Day Before, Mysterious Flame of Queen Loana, The Prague Cemetery have gained much adulation from his readers. His recent novel Numero Zero has also earned greater Dr. B. Kathiresan popularity. An exceptional narrative style imposed in these Associate Professor of English novels identifies them predominantly with postmodern Thiruvalluvar University literature. The Name of the Rose is a postmodern novel where Eco recites a fictious tale of Adso of Melk who inturn narrates S.Pushpanjali his past to the readers. Adso‟s story deals with William along Research Scholar, Thiruvalluvar University with his novice Adso, solving the mystery of seven bizarre deaths that occurs in the Benadictine Monastery where they come o n a mission to partake in a theological disputation. The postmodern narration in the novel harnesses temporal distortion and unreliable narration. Temporal distortion refers to a technique that the postmodern authors implement in their novels to convey the story. It includes employing features like fragmentation and non- linear narration. Fragmentation is the disarray of events whereas non-linear narration is the usage of distorted timeline in the portrayal of events. A novel, in general, usually incorporates a structure that assembles the compendium of information belonging to the story in an organized fashion. When this fabrication breaks, there is an interruption in the disposal of the events of the story, affecting the totality of meaning.
    [Show full text]
  • Tenth Lecture Flashback: Significance of Flashback in Literature the Flashback in the Old Man and the Sea
    Tenth Lecture Flashback: A flashback is defined as an interruption in the present of a vivid memory set in the past. There are a variety of things that can cause a flashback to occur, which include songs, food, people, places, or similar events to those in the past. Through flashbacks, we are able to reflect upon experiences we have had in life, both positive and negative, and apply them to the present. Flashback is one of the most popular literary devices used in writing . A flashback typically is implemented by: The narrator tells another character about past events The narrator has a dream about past events The narrator thinks back to past events, revealing the information only to the reader The narrator reads a letter that prompts back to an earlier time Significance of Flashback in Literature Authors use flashbacks in their works for many different reasons. One key reason is to fill in elements of one or more characters’ backstories. Flashbacks can help the reader understand certain motivations that were otherwise unclear, or provide characterization in other ways. Flashbacks can also create suspense or add structure to a story. Some authors have chosen to tell their stories entirely in flashback, such as in Homer’s Odyssey, in which Odysseus tells his story to a listener, or Joseph Conrad’s Heart of Darkness, in which the character Marlow tells his fellow sailors about a journey he once took up the Congo River. Other authors, like Kurt Vonnegut in Slaughterhouse Five and Julio Cortázar in Rayuela, choose to tell their stories completely out of chronological order.
    [Show full text]
  • Diplomarbeit Der Utopiediskurs in Der Amerikanischen, Postapokalyptischen Serie the Walking Dead
    DIPLOMARBEIT Titel der Diplomarbeit „Der Utopiediskurs in der amerikanischen, postapokalyptischen Serie The Walking Dead“ verfasst von Doris Kaminsky angestrebter akademischer Grad Magistra der Philosophie (Mag. phil.) Wien, 2015 Studienkennzahl lt. Studienblatt: A 190 313 333 Studienrichtung lt. Studienblatt: Lehramtsstudium UniStG UF Geschichte, Sozialkunde und Politische Bildung UniStG UF Deutsch UniStG Betreut von: Univ.-Prof. Dr. Frank Stern Danksagung Zuerst möchte ich mich ganz herzlich bei meinem Betreuer Dr. Frank Stern bedanken, der mir auch in schwierigen Phasen aufmunternde Worte zugesprochen hat und mit zahlreichen Tipps und Anregungen immer an meiner Seite stand. Zudem will ich mich auch bei Herrn Professor Dr. Stefan Zahlmann M.A. bedanken, der durch seine anregenden Seminare meine Themenfindung maßgeblich beeinflusst hat. Großer Dank gebührt auch meinen Eltern, die immer an mich geglaubt haben und auch in dieser Phase meines Lebens mit tatkräftiger Unterstützung hinter mir standen. Außerdem möchte ich mich auch bei meinen Freunden bedanken, für die ich weniger Zeit hatte, die aber trotzdem zu jeder Zeit ein offenes Ohr für meine Probleme hatten. Ein besonderer Dank gilt auch meinem Freund Wasi und Wolf, die diese ganze Arbeit mit sehr viel Sorgfalt gelesen und korrigiert haben. Inhaltsverzeichnis 1. Einleitung........................................................................................................ 1 2. Utopie, Eutopie und Dystopie................................................................ 4 2.1 Definition und Merkmale der Utopie.............................................. 5 2.2 Vom Raum zur Zeit: eine kurze Geschichte der Utopie.................. 7 2.2 Die Utopie im Medium Film und Fernsehen................................... 9 3. „Zombie goes global“ – Der Zombieapokalypsefilm und der utopische Impuls.................... 11 3.1 Vom Horror zur Endzeit – Das Endzeitszenario und der Zombiefilm.................................... 12 3.1.1 Das Subgenre Endzeitfilm und die Abgrenzung vom Horrorgenre......
