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L'expérience De Création De Jeux Vidéo En Amateur Travailler Son
Université de Liège Faculté de Philosophie et Lettres Département Médias, Culture et Communication L’expérience de création de jeux vidéo en amateur Travailler son goût pour l’incertitude Thèse présentée par Pierre-Yves Hurel en vue de l’obtention du titre de Docteur en Information et Communication sous la direction de Christine Servais Année académique 2019-2020 À Anne-Lyse, à notre aventure, à nos traversées, à nos horizons. À Charlotte, à tes cris de l’oie, à tes sourires en coin, à tes découvertes. REMERCIEMENTS Écrire une thèse est un acte pétri d’incertitudes, que l’auteur cherche à maîtriser, cadrer et contrôler. J’ai eu le bonheur d’être particulièrement bien accompagné dans cette pratique du doute. Seul face à mon document, j’étais riche de toutes les discussions qui ont jalonné mes années de doctorat. Je souhaite particulièrement remercier mes interlocuteurs pour leur générosité : - Christine Servais, pour sa direction minutieuse, sa franchise, sa bienveillance, ses conseils et son écoute. - Les membres du jury pour avoir accepté de me livrer leur analyse du présent travail. - Tous les membres du Liège Game Lab pour leur intelligence dans leur participation à notre collectif de recherche, pour leur capacité à échanger de manière constructive et pour leur humour sans égal. Merci au Docteure Barnabé (chercheuse internationale et coauteure de cafés-thèse fondateurs), au Docteure Delbouille (brillante sitôt qu’on l’entend), au Docteur Dupont (titulaire d’un double doctorat en lettres modernes et en élégance), au Docteur Dozo (dont le sens du collectif a tant permis), au futur Docteur Krywicki (prolifique en tout domaine), au futur Docteur Houlmont (dont je ne connais qu’un défaut) et au futur Docteur Bashandy (dont le vécu et les travaux incitent à l’humilité). -
Behaviours and Outcomes in Unauthorised Fan-Made Video Game Production
Behaviours and outcomes in unauthorised fan-made video game production Kris Erickson*, Martin Kretschmer*, Olympia Mavridou**, Gregor White** CREATe, University of Glasgow ** University of Abertay Dundee What is a fan game? “A new game project, initiated by fans, which takes inspiration from a pre-existing video game… a fangame adds a significant new experience, differentiating it from minor tweaks, mods, or hacks that merely transform an existing game experience. A fangame project is judged to be motivated by love for the original game, rather than piggybacking on existing engine or source code to make a new product.” Original game may, or may not, be commercially available. Space Quest 0: Replicated Kings Quest 2 Remake Narrative fidelity Ash Grey pastiche sequel Rayman 3D adaptation Narrative innovation Digital Innovation & Copyright Intervention Legal status of Remakes: Constitute copyright infringement if they copy a substantial part of the original (which fan games do, almost by definition) – Unauthorised use may signal (unmet) demand – Unauthorised use may conflict with exploitation of original, and/or damage reputation – Fan games can involve considerable innovation: technological and narrative (i.e. may be wanted from a policy perspective in their own right) Interventions? (1) tolerated use; (2) (pre-)litigation; (3) policy change (exception/non-use) Methodological difficulties: – unknown population – highly heterogeneous practice – reporting bias / survivorship bias (illegitimate activity) – decay of records (digital memory hole) -
ALAIC 29.Indd
