Music Beyond Gameplay: Motivators in the Consumption of Videogame Soundtracks

Total Page:16

File Type:pdf, Size:1020Kb

Music Beyond Gameplay: Motivators in the Consumption of Videogame Soundtracks Music Beyond Gameplay: Motivators in the Consumption of Videogame Soundtracks Author Diaz-Gasca, Juan Sebastian Published 2015 Thesis Type Thesis (PhD Doctorate) School Queensland Conservatorium of Music DOI https://doi.org/10.25904/1912/2973 Copyright Statement The author owns the copyright in this thesis, unless stated otherwise. Downloaded from http://hdl.handle.net/10072/367483 Griffith Research Online https://research-repository.griffith.edu.au Music Beyond Gameplay: Motivators In The Consumption Of Videogame Soundtracks i Music Beyond Gameplay: Motivators in the Consumption of Videogame Soundtracks Juan Sebastián Díaz Gasca Bachelor of Popular Music Bachelor of Popular Music with Honours Queensland Conservatorium of Music Griffith University Submitted in fulfilment of the requirements of the degree of Doctor of Philosophy January 2013 Music Beyond Gameplay: Motivators In The Consumption Of Videogame Soundtracks ii Table of Contents Table of Contents ................................................................................................................... ii Table of Figures ....................................................................................................................... v Table of Tables ...................................................................................................................... vi Abstract ................................................................................................................................... vii Acknowledgements ............................................................................................................. ix Statement of Authenticity .................................................................................................... x Chapter 1: Introduction ........................................................................................................ 1 Rationale ........................................................................................................................................................ 2 Research Problem ...................................................................................................................................... 3 Research Questions ................................................................................................................................... 4 Objectives ...................................................................................................................................................... 7 Survey Method Rationale ........................................................................................................................ 7 Specific Objectives ..................................................................................................................................... 9 Background ........................................................................................................................................ 9 The Importance of Studying Videogames ...................................................................................... 11 Videogame Studies................................................................................................................................... 12 Notes on anecdotes and autoethnography. ................................................................................... 17 Chapter Overview ..........................................................................................................................18 Significance of the Study .............................................................................................................20 Chapter 2: The Videogame Soundtrack ....................................................................... 22 Leaps of Musical Development in Videogames ...................................................................24 Games with Music .................................................................................................................................... 24 Music Licensing and Popular Music.................................................................................................. 26 Interactive Music ...................................................................................................................................... 29 The Role of Soundtracks .............................................................................................................32 Incidental and Thematic Music........................................................................................................... 33 Diegesis ......................................................................................................................................................... 35 The OST and its Consumption ...................................................................................................36 Brief Origins of OST Publication......................................................................................................... 37 The Publication of Soundtracks ......................................................................................................... 38 The Consumption of Soundtracks ..................................................................................................... 44 Music Beyond Gameplay: Motivators In The Consumption Of Videogame Soundtracks iii Conclusion: Game Music Today ................................................................................................47 Chapter 3: Experiential Motivators and the Consumption of Soundtracks .... 48 Further Definitions and Notes on the Consumption of Soundtracks .................................. 51 The Experiential Approach to OST Consumption ..............................................................58 Experiential Associations ...................................................................................................................... 60 Experiential Association Summary ................................................................................................... 91 Nostalgic Associations ............................................................................................................................ 91 Experiential Motivator Summary ................................................................................................... 101 Chapter 4: Sociocultural Motivators and the Consumption of Soundtracks 103 Sociocultural Imperatives on the Consumption of OSTs .............................................. 106 Fandom, Participatory Culture, and Cultural Capital ............................................................. 108 Singularity ................................................................................................................................................ 113 Following .................................................................................................................................................. 121 Conclusions on Sociocultural Motivators .................................................................................... 127 Chapter 5: Marketing Imperatives and the Consumption of Game Soundtracks ........................................................................................................................ 129 Economic Imperatives .............................................................................................................. 131 Commodification ................................................................................................................................... 134 Branding and Marketing..................................................................................................................... 141 Conclusions on Economic Imperatives ........................................................................................ 145 Summary: The Interaction Between Three Motivators ................................................ 146 Chapter 6: Data Analysis ................................................................................................ 149 Survey Rationale Reprise ................................................................................................................... 150 Method ....................................................................................................................................................... 151 Survey Responses ....................................................................................................................... 153 Demographics ......................................................................................................................................... 153 Musical Memory Associations through Gameplay .................................................................. 159 Discussion ..................................................................................................................................... 162 Discussion of Experiential Motivators .......................................................................................... 163 Discussion of Sociocultural Motivators ........................................................................................ 177 Discussion on Marketing Motivators ............................................................................................ 186 Summary ........................................................................................................................................ 190 Chapter 7: Conclusion ....................................................................................................