    [Show full text]
  • The Walking Dead
    Trademark Trial and Appeal Board Electronic Filing System. http://estta.uspto.gov ESTTA Tracking number: ESTTA1080950 Filing date: 09/10/2020 IN THE UNITED STATES PATENT AND TRADEMARK OFFICE BEFORE THE TRADEMARK TRIAL AND APPEAL BOARD Proceeding 91217941 Party Plaintiff Robert Kirkman, LLC Correspondence JAMES D WEINBERGER Address FROSS ZELNICK LEHRMAN & ZISSU PC 151 WEST 42ND STREET, 17TH FLOOR NEW YORK, NY 10036 UNITED STATES Primary Email: [email protected] 212-813-5900 Submission Plaintiff's Notice of Reliance Filer's Name James D. Weinberger Filer's email [email protected] Signature /s/ James D. Weinberger Date 09/10/2020 Attachments F3676523.PDF(42071 bytes ) F3678658.PDF(2906955 bytes ) F3678659.PDF(5795279 bytes ) F3678660.PDF(4906991 bytes ) IN THE UNITED STATES PATENT AND TRADEMARK OFFICE BEFORE THE TRADEMARK TRIAL AND APPEAL BOARD ROBERT KIRKMAN, LLC, Cons. Opp. and Canc. Nos. 91217941 (parent), 91217992, 91218267, 91222005, Opposer, 91222719, 91227277, 91233571, 91233806, 91240356, 92068261 and 92068613 -against- PHILLIP THEODOROU and ANNA THEODOROU, Applicants. ROBERT KIRKMAN, LLC, Opposer, -against- STEVEN THEODOROU and PHILLIP THEODOROU, Applicants. OPPOSER’S NOTICE OF RELIANCE ON INTERNET DOCUMENTS Opposer Robert Kirkman, LLC (“Opposer”) hereby makes of record and notifies Applicant- Registrant of its reliance on the following internet documents submitted pursuant to Rule 2.122(e) of the Trademark Rules of Practice, 37 C.F.R. § 2.122(e), TBMP § 704.08(b), and Fed. R. Evid. 401, and authenticated pursuant to Fed.
