On the Evolution of Narrative Mechanics in Open-World Games
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Nordic Game Is a Great Way to Do This
2 Igloos inc. / Carcajou Games / Triple Boris 2 Igloos is the result of a joint venture between Carcajou Games and Triple Boris. We decided to use the complementary strengths of both studios to create the best team needed to create this project. Once a Tale reimagines the classic tale Hansel & Gretel, with a twist. As you explore the magical forest you will discover that it is inhabited by many characters from other tales as well. Using real handmade puppets and real miniature terrains which are then 3D scanned to create a palpable, fantastic world, we are making an experience that blurs the line between video game and stop motion animated film. With a great story and stunning visuals, we want to create something truly special. Having just finished our prototype this spring, we have already been finalists for the Ubisoft Indie Serie and the Eidos Innovation Program. We want to validate our concept with the European market and Nordic Game is a great way to do this. We are looking for Publishers that yearn for great stories and games that have a deeper meaning. 2Dogs Games Ltd. Destiny’s Sword is a broad-appeal Living-Narrative Graphic Adventure where every choice matters. Players lead a squad of intergalactic peacekeepers, navigating the fallout of war and life under extreme circumstances, while exploring a breath-taking and immersive world of living, breathing, hand-painted artwork. Destiny’s Sword is filled with endless choices and unlimited possibilities—we’re taking interactive storytelling to new heights with our proprietary Insight Engine AI technology. This intricate psychology simulation provides every character with a diverse personality, backstory and desires, allowing them to respond and develop in an incredibly human fashion—generating remarkable player engagement and emotional investment, while ensuring that every playthrough is unique. -
Role Playing Games Role Playing Computer Games Are a Version Of
Role Playing Games Role Playing computer games are a version of early non-computer games that used the same mechanics as many computer role playing games. The history of Role Playing Games (RPG) comes out of table-top games such as Dungeons and Dragons. These games used basic Role Playing Mechanics to create playable games for multiple players. When computers and computer games became doable one of the first games (along with Adventure games) to be implemented were Role Playing games. The core features of Role Playing games include the following features: • The game character has a set of features/skills/traits that can be changed through Experience Points (xp). • XP values are typically increased by playing the game. As the player does things in the game (killing monsters, completing quests, etc) the player earns XP. • Player progression is defined by Levels in which the player acquires or refines skills/traits. • Game structure is typically open-world or has open-world features. • Narrative and progress is normally done by completing Quests. • Game Narrative is typically presented in a non-linear quests or exploration. Narrative can also be presented as environmental narrative (found tapes, etc), or through other non-linear methods. • In some cases, the initial game character can be defined by the player and the initial mix of skills/traits/classes chosen by the player. • Many RPGs require a number of hours to complete. • Progression in the game is typically done through player quests, which can be done in different order. • In Action RPGs combat is real-time and in turn-based RPGs the combat is turn-based. -
Game-Designer Interviews
Appendix A Game-designer interviews To complement the technical content of the chapters, all written by academics (though some of the chapter authors also design and develop games), we performed five interviews with the creators of well-known PCG-heavy games. We selected the interviewees mostly because the games they had been part of had either introduced new interesting PCG techniques, or because they had integrated them in game de- sign in some novel way. The interviews were performed in 2013 and 2014 over email, and are reproduced in their entirety here (except for corrected typos). We asked most of the interviewees the same set of questions, focusing on the role of PCG in game design and the limits of generative methods. The interviewees are: • Andrew Doull, creator of UnAngband and UnBrogue, founder of RogueLikeRa- dio. • Ed Key, creator of Proteus. • Michael Toy, co-creator of Rogue. • Richard Evans, AI lead programmer on The Sims 3, co-creator of Versu. • Tarn Adams, creator of Dwarf Fortress. A.1 Andrew Doull Was there anything you wanted to do in a game you worked on that you could not do because of algorithmic or computational limitations? My thinking about game design has changed significantly over the years, since writing the original Death of the Level Designer series of articles. One of the key changes—guided a lot by games like Michael Brough’s 868-HACK—is that a game should embrace limitations, rather than attempt to design around them. So rather than creating procedural systems which can model everything a` la Dwarf Fortress, Ó Springer International Publishing Switzerland 2016 225 N. -
Video Games As Free Speech