RECRIAR E DIFUNDIR: PRÁTICAS DE CIRCULAÇÃO A PARTIR DO JOGO ARMA 3 RECREATE AND DISTRIBUTE: CIRCULATION PRACTICES FROM ARMA 3 GAME RECREAR Y DIFUNDIR: PRÁCTICAS DE CIRCULACIÓN DEL JUEGO ARMA 3 Edu Jacques 82 Pós-doutorando em Design na Unisinos. Doutor em Ciências da Comunicação pela Unisinos. E-mail: [email protected]. RESUMO O convite feito a consumidores de objetos midiáticos a uma produção derivada conduz a uma reinterpretação do processo de circulação. Antes justaposto entre os momentos de produção e recepção, o operador reveste-se atualmente de importância analítica. Diante desse desafio recorremos a relatos de pesquisa empírica a respeito da produção que jogadores elaboram sobre um jogo de ação, Arma 3. Nesse quadro de referência, com a aceleração das trocas simbólicas num processo que convencionou-se chamar de midiatização, investimos numa análise das práticas de recepção criativa ou cocriação. O foco dado no texto remete às dinâmicas de aprendizado e sobre o redirecionamento narrativo. PALAVRAS-CHAVE: RECEPÇÃO; MIDIATIZAÇÃO; JOGOS DIGITAIS; CIRCULAÇÃO ABSTRACT The invitation to consumers of media objects to a derivative production leads to a reinterpretation of the circulation process in communication studies agenda. Previously, the process was juxtaposed between production and reception stages, however current transformations argue for its analytical importance. In this context, with the acceleration of symbolic exchanges in a process that has been called mediatization, we proceed in an analysis of the practices of creative reception or co-creation. The focus given in the paper refers to learning dynamics and narrative redirection. 83 KEYWORDS: AUDIENCE; MEDIATIZATION; GAME STUDIES; CIRCULATION RESUMEN La invitación a los consumidores de los objetos mediaticos a una producción derivada conduce a una reinterpretación del proceso de circulación en la agenda de los estudios de comunicación. -
VIDEO GAME SUBCULTURES Playing at the Periphery of Mainstream Culture Edited by Marco Benoît Carbone & Paolo Ruffino
ISSN 2280-7705 www.gamejournal.it Published by LUDICA Issue 03, 2014 – volume 1: JOURNAL (PEER-REVIEWED) VIDEO GAME SUBCULTURES Playing at the periphery of mainstream culture Edited by Marco Benoît Carbone & Paolo Ruffino GAME JOURNAL – Peer Reviewed Section Issue 03 – 2014 GAME Journal A PROJECT BY SUPERVISING EDITORS Antioco Floris (Università di Cagliari), Roy Menarini (Università di Bologna), Peppino Ortoleva (Università di Torino), Leonardo Quaresima (Università di Udine). EDITORS WITH THE PATRONAGE OF Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Indiana University), Adam Gallimore (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), Dipartimento di Storia, Beni Culturali e Territorio Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador (Università Cattolica, Milano), Marco Teti (Università di Ferrara). PARTNERS ADVISORY BOARD Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College of the Arts), Jay David Bolter (Georgia Institute of Technology), Gordon C. Calleja (IT University of Copenaghen), Gianni Canova (IULM, Milano), Antonio Catolfi (Università per Stranieri di Perugia), Mia Consalvo (Ohio University), Patrick Coppock (Università di Modena e Reggio Emilia), Ruggero Eugeni (Università Cattolica del Sacro Cuore, Milano), Roy Menarini (Università di Bologna), Enrico Menduni (Università di -
Teaching Resources For
Teaching Resources for Reimena yee & Tintin Pantoja POWERED BY DIFFERENCE ENGINE NADIA TAN Artistic and geeky, Nadia likes drawing, making zines, and eating pineapple tarts. She can usually be found in her bedroom reading, making art, or daydreaming. She loves her family and wants to do well in school to make them proud. She is the self-proclaimed number one fan of the Banyan High series. PRIYA KUMAR A loner, Priya spends most of her time in her room playing video games to escape her parents and the rest of the world. She is seldom seen without her noise-cancelling headphones and hoodie. Smart, focused and driven, Priya always wants to win. She is a new fan of the Banyan High series. FU YONG QIANG Everyone’s best friend, Yong Qiang never fails to light up every room he enters. Sporty and resilient, he always finds a way to make things interesting and fun. His love of the Banyan High series is second only to Nadia’s. AQILAH ZURAIDI Creative with a flair for fashion, Aqilah loves designing and crafting. She’s a fiercely loyal friend and is determined to be an independent young woman. She is always battling Yong Qiang for the position of second biggest fan of the Banyan High series. TILLY TAY Tilly is a maker, tinkerer, and loves working as a school librarian. She is devoted to her students and her cat, and is never too far away from her next cup of coffee. She always ensures the school library has the latest Banyan High novels. -