    [Show full text]
  • 6182 Rhodes & Singer.Indd
    Consuming Images 6182_Rhodes & Singer.indd i 18/12/19 3:04 PM Robert Abel’s Bubbles (1974) 6182_Rhodes & Singer.indd ii 18/12/19 3:04 PM Consuming Images Film Art and the American Television Commercial Gary D. Rhodes and Robert Singer 6182_Rhodes & Singer.indd iii 18/12/19 3:04 PM Dedicated to Barry Salt and Gerald “Jerry” Schnitzer Edinburgh University Press is one of the leading university presses in the UK. We publish academic books and journals in our selected subject areas across the humanities and social sciences, combining cutting-edge scholarship with high editorial and production values to produce academic works of lasting importance. For more information visit our website: edinburghuniversitypress.com © Gary D. Rhodes and Robert Singer, 2020 Edinburgh University Press Ltd The Tun—Holyrood Road 12 (2f) Jackson’s Entry Edinburgh EH8 8PJ Typeset in 11/13 Monotype Ehrhardt by IDSUK (DataConnection) Ltd, and printed and bound in Great Britain A CIP record for this book is available from the British Library ISBN 978 1 4744 6068 2 (hardback) ISBN 978 1 4744 6070 5 (webready PDF) ISBN 978 1 4744 6071 2 (epub) The right of Gary D. Rhodes and Robert Singer to be identified as authors of this work has been asserted in accordance with the Copyright, Designs and Patents Act 1988 and the Copyright and Related Rights Regulations 2003 (SI No. 2498). 6182_Rhodes & Singer.indd iv 18/12/19 3:04 PM Contents List of Figures vi Acknowledgments ix Introduction 1 1. Origins 16 2. Narrative 36 3. Mise-en-scène 62 4.
    [Show full text]
  • Amanda Schmitt in Conversation with Loretta Fahreholz, Madeline Hollander, and Monica Mirabile”, Texte Zur Kunst, December, 2019
    Schmitt, Amanda. “Supernature: Amanda Schmitt in Conversation with Loretta Fahreholz, Madeline Hollander, and Monica Mirabile”, Texte Zur Kunst, December, 2019. [online] [ill.] Supernature: Amanda Schmitt in Conversation with Loretta Fahrenholz, Madeline Hollander, and Monica Mirabile Jordan Peele, Us, 2019, film still Evil forms the background of much in the world of horror films, which have become ever more elaborate in recent years, involving complex choreography as a means to animate the undead or possessed. One unavoidable fact is that this genre has always relied on a certain chauvinism for its spectacles – from slasher flicks to supernatural horror – where the female body is frequently put under extreme physical duress, including torture and mutilation. Recently, several new horror features have been released that showcase forms of bodily dysmorphia, also featuring women. Amanda Schmitt sat down with two choreographers, and an experimental filmmaker who works with dance, to discuss these new horror films and their significance for the history of female corporeal torture in film. The discussion provides a unique behind-the-scenes look at how gesture and movement become translated into intricate arrangements for the screen. This roundtable brings together three artists – Loretta Fahrenholz, Madeline Hollander, and Monica Mirabile – to discuss two films that both debuted in the last year: Luca Guadagnino’s remake of the cult classicSuspiria (originally inspired by the 1845 Thomas de Quincey essay and rewritten for release as a feature film directed by Dario Argento in 1977) and Jordan Peele’s original Hollywood blockbuster Us (2019). The two films have something in common: their use of choreography as both a theme and technique to depict the (often female) body in states of despicable horror.
    [Show full text]
  • A Study of Margaret Atwood's Surfacing Leena Pundir
    Lapis Lazuli -An International Literary Journal (LLILJ) Vol.2/ NO.2/Autumn 2012 From being an Unreliable Narrator to becoming a Reliable one: A Study of Margaret Atwood’s Surfacing Leena Pundir ______________________________________________________________________________ The focus of attention in modern critical theories has radically shifted from the author and the age to which he belonged, to the reader who is now taken to be the co-author. It is now difficult to deny that a work of art aims to produce an effect on the reader in some way. In the conventional novel there was not much of this interaction between the work and the reader. The reader was almost always at the receiving end, sitting in a cozy armchair with the omniscient author telling him everything. But the use of the device the point of view in the novels of writers like Henry James and Joseph Conrad, in which the all-knowing, all-seeing author withdrew, gave the comfortable armchair reader a jolt out of his customary passivity into an active and responsive participation in the action of the novel. A variation on the basic technique of point of view, which has been successfully exploited by many authors, is the use of the unreliable narrator. Lapis Lazuli -An International Literary Journal (LLILJ) ISSN 2249-4529, Vol.2/ NO.2/Autumn 2012 URL of the Issue: http://pintersociety.com/vol-2-issue-2autumn-2012/ URL of the article: http://pintersociety.com/wp-content/uploads/2012/11/leena-pundir-8.pdf © www.pintersociety.com 1 From being an Unreliable Narrator to becoming a Reliable one: A Study of Margaret Atwood’s Surfacing An unreliable narrator is one who cannot be relied upon to provide accurate information, so that the reader is obliged to try to deduce, from the possibly misleading account given by such a narrator, the true facts of the case.