The University of Maine DigitalCommons@UMaine Honors College 5-2014 Video Games as Free Speech Benjamin Cirrinone University of Maine - Main Follow this and additional works at: https://digitalcommons.library.umaine.edu/honors Part of the Political Theory Commons Recommended Citation Cirrinone, Benjamin, "Video Games as Free Speech" (2014). Honors College. 162. https://digitalcommons.library.umaine.edu/honors/162 This Honors Thesis is brought to you for free and open access by DigitalCommons@UMaine. It has been accepted for inclusion in Honors College by an authorized administrator of DigitalCommons@UMaine. For more information, please contact [email protected]. VIDEO GAMES AS FREE SPEECH by Benjamin S. Cirrinone A Thesis Submitted in Partial Fulfillment of the Requirements for a Degree with Honors (Political Science) The Honors College University of Maine May 2014 Advisory Committee: James E.Gallagher, Associate Professor of Sociology Emeritus & Honors Faculty Mark D. Brewer, Associate Professor of Political Science Richard J. Powell, Associate Professor, Department of Political Science/Leadership Studies Sol Goldman, Adjunct Assistant Professor of Political Science Mark Haggerty, Rezendes Professor for Civic Engagement, Honors College Copyright © 2014 Benjamin Cirrinone All rights reserved. This work shall not be reproduced in any form, except for the inclusion of brief quotations in review, without permission in written form from the author. Abstract The prevalence of video game violence remains a concern for members of the mass media as well as political actors, especially in light of recent shootings. However, many individuals who criticize the industry for influencing real-world violence have not played games extensively nor are they aware of the gaming community as a whole. -
Applied Design to Feature Fourteen Recently Acquired Video Games on View for the First Time
MoMA’S CONTEMPORARY DESIGN GALLERY INSTALLATION FOCUSES ON THE VITALITY AND DIVERSITY OF DESIGN Applied Design to Feature Fourteen Recently Acquired Video Games on View for the First Time Applied Design The Philip Johnson Architecture and Design Galleries March 2, 2013–January 31, 2014 NEW YORK, February 14, 2013–The Museum of Modern Art presents Applied Design, an installation in The Philip Johnson Architecture and Design Galleries showcasing approximately 100 objects from the Museum’s collection. Representing the new directions of contemporary design, the exhibition features outstanding examples of interface and interaction design, dynamic visualizations, products, furniture, 3D printed chairs and bowls, emergency equipment, and biodesign. A testament to this vitality and diversity, the objects on display range from a mine detonator by the young Dutch/Afghani designer Massoud Hassani to a bowl made by transforming desert sand into glass using only the energy of the sun. Also on display are the first 14 video games to enter MoMA’s collection as part of ongoing research on interaction design. The exhibition is organized by Paola Antonelli, Senior Curator, and Kate Carmody, Curatorial Assistant, Department of Architecture and Design, The Museum of Modern Art, and is on view from March 2, 2013 until January 31, 2014. In the past twenty years, design has branched out in new directions that have galvanized young practitioners, sparked business models, and attracted worldwide public attention. Mine Kafon for example, Massoud Hassani’s dandelion-shaped mine detonator, is equipped with a GPS to record a safe path and designed to roll through mine fields. If the object, made from bamboo and biodegradable plastics, encounters a mine and detonates it, it will only partially destruct and can be salvaged and reassembled into a new specimen ready for deployment. -
The Development of Autonomous Student Learning Networks
sustainability Article The Development of Autonomous Student Learning Networks: Patterns of Interactions in an Open World Learning Environment for Teachers Exploring Teaching with and through Computer Science Gerald Ardito 1,* and Betül Czerkawski 2 1 School of Education, Manhattanville College, New York, NY 10577, USA 2 Department of Applied Technology, The University of Arizona, Tucson, AZ 85635, USA; [email protected] * Correspondence: [email protected] Abstract: This pilot case study sought to investigate patterns of interactions between learners and their instructor in a teacher education course called “Computer Science for Teachers”. This course was constructed to leverage aspects of open world game design elements in order to investigate the effects of degrees of autonomy in gameplay/learning. This course was conducted in a specially built social learning platform based on Elgg software. Student interactions with the instructor and other students in this course were analyzed to determine the learning networks students constructed during each key learning activity as well as the epistemic spaces defined by these interactions. Descriptive Citation: Ardito, G.; Czerkawski, B. statistics along with social network analysis (SNA) and epistemic network analysis (ENA) were The Development of Autonomous used to investigate these data. The findings indicate that more traditional/less open world gaming Student Learning Networks: Patterns type learning activities were associated with learning networks and epistemic spaces that were of Interactions in an Open World Learning Environment for Teachers teacher-centered and narrower, while more open world gaming/high levels of autonomy (student- Exploring Teaching with and through centric) learning activities were associated with learning networks that were highly decentralized and Computer Science. -
