Steven Meretzky Papers Relating to Computer Game Design and Interactive Fiction History, 1978-2009 M1730
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Theescapist 055.Pdf
in line and everything will be just fine. two articles I fired up Noctis to see the Which, frankly, is about how many of us insanity for myself. That is the loneliest think to this day. With the exception of a game I’ve ever played. For those of you who fell asleep during very brave few. the classical mythology portion of your In response to “Development in a - Danjo Olivaw higher education, the stories all go like In this issue of The Escapist, we take a Vacuum” from The Escapist Forum: this: Some guy decides he no longer look at the stories of a few, brave souls As for the fact that thier isolation has In response to “Footprints in needs the gods, sets off to prove as in the game industry who, for better or been a benefit to them rather than a Moondust” from The Escapist Forum: much and promptly gets smacked down. worse, decided that they, too, were hindrance, that’s what I discussed with I’d just like to say this was a fantastic destined to make their dreams a reality. Oveur (Nathan Richardsson) while in article. I think I’ll have to read Olaf Prometheus, Sisyphus, Icarus, Odysseus, Some actually succeeded, while others Vegas earlier this year at the EVE the stories are full of men who, for crashed and burned. We in the game Gathering. The fact that Iceland is such whatever reason, believed that they industry may not have jealous, angry small country, with a very unique culture were not bound by the normal gods against which to struggle, but and the fact that most of the early CCP constraints of mortality. -
Activision Case Study
RIVERSTAR.COM ACTIVISION CASE STUDY Entertainment Publisher uses RiverStar to Streamline Returns CHALLENGE Activision inherited the Guitar Hero brand through their acquisition of ABOUT ACTIVISION RedOctane. Activision was unfamiliar with warranty replacements required Headquartered in Santa Monica, California, from hardware games and for that reason, relied on legacy processes Activision Blizzard, Inc. is the world’s developed by RedOctane. Because RedOctane’s processes were mostly largest pure-play interactive entertainment manual, with no troubleshooting, Activision customers would be referred to software publisher with leading market RedOctane’s website for warranty support. For some games, the customer had positions across all categories of the growing to email a copy of the receipt, further delaying the time to process the claim. interactive entertainment software industry. The customer could call RedOctane for warranty support, but due to limited Activision is the video game publisher that resources, call handle times were very high. The resulting outcome was a large is best known for game franchises such as number of dissatisfied customers with the RedOctane warranty process. World of Warcraft, Guitar Hero, Tony Hawk With the growing popularity of gaming products with hardware components Ride and Call of Duty. With global operations and a pipeline of new hardware games on the horizon, Activision was tasked in 13 countries, Activision has grown into a with creating a new process that would be automated throughout the $5 billion video game powerhouse. company to provide a better customer experience. The Guitar Hero franchise continues to In addition to working with new warranty support processes, the Guitar Hero redefine gaming by delivering innovative World Tour game was released just before the busy 2008 holiday season. -
DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? . -
Now That I've Cleared out the New
Issue #14 The Magazine for Interactive Fiction Enthusiasts Now that I’ve cleared out the New Year’s Eve party detritus — the confetti is swept, the empty champagne bottles tucked in with the recyclable trash — I’d like to venture forth with a 1998 proposition, not so much a resolution, for the IF commu- nity: let’s turn the now-yearly IF competition into a biennial event, celebrated every two years perhaps much like the Olympics are now. The benefits are readily apparent: IF programmers could have twice as long to fine-tune their entries, investing more time in thoughtful writing, elegant puzzle design, fleshed-out storylines, and better bug-testing; more aspiring programmers would toss their hats in the ring; while the rest of the IF fans would have more time to enjoy and methodically explore each new competition game — savoring more fully developed, memorable games instead of hurrying through too many games that, while generally well-conceived, were too rushed through development (to meet competition deadlines) to prove really enjoyable. Contents: While many IF fans have more free time than I do — and anyone who’s stayed tuned this long for XYZZYnews’s uneven Top 10 Picks for IF on the Web ................2 publishing schedule knows that I haven’t much to spare — just as many face even heavier demands from their work, family, Letters.......................3 school, and other obligations. So let’s give ourselves a collec- The Effects of tive break...! Many of us took years to finish Zork, Adventure, ‘XYZZY’ in the 1997 Trinity, and the other classic text adventures. -
Download As a PDF and Also Offered It for Sale As a Print-On-Demand Book (Daly 2015)
humanities Editorial Further Reading Nick Montfort Comparative Media Studies/Writing, Massachusetts Institute of Technology, Cambridge, MA 02139, USA; [email protected] Received: 7 March 2018; Accepted: 8 March 2018; Published: 9 March 2018 Keywords: interactive fiction; Twitter bots; computer-generated novels; performance It is clear that the contributions in this volume are not only insightful, but also wide-ranging, reaching into popular culture and across different media forms and practices. Rather than directly comment on this writing further, though, I offered to supplement the topics of these essays by pointing to a few additional categories of computational, poetic production that seem rich but relatively overlooked. Interactive Fiction Over the past 40 years, interactive fiction has occupied several different places in computing and in culture. When the first widely-released version of Adventure by Will Crowther and Don Woods became available to users of time-sharing systems in 1976, it hit them like a wrecking ball. Legends tell that productivity ceased for days, or weeks, while those who were supposed to be programming explored the simulated cave system. Then people in the US and UK went on to program their own Adventure-like games, or, simply, adventure games. Zork was a successful and memorable one, originally created at MIT by Tim Anderson, Marc Blank, Dave Lebling and Bruce Daniels and then made into a trilogy of home-computer games by Blank and Lebling. Interactive fiction was a pillar of the emerging entertainment software industry—videogames, or to be more specific, computer games. In the 1980s “interactive fiction” (or “IF”) was more widely used a term for this type of production, or “text adventure” if one wanted to distinguish the graphical adventure. -