    [Show full text]
  • Ubisoft Opens New Office in Mexico
    UBISOFT EXPANDS TO MEXICO, ANNOUNCES ELECTRONIC GAMES SHOW LINEUP Opens New Office to Strengthen Video Game Business in High-Growth Region Paris, FRANCE – October 25, 2006 – Today Ubisoft, one of the world’s largest video game publishers, announced the opening of a new business office in Mexico City, Mexico. The new office opens with a core team that will focus on establishing business relationships to help increase Ubisoft’s market share in Mexico. Etienne-Charles Nobert, Ubisoft’s Latin American area manager, will spearhead operations in the new location and will report to Olivier Ernst, general manager of Ubisoft operations in Canada and Latin America. Ubisoft will be present at the Electronic Games Show (EGS) at the World Trade Center in Mexico City from October 27 through 29. With over 30,000 people expected to attend, EGS is the most important games event in Latin America. Ubisoft will present some of this year’s most anticipated titles on its booth: • Red Steel ™ (first-person action, presented on the Wii™): The only original first-person game built from the ground up for Wii launch. • Rayman: Raving Rabbids ™ (action-adventure, presented on the Wii) Rayman® is back to fight crazed bunnies in this legendary series that has sold 17 million copies worldwide. • Tom Clancy’s Splinter Cell Double Agent™ (spy action, presented on the Wii): An amazing new installment in this series that has already sold 14 million units worldwide. • Open Season ™ (kids action-adventure, presented on the PlayStation®2 computer entertainment system): The video game adaptation of Sony Pictures Animation’s eagerly awaited first CGI movie.
    [Show full text]
  • Film Culture in Transition
    FILM CULTURE IN TRANSITION Exhibiting Cinema in Contemporary Art ERIKA BALSOM Amsterdam University Press Exhibiting Cinema in Contemporary Art Exhibiting Cinema in Contemporary Art Erika Balsom This book is published in print and online through the online OAPEN library (www.oapen.org) OAPEN (Open Access Publishing in European Networks) is a collaborative in- itiative to develop and implement a sustainable Open Access publication model for academic books in the Humanities and Social Sciences. The OAPEN Library aims to improve the visibility and usability of high quality academic research by aggregating peer reviewed Open Access publications from across Europe. Sections of chapter one have previously appeared as a part of “Screening Rooms: The Movie Theatre in/and the Gallery,” in Public: Art/Culture/Ideas (), -. Sections of chapter two have previously appeared as “A Cinema in the Gallery, A Cinema in Ruins,” Screen : (December ), -. Cover illustration (front): Pierre Bismuth, Following the Right Hand of Louise Brooks in Beauty Contest, . Marker pen on Plexiglas with c-print, x inches. Courtesy of the artist and Team Gallery, New York. Cover illustration (back): Simon Starling, Wilhelm Noack oHG, . Installation view at neugerriemschneider, Berlin, . Photo: Jens Ziehe, courtesy of the artist, neugerriemschneider, Berlin, and Casey Kaplan, New York. Cover design: Kok Korpershoek, Amsterdam Lay-out: JAPES, Amsterdam isbn e-isbn (pdf) e-isbn (ePub) nur / © E. Balsom / Amsterdam University Press, Amsterdam All rights reserved. Without limiting the rights under copyright reserved above, no part of this book may be reproduced, stored in or introduced into a retrieval system, or transmitted, in any form or by any means (electronic, mechanical, photocopying, recording or otherwise) without the written permission of both the copyright owner and the author of the book.
    [Show full text]