292843-Sample.Pdf
Sample file Foreword I've been wanting to write my own Dungeons And Dragons setting for a while now, and I inally got the resources and motivation to do so. I also got inspiration, from one Kruggsmash, and his Dwarf Fortress videos (artwork of which is on the cover). Big thanks to him, you have inspired my journey to this point. There is art from mister Kruggsmash himself, some art from the Dwarf Fortress Wiki, and to balance it out some, there's also oficial WotC art from miscellaneous editions decorating the pages. This book goes over the world of Tar'En, translated from Dwarvish to the Land Of Legends (inspired heavily by Kruggsmash's latest videos). It is a world of high adventures, epic beasts, mighty citadels, and wars against the pesky goblins who serve the dark ruinous powers that are the demons from the dark chasms of the Abyss. In this world it's never certain who will live, and who will die, what fortress falls, and what will lourish. It's truly a mystery how this world is so happy, yet so dangerous and deadly. But, you can ind that out yourselves you bearded bastards! Whistle - Viktor, the almighty author Sample file 3 The Land Of Legends ar'En is Dwarvish for the Land of Legends, and it Present Day, the last 200 years of Tar'En is a world that houses many stories, prophesies This is the part of history where important igures are told of, and legends, hence its name. Every day it seems artifacts are created and lost, Primordials are rediscovered, someone gets thrown in the spotlight by the wars are fought, and Tar'En's real story begins, told by you, and gods, and then they're showered with legends your dice. -
Transitioning from Linear to Open World Design with Sunset Overdrive
Transitioning From Linear to Open World Design with Sunset Overdrive Liz England Designer at Insomniac Games 20th year anniversary LINEAR GAMEPLAY Overview Overview . What do we mean by linear and open world? Overview . What do we mean by linear and open world? . How did the roles and responsibilities of designers change? Overview . What do we mean by linear and open world? . How did the roles and responsibilities of designers change? . How did our workflow change in implementing systems, spaces, and content? Overview . What do we mean by linear and open world? . How did the roles and responsibilities of designers change? . How did our workflow change in implementing systems, spaces, and content? . What were the side effects of these changes? Linear Open World PART 1: Linear vs. Open World Linear Open World Linear Open World Linear Open World [open world node graph] What is a page in a video game? “Based on where the player is, what do we know about the game state?” KNOWN UNKNOWN KNOWN UNKNOWN . Time into game . Level Content . Story Progress . Enemies . Tutorials . Weapons . Combat . Pacing KNOWN UNKNOWN . Time into game . Level Content . Coop . Weapon Level . Story Progress . Enemies . Difficulty . Replay? . Tutorials . Weapons . Combat . Pacing Sunset Overdrive KNOWN UNKNOWN KNOWN UNKNOWN . Completed tutorial KNOWN UNKNOWN . Completed tutorial . Time Played? . Allies? . Story Moments? . Multiplayer? . Mission? . Pacing? . Weapons? . Combat? . Abilities? . Difficulty? . Areas Explored? PART 2: Role of the Designer Resistance 3 / Linear Resistance 3 / Linear . Designers are generalists Resistance 3 / Linear . Designers are generalists . Owned discrete spaces Resistance 3 / Linear . Designers are generalists . Owned discrete spaces . Implemented all gameplay in that space Resistance 3 / Linear . -
Crawl Survey Results
Crawl survey results Survey questions 1. What is your age? 2. What is your country? 3. Do you play locally, on a server, or both? 4. Do you play Tiles, ASCII, or both? 5. OS(es) at home? 6. Roguelikes played before? 7. Where did you learn about Crawl? 8. And when? 9. How many Crawl wins? (If none, you may specify your best game.) 10.If you take part in the tournament, where did you hear about it? 11.Ever recommend Crawl? 12.Which computer game have you played most in the last month? (July) Presentation structure ● Who are our players? ● How do they play? ● How did they arrive at Crawl? ● What is their overall win rate? ● What else are they playing? Who are our players? age distribution 90 83 80 70 64 60 50 49 40 32 30 25 20 10 8 3 4 4 0 14 15-19 20-24 25-29 30-34 35-39 40-44 45-49 50+ Minimum: 14 Maximum: 57 Median: 26 Average: 27.3 most common: 25 (23 times!) Who are our players? Gender 26% 94% N/A 4% 6% 70% Male Female Who are our players? USA 147 Canada UK Germany Finland Russia Poland France Italy Sweden Norway 19 Australia 2 New Zealand 21 22 4 Japan 12 17 2 Thailand 5 3 3 12 9 8 6 Brazil others* * other countries: Argentina, Belgium, China, Croatia, Czech republic, Denmark, Hungary, Iceland, India, Ireland, Israel, Lithuania, Moldova, Mongolia, Netherlands, Singapore, Switzerland, Ukraine, United arab emirates Who are our players? Continents players/populaton 61% 1,6 1,51 1,4 1,2 1 1% North America Europe 0,8 Australia 0,57 0,6 0,5 Asia 0,45 South America 0,4 4% 0,23 0,2 0,12 0,06 6% 0 Canada USA Germany 28% Finland Australia UK -
Secret Identities in Dwarf Fortress