Recommended publications
  • KSEEB Class 8 English Textbook Third Language
    Government of Karnataka ENGLISH THIRD LANGUAGE (REVISED) published ©KTBS8re EIGHTHbe STANDARD to NotKARNATAKA TEXTBOOK SOCIETY (R) 100 Feet Ring Road, Banashankari, 3rd stage Bengaluru-85 I Text Book Committee Chairperson Dr. S. Vijayalakshmi, Prinicipal, R.V. Teachers College, Jayanagar 2nd Block, Bengaluru. Text Book Committee Members 1. Smt. H. Sudhamani, Rtd. Principal, J.P. Nagar, Bengaluru 2. Smt. B.L. Meera, Rtd. Teacher, Vidyaranyapura, Bengaluru 3. Smt. K. Umadevi, Asst. Teacher, R.V. Girls High School, Jayanagar, 2nd Block,B’lore 4. Kumari Shayla, Asst. Teachers, G.H.S., Sarakki, Bengaluru 5. Sri Shyla Lali, Artist, Drawing Teacher, Government High School, Bajaguli, Udupi Scrutinizer Sri. G.M. Ramakrishna, Rtd. Professor, Surathkal, Mangaluru Editorial Board Members 1. Prof. G. Rajgopal, Department of ESL Studiespublished The English and Foreign Languages University, Hyderabad 2. Prof. Victor,©KTBS Principal Nitte First reGrade College, Yalahanka Chief Co-ordinator Sri G.S.Mudambadithaya, Curriculum Rivision and Text book be preparation, Text Book Society,Bengaluru Chief Advisorsto Sri Narasimhaiah, Managing DirectorKarnataka Text Book Society, Bengaluru Smt. C.Nagamani, Deputy Director , Karnataka Text Book Society, Not Bengaluru Programme Co- ordinator : Smt. Sowmya N. S, Asst. Director, Karnataka Text Book Society, Bengaluru II PREFACE The Textbook Society, Karnataka has been engaged in producing new textbooks according to the new syllabi prepared which in turn are designed based on NCF – 2005 since June 2010. Textbooks are prepared in 11 languages; seven of them serve as the media of instruction. From standard 1 to 4 there is the EVS and 5th to 10th there are three core subjects namely mathematics, science and social science.
    [Show full text]
  • Movie Aquisitions in 2010 - Hindi Cinema
    Movie Aquisitions in 2010 - Hindi Cinema CISCA thanks Professor Nirmal Kumar of Sri Venkateshwara Collega and Meghnath Bhattacharya of AKHRA Ranchi for great assistance in bringing the films to Aarhus. For questions regarding these acquisitions please contact CISCA at [email protected] (Listed by title) Aamir Aandhi Directed by Rajkumar Gupta Directed by Gulzar Produced by Ronnie Screwvala Produced by J. Om Prakash, Gulzar 2008 1975 UTV Spotboy Motion Pictures Filmyug PVT Ltd. Aar Paar Chak De India Directed and produced by Guru Dutt Directed by Shimit Amin 1954 Produced by Aditya Chopra/Yash Chopra Guru Dutt Production 2007 Yash Raj Films Amar Akbar Anthony Anwar Directed and produced by Manmohan Desai Directed by Manish Jha 1977 Produced by Rajesh Singh Hirawat Jain and Company 2007 Dayal Creations Pvt. Ltd. Aparajito (The Unvanquished) Awara Directed and produced by Satyajit Raj Produced and directed by Raj Kapoor 1956 1951 Epic Productions R.K. Films Ltd. Black Bobby Directed and produced by Sanjay Leela Bhansali Directed and produced by Raj Kapoor 2005 1973 Yash Raj Films R.K. Films Ltd. Border Charulata (The Lonely Wife) Directed and produced by J.P. Dutta Directed by Satyajit Raj 1997 1964 J.P. Films RDB Productions Chaudhvin ka Chand Dev D Directed by Mohammed Sadiq Directed by Anurag Kashyap Produced by Guru Dutt Produced by UTV Spotboy, Bindass 1960 2009 Guru Dutt Production UTV Motion Pictures, UTV Spot Boy Devdas Devdas Directed and Produced by Bimal Roy Directed and produced by Sanjay Leela Bhansali 1955 2002 Bimal Roy Productions
    [Show full text]
  • The Resurrection of Permadeath: an Analysis of the Sustainability of Permadeath Use in Video Games