Sabotencon2016 Digitalguide
GUESTS OF HONOR Aimee Blackschleger Alfred Trujillo Armand Villavert Jr Bluecrown Comics Criminal Reserve Corps Carrie Keranen Musician Artist Artist Artist Band Voice Actress Chris Tang Coco Avenue Corgi Cosplay Danielle Day David Vincent Eric Stuart Game Designer Band Cosplayer K-Pop Dancer Voice Actor Voice Actor Erica Mendez Eurobeat Kasumi Giada Robin Heather Vaughn Jimni Cricket Kaoru Hayano Voice Actress Photographer Cosplayer K-Pop Dancer DJ Musician / Seiyuu Kazha Kyle Hebert Ladybeard Lisle Wilkerson M-Project Michael James Avelino Band Voice Actor Musician Voice Actress DJ K-Pop Dancer Mika Kobayashi Reika Ryan McMurry Slants Susan Lake oxy and Suzy Musician Cosplayer Artist Band BJD Guest Artists Tara Platt Twinzik Cosplay Vivifica Studios Yuri Lowenthal Voice Actress Cosplayers Artists Voice Actor Saboten Con 2016 1 CAFES Pokemon Cosplay Cafe Sailor Moon Crystal Cafe NekoAtsume Lounge - like to start your collection? Come relax with our games,Welcome and to - theif you’re World up of toPokemon! the challenge Come - joinyou Moon Pride, we want to serve you~! Come hang Do you have your own NekoAtsume? Would you caneveryone’s try to favoritedefeat our Kanto gyms gym and leaders become for snacks,a true snacks,out with and your listening favorite to characters the original from Sailor Sail Moon Pokemon master! Presented by Cafe Diem or Moon Crystal while playing games, having gamestaff to will get be away there, from with the a crazinessbit of a sassy of the twist! con. Deer Valley | 09/0w/2016 All of your favorite characters from the popular endsoundtracks! of the last There block will (so be dancing,sure to get singing, your hand 2:00PM-3:00PM ........................................................ -
Handmade Pixels: Independent Video Games and the Quest for Authenticity
Journal of Games Criticism Volume 4, Issue 1 Book Review: Handmade Pixels: Independent Video Games and the Quest for Authenticity Emilie Reed Jesper Juul. 2019. Handmade Pixels: Independent Video Games and the Quest for Authenticity. Cambridge: MIT Press, 2019, 328pp ISBN NO.9780262042796 How can we look at videogames art historically? The art historian has to balance the aesthet- ic qualities of objects, their social context, and the always-murky intent of their creator to narratively create an argument for why these things are the way they are, and their relevance to the category of “art.” Along these lines, Jesper Juul’s approach to analysing indie game aesthetics, the context of their production and the goals of their creators is similar to the argument presented in Lana Polansky’s writings at Rhizome, that “indie games” as a re- cent phenomenon are a product of specific development practices, distribution models and resulting aesthetic positions, more like a “style” rather than the definitive emergence of new alternative production models or loftier aesthetic and cultural concerns within videogames, which have always run alongside the medium in various forms (Polansky, 2016). Following his previous book on casual games, Handmade Pixels is a reflection on the de- velopment of independent, or “indie” games as an influential category within videogames. Much of the existing material on the phenomena of “indie” games falls into analysis of commercial and development processes, such as where it is mentioned in popular texts like Blood Sweat and Pixels (Schreier, 2017) or academic ones such as Ruffino’s (2012) “Narratives Author Biography Emilie Reed is a writer, researcher and curator investigating the exhibition of videogames and their history. -
Fandom And/As Labor, No. 15 (March 15, 2014)