The AIIDE-17 Workshop on Experimental AI in Games WS-17-19 Secret Identities in Dwarf Fortress Tarn Adams Bay 12 Games Silverdale, Washington [email protected] Abstract Chairs’ Note: In this invited industry case study, Tarn Adams discusses recent extensions to Dwarf Fortress’s sys- tems for character deception. A noted opus in the history of videogames, Dwarf Fortress is a roguelike set in procedu- rally generated fantasy universes. It has been shown at the Museum of Modern Art and has been featured in The New York Times, The New Yorker, Wired, and many other press publications. Currently, Tarn and his brother, Zach Adams, are roughly midway through its famous 30-year development cycle. As Tarn explains in this paper, an upcoming update centered around artifacts—and what characters know about them—has had the fun consequence of necessitating that a certain class of non-player characters cultivate secret iden- tities. This major extension has brought both technical and design challenges, as this paper illustrates. —James Ryan Figure 1: Tinker Tailor Soldier Spy (1979) sparked an early Introduction interest in espionage methods and how they might be trans- The 2017 update to Dwarf Fortress (Adams and Adams ferred to video games. 2006) centers around named items, and in particular, claims upon the items as well as conflict, theft, diplomacy and rec- onciliation involving the transfer of these objects.1 As crea- it involved plenty of spies, it wasn’t a superhuman action ad- tures in the game are not omniscient, rumors passed among venture, but rather an intricate yet reasonable tale of trade- civilizations and individuals regarding current item locations craft, derived we later learned from actual events and prac- are key to preventing this whole process from grinding to tices. -
Thighrim and Calf-Life: a Study of the Conversion of Off-The-Shelf Video Games Into Exergames Mallory Ketcheson, Luke Walker, T.C
Game and Design #chi4good, CHI 2016, San Jose, CA, USA Thighrim and Calf-Life: A Study of the Conversion of Off-the-Shelf Video Games into Exergames Mallory Ketcheson, Luke Walker, T.C. Nicholas Graham Queen’s University Kingston, ON, Canada {7mk39,8lw17,nicholas.graham}@queensu.ca ABSTRACT we will show, however, this style of black box conversion Exergames are a fun and engaging way to participate in fails to motivate high exertion levels in players. This is physical activity. Exergame players consistently require largely because off-the-shelf games were not designed with new content to maintain interest in the activity. One way to exercise in mind – the game’s activities can make it provide users with high quality content with minimal difficult to focus on exertion, and the game’s pacing may development work is to convert existing off-the-shelf not be conducive to fast pedaling. We propose that richer digital games into exergames by using the game’s conversions of off-the-shelf games can be performed using “modding” interface. To explore the potential of converted the modification (“modding”) tools that many games exergames for inspiring high exertion levels, we performed provide. Modding tools allow the public to create a conversion on two popular games: Half-Life 2 and The extensions of existing games. We show how mods can be Elder Scrolls V: Skyrim. The conversions were performed used to add Heart Rate (HR) Power-ups [16] to existing in two stages. The first stage mimics existing black box games, providing incentive for players to exert themselves. -
Hacklikes: Weird Interactions Between Things
Hacklikes: Weird Interactions Between Things Jose Sanchez Assistant Professor, University of Southern California School of Architecture Director, Plethora Project INTRODUCTION universal, player- or non-player-centric, allowing for the cre- While Roguelikes in general could be easily dismissed due ation of vast algorithmic worlds that might never interact to their usually rudimentary graphics composed by ASCII with a human player. characters, most of such games contain an accumulated It is easier to understand Roguelikes by looking at the Screenshot of repository of algorithmic strategies to deal with procedural cellular automata (CA) algorithm by Stephen Wolfram. Rogue – 1980 world generation and interactions between discreet units. The denomination ‘Roguelike’ is attributed to games that follow a series of principles first proposed by the game ‘Rogue’ 1980. In a Roguelike world, every ‘tile’ is an ‘object’ with properties or data. Each of these objects would be represented by the computer by a symbol allowing the player to differentiate a wall tile from a door, for example. The player possesses a limited visibility of the world and of the properties of objects, making exploration the primary objective of the world. Often, the only way of learning about the properties of an object is by trying to interact with it. The properties of the object will define if such interaction is resolved as a positive or negative effect to either of the units involved in it. Every interaction determines a ‘turn,’ allowing the simulation only to move forward once an action is per- formed. While the first games of the genre would focus on the interactions that would involve the player, later games have explored the idea that the relation between units is 6 INFORMATION CONSTRUCTIONS 2013 TxA INTERACTIVE 7 The video game Dwarf Fortress, by Tarn and Zach Adams, operates in a similar framework.