    The Resurrection of Permadeath: An analysis of the sustainability of Permadeath use in Video Games. Hugh Ruddy A research paper submitted to the University of Dublin, in partial fulfilment of the requirements for the degree of Master of Science Interactive Digital Media 2014 Declaration I declare that the work described in this research paper is, except where otherwise stated, entirely my own work and has not been submitted as an exercise for a degree at this or any other university. Signed: ___________________ Hugh Ruddy 28th February 2014 Permission to lend and/or copy I agree that Trinity College Library may lend or copy this research Paper upon request. Signed: ___________________ Hugh Ruddy 28th February 2014 Abstract The purpose of this research paper is to study the the past, present and future use of Permadeath in video games. The emergence of Permadeath games in recent months has exposed the mainstream gaming population to the concept of the permanent death of the game avatar, a notion that has been vehemently avoided by game developers in the past. The paper discusses the many incarnations of Permadeath that have been implemented since the dawn of video games, and uses examples to illustrate how gamers are crying out for games to challenge them in a unique way. The aims of this are to highlight the potential that Permadeath has in the gaming world to become a genre by itself, as well as to give insights into the ways in which gamers play Permadeath games at the present. To carry out this research, the paper examines the motivation players have to play games from a theoretical standpoint, and investigates how the possibilty of failure in video games should not be something gamers stay away from.
    [Show full text]
  • The Clash of Two Images China's Media
    THE CLASH OF TWO IMAGES CHINA’S MEDIA OFFENSIVE IN THE UNITED STATES by FAN BU MAY 2013 Committee Fritz Cropp, Chair Clyde Bentley Wesley Pippert ii THE CLASH OF TWO IMAGES CHINA’S MEDIA OFFENSIVE IN THE UNITED STATES Fan Bu Fritz Cropp, Project Supervisor ABSTRACT At a time when most Western newspaper and broadcasting companies are scaling back, China's state-run media organizations are fast growing and reaching into every corner of the world, especially in North America and Africa. The $7 billion campaign to expand China’s soft power has significantly increased its media presence. But are these media offensive efforts effective? This paper analyzes the current state of the media expansion, the motivation behind it, the obstacles, suggestions and the outlook in the decades to come. iii TABLE OF CONTENTS ABSTRACT……………………………………………………...……………………….ii Chapter 1. INTRODUCTION...................................................................................................1 Goals of the Study 2. WEEKLY FIELD NOTES………………………………………………………..4 3. EVALUATION…………………………………………………………………..35 4. PHYSICAL EVIDENCE OF WORK……………………………………………39 5. ANALYSIS COMPONENT……………………………………………………..42 REFERENCES…………………………………………………………………………..53 APPENDIX 1. PROFESSIONAL PROJECT PROPOSAL………………………...……………55 2. QUERY LETTER..................................................................................................66 1 CHAPTER ONE: INTRODUCTION Growing up in Beijing, I was one of hundreds of millions who watched the China Central TV prime time newscast each night at 7. But I never realized how biased the programs were until I traveled back home recently after studying and working in journalism in the United States for five years. In the half-hour show, international news normally takes 5 to 10 minutes, most of which report on negative news around the world, such as riots in the Middle East or the economic crisis in Europe.
    [Show full text]
  • Video Games: Changing the Way We Think of Home Entertainment
    Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part.