Transformative Works and Cultures, special issue: Fandom and/as labor, No. 15 (March 15, 2014) Editorial Mel Stanfill & Megan Condis, Fandom and/as labor Praxis Bethan Jones, Fifty shades of exploitation: Fan labor and Fifty Shades of Grey Robert Moses Peaslee, Jessica El-Khoury, Ashley Liles, The media festival volunteer: Connecting online and on-ground fan labor Christina Savage, Chuck versus the ratings: Savvy fans and "save our show" campaigns Giacomo Poderi & David James Hakken, Modding a free and open source software video game: "Play testing is hard work" Bertha Chin, Sherlockology and Galactica.tv: Fan sites as gifts or exploited labor? Rose Helens-Hart, Promoting fan labor and "all things Web": A case study of Tosh.0 Matthias Stork, The cultural economics of performance space: Negotiating fan, labor, and marketing practice in Glee’s transmedia geography Symposium Tisha Turk, Fan work: Labor, worth, and participation in fandom's gift economy Joly MacFie, Better Badges: Image as virus Interview Bertha Chin, Bethan Jones, Myles McNutt, & Luke Pebler, Veronica Mars Kickstarter and crowd funding Review Stephanie Anne Brown, Digital labor: The Internet as playground and factory, edited by Trebor Scholz Simone D. Becque, Cognitive capitalism, education, and digital labor, edited by Michael A. Peters and Ergin Bulut Anne Kustritz, Gaga feminism: Sex, gender, and the end of normal, by J. Jack Halberstam Transformative Works and Cultures (TWC), ISSN 1941-2258, is an online-only Gold Open Access publication of the nonprofit Organization for Transformative Works. TWC is licensed under the Creative Commons Attribution-Noncommercial 3.0 Unported License. Download date: March 15, 2017. -
Prasert “SUN” Prasertvithyakarn Luminous Productions Co., Ltd
Can You Make A Good Game Without Good Play Mechanics? Prasert “SUN” Prasertvithyakarn Luminous Productions Co., Ltd. © 2019 Luminous Productions Co., Ltd. All Rights Reserved Prasert Sun Prasertvithyakarn FINAL FANTASY XV Lead Game Designer: Buddy System & AI A game designer specialized in AI and it’s application to CX (Character Experience) design. © 2016 SQUARE ENIX CO., LTD. All Rights Reserved. MAIN CHARACTER DESIGN: TETSUYA NOMURA LOGO ILLUSTRATION: © 2016 YOSHITAKA AMANO © 2016 SQUARE ENIX CO., LTD. All Rights Reserved. CHARACTER DESIGN: TETSUYA NOMURA © 2019 Luminous Productions Co., Ltd. All Rights Reserved Can we make a good game without good play mechanics? © 2019 Luminous Productions Co., Ltd. All Rights Reserved Properties of good play mechanics Meaningful Clear goals Appropriate Appropriate sets of & rules Approaches Challenges Reward Play mechanics = A quality that makes a game a game © 2019 Luminous Productions Co., Ltd. All Rights Reserved Fun from Play Mechanics Fun from other aspects © 2019 Luminous Productions Co., Ltd. All Rights Reserved • Interactive Toy • Interactive Art • Interactive Movie • Apps Fun from Play Mechanics Fun from other aspects © 2019 Luminous Productions Co., Ltd. All Rights Reserved Boundaries between content genres have become vague • Interactive Toy A Character A narrative • Interactive Art Social Game VR experience etc.. • Interactive Movie Many modern (that rarely have (that rarely have Chess strategic elements at all) meaningful choices at all) • Apps etc… TV games CONTENT A CONTENT B CONTENT C Fun from Play Mechanics Fun from More game-like contents Less game-like contents Fun from Play MechanicsFun from other aspects other aspects GAME PROBABLY A GAME IDK NOT GAME © 2019 Luminous Productions Co., Ltd. -
Indiehellzonejune.Pdf
Thank you for checking out the second issue of Indie Hell Zone! I was feeling a bit under the weather last week, so I couldn’t meet the eight-post standard that I set for myself, which I feel bad about. To fill it in, the last article in this issue is a post from before I started doing this thing regularly. It’s older, but it’s also on a game that I think deserves your attention. Also for this month, I finally finished something I’ve been working on and off for the last few months. It’s a guide and my interpretative ramblings on Yume Nikki, which is currently available in Twine form and pay-what-you-want! Please check it out if you’re interested! So, what can you expect for the next issue? For next month, instead of me just playing random things, I’m putting part of my attention toward looking over games made for the Dream Diary Jam. As the below article mentions, it’s a game jam that was held this month in honor of Yume Nikki’s 13th anniversary. I’m all about this shit, so looking at the stuff people came up with is definitely something I’ll do. The cover is my poor art of the Earth and the moon, which I intended to represent Tonight Dies the Moon, but I guess it could mean anything. - scitydreamer Table of Contents HOME ............................................................................................................................................................ 