    [Show full text]
  • Strategy Games Big Huge Games • Bruce C
    04 3677_CH03 6/3/03 12:30 PM Page 67 Chapter 3 THE EXPERTS • Sid Meier, Firaxis General Game Design: • Bill Roper, Blizzard North • Brian Reynolds, Strategy Games Big Huge Games • Bruce C. Shelley, Ensemble Studios • Peter Molyneux, Do you like to use some brains along with (or instead of) brawn Lionhead Studios when gaming? This chapter is for you—how to create breathtaking • Alex Garden, strategy games. And do we have a roundtable of celebrities for you! Relic Entertainment Sid Meier, Firaxis • Louis Castle, There’s a very good reason why Sid Meier is one of the most Electronic Arts/ accomplished and respected game designers in the business. He Westwood Studios pioneered the industry with a number of unprecedented instant • Chris Sawyer, Freelance classics, such as the very first combat flight simulator, F-15 Strike Eagle; then Pirates, Railroad Tycoon, and of course, a game often • Rick Goodman, voted the number one game of all time, Civilization. Meier has con- Stainless Steel Studios tributed to a number of chapters in this book, but here he offers a • Phil Steinmeyer, few words on game inspiration. PopTop Software “Find something you as a designer are excited about,” begins • Ed Del Castillo, Meier. “If not, it will likely show through your work.” Meier also Liquid Entertainment reminds designers that this is a project that they’ll be working on for about two years, and designers have to ask themselves whether this is something they want to work on every day for that length of time. From a practical point of view, Meier says, “You probably don’t want to get into a genre that’s overly exhausted.” For me, working on SimGolf is a fine example, and Gettysburg is another—something I’ve been fascinated with all my life, and it wasn’t mainstream, but was a lot of fun to write—a fun game to put together.
    [Show full text]
  • Himmlischer Crash
    Kultur Up“, dem Hit der britischen Tanzkrawall- nicht sehr weit kommt, übersiedelte das POP band The Prodigy, ist gar als rüde Sex- Quintett nach Malmö, in die drittgrößte Attacke berüchtigt. Stadt Schwedens. Himmlischer Für „My Favourite Game“ läßt Aker- Zu ihrem eigenen Erstaunen bekamen lund nun Nina Persson in einem offenen sie einen Plattenvertrag und stießen auch Cadillac als Rock-Schlampe durch die Mo- außerhalb Schwedens auf begeisterte Crash jave-Wüste fahren, auf dem Oberarm trägt Zuhörer. Perssons Kleinmädchen-Geträl- sie eine eklige Riesentätowierung und im ler zu luftiger Gute-Laune-Musik schaffte Netter Träller-Pop bescherte der Blick die schiere Mordlust. Jeden, der ihr es in halb Europa in die Hitparaden. Das in die Quere kommt, räumt sie brutal aus zweite Cardigans-Album „Life“ galt bald schwedischen Band The Cardigans dem Weg. Schließlich kracht sie in einen als Schlüsselwerk des sogenannten Easy-Li- einen Welterfolg – nun ver- Kleinbus, in dem die Rest-Cardigans sit- stening-Revivals: Im Zeichen der Ironie blüfft das Quintett mit wunderbar zen; der Aufprall schleudert die Schweden- entdeckte die Jugend der Welt die Fahr- schwermütigen Liebesliedern. Barbie in die Luft, blutüberströmt knallt sie stuhlmusik der sechziger Jahre neu. Dann auf den Asphalt. folgte der Superhit „Lovefool“ mit dem n ein paar Millionen Platten allein „Einen himmlischen Spaß“ nennt Nina millionenfach nachgesummten Refrain ist Erfolg in der bunten Welt der Persson diesen Schockerfilm. Der Musik- „Love me, love me, say that you love me“ APopmusik längst nicht mehr zu sender MTV allerdings nahm das 600000 – und machte die Cardigans endgültig zum messen. Zumindest in Japan gilt heute erst Mark teure Werk nur in einer zusammen- Inbegriff der Leichtigkeit des Seins.
    [Show full text]
  • Einfluss Technischer Mittel Auf Die Kompostionsmethoden Von Jeremy Soule
    Einfluss technischer Mittel auf die Kom- positionsmethoden von Jeremy Soule Andrea Giffinger Institut für Musikwissenschaft, Innsbruck Zusammenfassung Im folgenden Text werden einige der Kompositionsmethoden Jeremy Soules exemplarisch herausge- hoben. Es sollen dabei die verschiedenen Parameter aufgezeigt werden, die den kreativen Prozess eines Komponisten beeinflussen. Darüber hinaus wird auch auf einige der Probleme, mit denen er aufgrund der ihm zur Verfügung stehenden technischen Mittel konfrontiert wurde, eingegangen, sowie deren Lösung gezeigt. Am Ende werden Forschungsfragen im Bezug auf die Elder Scrolls Reihe gestellt. 1 Einleitung Computerspiele wurden bereits in den 1970er kommerziell vermarktet, die akademische For- schung allerdings beschäftigte sich erst in den späten 1990er eingehender mit diesem Medien- phänomen. Seitdem haben sich verschiedenste Disziplinen, die gemeinsam das Forschungsfeld der Video Game Studies bilden, auf analytischer Ebene mit Computerspielen auseinandergesetzt (Süß, 2006). Um die Musik in Computerspielen zu untersuchen, werden nicht selten Methoden der Analyse von Filmmusik angewandt. Jedoch bergen diese Gefahren, da es sich, im Gegen- satz zum Film, um ein interaktives Medium handelt. Je nach Genre bestimmt der Spieler den Ablauf der Musik, wobei ihre Wirkung wiederum Auswirkungen auf den Ablauf des Spiels ha- ben kann. Gerade in der Spielreihe Elder Scrolls III-V, deren von Jeremy Soule komponierte Musik Gegenstand meiner Forschung ist, erhält diese durch die offene Spielwelt einen perfor- mativen Aspekt. Die spärlich vorhandene Literatur über Musik in Computerspielen, der Mangel an geeigneten Analyse Theorien und die Tatsache, dass sie immer präsenter in den Konzertsälen wird, ist Anreiz sich mit diesem Thema intensiv zu beschäftigen. 2 Umgang mit technischen Mitteln Soule komponiert seit 1995 Musik für Computerspiele (Dean, 2013) wie Secret of Evermo- re Total Annihilation, Star Wars: Knights of the Old Republic, die Harry Potter Reihe, Guild VeröffentlichtPlatzhalter für durch DOI die und Gesellschaft ggf.
    [Show full text]
  • Morrison Announces Resignation As A.D. Fire Marshall Confident About
    Dmlv Nexus Volume 69, No. 105 Wednesday, April 5, 1989_______________________ University of California, Santa Barbara One Section, 16 Pages Devereaux Morrison Announces Operating Resignation as A.D. had with players.... To have a License in San Jose State Head chance at this stage of my life to go back to that is something I Coaching Offer Too can’t say no to. I’ve had some opportunities before this, but this Jeopardy Good to Let Pass By, one made sense.” Immediate impacts from Signs Four-Year Deal Morrison’s decision include questions regarding morale I.V. School Tightens within the Gaucho sports circle, By Scott Lawrence especially by coaches who say Security Procedures Staff Writer Morrison had made great strides in terms of personnel fervor and White Investigations UCSB Athletic Director Stan sense of purpose. Morrison resigned Tuesday to Reaction to Morrison’s an­ by State Continues accept the head basketball nouncement was consistent coaching position at San Jose among the coaches, who stood State, he announced at a Tuesday stunned inside the Events Cen­ morning press conference. ter’s Founder’s Room while By Adam M oss Morrison, a former head coach Morrison gave a 45-minute ad­ Staff Writer at Pacific and USC, will replace dress on his decision and on the Bill Berry, who was fired last state of Gaucho athletics. Under the looming threat of month following a season under­ “I’ve been here 13 years,” losing its license, the Devereux fire that began when 10 Spartan Head Women’s Volleyball Coach School in Isla Vista volunteered to players walked off the squad on Kathy Gregory said, “and I’d like increase security and tighten its Jan.
    [Show full text]
  • Permadeath in Dayz
    Fear, Loss and Meaningful Play: Permadeath in DayZ Marcus Carter, Digital Cultures Research Group, The University of Sydney; Fraser Allison, Microsoft Research Centre for Social NUI, The University of Melbourne Abstract This article interrogates player experiences with permadeath in the massively multiplayer online first-person shooter DayZ. Through analysing the differences between ‘good’ and ‘bad’ instances of permadeath, we argue that meaningfulness – in accordance with Salen & Zimmerman’s (2003) concept of meaningful play – is a critical requirement for positive experiences with permadeath. In doing so, this article suggests new ontologies for meaningfulness in play, and demonstrates how meaningfulness can be a useful lens through which to understand player experiences with negatively valanced play. We conclude by relating the appeal of permadeath to the excitation transfer effect (Zillmann 1971), drawing parallels between the appeal of DayZ and fear-inducing horror games such as Silent Hill and gratuitously violent and gory games such as Mortal Kombat. Keywords DayZ, virtual worlds, meaningful play, player experience, excitation transfer, risk play Introduction It's truly frightening, like not game-frightening, but oh my god I'm gonna die-frightening. Your hands starts shaking, your hands gets sweaty, your heart pounds, your mind is racing and you're a wreck when it's all over. There are very few games that – by default – feature permadeath as significantly and totally as DayZ (Bohemia Interactive 2013). A new character in this massively multiplayer online first- person shooter (MMOFPS) begins with almost nothing, and must constantly scavenge from the harsh zombie-infested virtual world to survive. A persistent emotional tension accompanies the requirement to constantly find food and water, and a player will celebrate the discovery of simple items like backpacks, guns and medical supplies.