3 TONIGHT DIES THE MOON ............................................................................................................................ 7 THIS IS FINE -
Tōhō Project
Corso di laurea magistrale in Lingue, economie e istituzioni dell’Asia e dell’Africa mediterranea Tesi di Laurea Tōhō Project Storia ed evoluzione di un videogame divenuto paradiso dei fan per i fan Relatore Prof. Pierantonio Zanotti Correlatrice Prof.ssa Caterina Mazza Laureando Patrick Bergamo Matricola 833725 Anno Accademico 2018 / 2019 1 Tōhō Project Storia ed evoluzione di un videogame divenuto paradiso dei fan per i fan Abstract: Con il seguente elaborato desidero portare l'attenzione su uno dei più importanti fenomeni che hanno coinvolto il mondo videoludico giapponese negli ultimi anni, la serie di videogiochi denominata Tōhō Project ed il mondo del fangame che orbita attorno ad essa. Cominciata per la prima volta nell’agosto del 1997 con il titolo Tōhō Reiiden per la piattaforma del PC-98, e sviluppata in tutte le sue parti da un’unica persona, il programmatore giapponese Ōta Jun'ya, conosciuto con lo pseudonimo di ZUN, questa serie ha visto un’evoluzione esponenziale arrivando a contare ad oggi ben ventotto titoli, senza calcolare le migliaia di altre opere prodotte dai fan. Proprio per questo motivo, infatti, seppur fuori dal Giappone e nell'ambito accademico esistano ancora pochi studi ed analisi relativi a questo videogame, è innegabile come questo gioco sia stato l'inizio di un importante fenomeno di massa in grado di attrarre a sé l'attenzione di ormai più di una generazione di videogiocatori, arrivando, anche grazie a merchandise, concerti, personalità ed eventi collaterali, a coinvolgere ogni anno diverse migliaia di giovani. Lo studio dell'evoluzione e delle ragioni che hanno portato il Tōhō Project ad evolversi da una serie di semplici giochi indie degli anni novanta sino ad entrare nel Guinness dei primati come la saga sparatutto dōjin con più titoli al mondo (Guinness World Record 2011) avverrà secondo diverse modalità di ricerca e mediante l’uso di svariate fonti. -
Table of Contents 1
TABLE OF CONTENTS 1 Tora-Con Mascots...................................................................................... 2 Convention Rules....................................................................................... 3 Cosplay Rules.............................................................................................. 6 Guests.......................................................................................................... 8 Signings/Guest Events.............................................................................. 12 Events........................................................................................................... 16 Ongoing Events.......................................................................................... 18 Campus Dining........................................................................................... 19 Campus Map............................................................................................... 20 Panels........................................................................................................... 22 Meetups....................................................................................................... 28 Showings...................................................................................................... 29 Autographs.................................................................................................. 31 Tora-Con Merchandise.............................................................................. 34