    [Show full text]
  • Mega Man X Release Date
    Mega Man X Release Date StrobilaceousAlonso quadruplicating and burrier availingly. Moishe scaldsEd is erectly his yelk promised rediscover after reconfirm Pleiocene surely. Redmond relays his boscage modestly. The logo with mega man zx advent of the blacklist tab or its awesome collection of their money on which must learn. The value does not respect de correct syntax. Metalhead Software is a small but growing studio in downtown Victoria, BC. Basic Subsistence offers only the most essential of goods to the Pops of this species. To browse Fullset ROMs, scroll up and choose a letter or select Browse by Genre. You can buy the eight mega man titles from the x mega power ups site is a publisher did not directly. It has tons of mega links there with previ. Bury me with my money. It also provides additional functionality such a thumbnail generation in Explorer. You may have to repeat the introductory stage when an enemy drops an extra life. Like the previous legacy collections, this is a mix of some absolute masterpieces, some okay games, and some severe missteps. LEGO parts, Minifigs and sets, both new or used. Find the largest selection of Logitech Products. Mega Man broke down over time. Sony Interactive Entertainment Inc. Tell us about it! Make sure all the GA dimensions are setup and correct VAN. Sitting on this ledge is an energy capsule. Show the current Bonus Happiness value. This value should be blank. This is returned in the _vtn key of the ping. Project Zomboid is the ultimate in zombie survival. Click the button below to start this article in quick view.
    [Show full text]
  • Dukenukemforever.Com
    dukenukemforever.com << < > >> conTenTS SeTuP . 2 THe duke STorY. 3 conTroLS. 4 SInGLe PLAYer cAmPAIGn ���������������������������������������6 Hud. 7 eGo ������������������������������������������������������������������������������������� 8 WeAPonS. 8 GeAr / PIckuPS ������������������������������������������������������������� 12 edf. 14 enemIeS ����������������������������������������������������������������������������� 14 oPTIonS . 16 muLTIPLAYer . 17 muLTIPLAYer LeveLS / XP . 19 muLTIPLAYer cHALLenGeS . 19 muLTIPLAYer GAme modeS . 20 muLTIPLAYer PIckuPS. 22 mY dIGS . 23 cHAnGe room. 23 credITS . 24 LImITed SofTWAre WArrAnTY, LIcenSe AGreemenT & InformATIon InformATIon uSe dIScLoSureS ������������������������ 35 cuSTomer SuPPorT ����������������������������������������������� 37 << > >>1 Installation SeTuP Please ensure your computer is connected to the Internet prior to beginning the duke nukem forever installation process. Insert the duke nukem forever minimum System requirements DVD-rom into your computer’s DVD-rom drive. (duke nukem forever will not oS microsoft Windows XP / Windows vista / Windows 7 work in computers equipped only with cd-rom drives.) Please ensure the DVD- (Please note Windows XP 64 is not supported) rom logo is visible on your optical drive’s door or panel. The Installation process Processor Intel core 2 duo @ 2.0 GHz / Amd Athlon 64 X2 will conduct a one-time online check to verify the disc and download an activation @ 2.0 GHz file, and will prompt you for a Product code. The code can be found on the back memory 1 GB cover of your instruction manual. Hard drive 10 GB free space video memory 256 mB video card nvidia Geforce 7600 / ATI radeon Hd 2600 Sound card DirectX compatible THe duke STorY Peripherals K eyboard and mouse or microsoft Xbox 360® controller If you’ve ever wondered why we’re able to sit comfortably in our homes without the threat of our babes being abducted out from under us, the answer can be summed up in two words: duke nukem.
    [Show full text]