The New Zork Times Dark – Carry a Lamp VOL
“All the Grues New Zork Area Weather: That Fit, We Print” The New Zork Times Dark – carry a lamp VOL. 3. .No. 1 WINTER 1984 INTERNATIONAL EDITION SORCERER HAS THE MAGIC TOUCH InfoNews Roundup New Game! Hint Booklets Sorcerer, the second in the In December, Infocom's long- Enchanter series of adventures in the awaited direct mail operation got mystic arts, is now available. The underway. Many of the functions game was written by Steve formerly provided by the Zork Users Meretzky, whose hilarious science Group were taken over by Infocom. fiction game, Planetfall, was named Maps and InvisiClues hint booklets by InfoWorld as the Best Adventure were produced for all 10 of Game of 1983. In Sorcerer, you are a Infocom's products. The games member of the prestigious Circle of themselves were also made available Enchanters, a position that you primarily as a service to those of you achieved in recognition of your in remote geographical areas and to success in defeating the Warlock those who own the less common Krill in Enchanter. computer systems. When the game starts, you realize Orders are processed by the that Belboz, the Eldest of the Circle, Creative Fulfillment division of the and the most powerful Enchanter in DM Group, one of the most the land, has disappeared. Perhaps he respected firms in direct mail. Their has just taken a vacation, but it facilities are in the New York metro- wouldn't be like him to leave without politan area, which explains the letting you know. You remember strange addresses and phone num- that he has been experimenting with bers you'll see on the order forms. -
Ebook Download a Mind Forever Voyaging
A MIND FOREVER VOYAGING : A HISTORY OF STORYTELLING IN VIDEO GAMES PDF, EPUB, EBOOK Dylan Holmes | 248 pages | 07 Nov 2012 | Createspace Independent Publishing Platform | 9781480005754 | English | [S.l A Mind Forever Voyaging : A History of Storytelling in Video Games PDF Book Delivered from our UK warehouse in 4 to 14 business days. Since the inception of video games, their depictions of violence, sexuality and other explicit themes have made them a lighting rod of controversy. Good video games and good learning: Collected essays on video games, learning and literacy 2nd ed. Can a Computer Make You Cry? International Journal of Research in Education and Science , 3 2 , Critical analysis, historical perspective, and a gently opinionated personal touch make A Mind Forever Voyaging an enlightening read that captures the best that video games have to offer. Rogers, R. The thought was that while this game might have a liberal slant, future games might have a conservative slant, or be educational, or whatever else — the sky was the limit. Course Schedule subject to change Please be sure to complete readings before that class day. Hugos, M. Hwa, S. Good video games and good learning: Collected essays on video games, learning and literacy 2nd ed. Owen, P. Average rating 3. Alternative gaming blogger Dylan Holmes focuses on games that tell stories in innovative and fasci From amazon. View all copies of this ISBN edition:. John Harney. Throw in the four contract-fulfilling Zork gamebooks he cranked out betwixt and between the computer games, plus all the help he gave to others with their designs, plus the way he just kept everyone insanely sane during all of the trials of the Cornerstone era with his parties and games and antics… yeah, Meretzky deserved carte blanche to make his next game exactly what he wanted it to be. -
Guitar Hero® Live Puts Fans in the Game with Crowd-Sourced Music Video for Ed Sheeran's "Sing"
Guitar Hero® Live Puts Fans in the Game with Crowd-Sourced Music Video for Ed Sheeran's "Sing" "Guitar Hero TV Star" Gives Fans the Chance to Star in the First User-Generated Music Video for Guitar Hero Live with the World Premiere Video Playable in the Game Fans to Submit Lip-Synching Clips through the Popular musical.ly Mobile App SANTA MONICA, Calif.--(BUSINESS WIRE)-- In celebration of the highly anticipated return of Guitar Hero, Activision Publishing, Inc., a wholly owned subsidiary of Activision Blizzard, Inc. (NASDAQ: ATVI), is partnering with crowd-sourced music video creation app musical.ly to kick off Guitar Hero TV Star, which will ask fans to submit clips of themselves singing and dancing along to Ed Sheeran's hit song "Sing." The end result will be a world premiere, user-generated music video in GHTV, Guitar Hero Live's playable music video network. "Guitar Hero Live gives you the thrill of being a rock star by playing in front of real crowds or awesome music videos, so we wanted to give fans the opportunity to become stars of their own music video that will be featured and playable in the game. This is something that has never been done before, and we believe it is the perfect way to celebrate the launch of the game," said Tim Ellis, CMO of Activision Publishing, Inc. "With GHTV, the game's online playable music video network, we can deliver all kinds of gameplay experiences that just weren't possible in the past. To put real fans into a video that people can play along to in the game is an expression of the innovation that we have built into Guitar Hero Live, and we're excited for fans to play along - and sing along - to the music." "Guitar Hero and musical.ly share a similar vision to make music more participatory and interactive," said Jun Zhu, co-founder and co-CEO of musical.ly. -
The New Zork Times by Brief but Savage Downpour
® “All the Gnus Weather: Thic fog, followed That Fit, We Print” The New Zork Times by brief but savage downpour. VOL. 4. .No. 2 —SUMMER 1985— INTERFERON EDITION New Release: A Mind Forever Voyaging A Mind Forever Voyaging, the first were to be introduced. While you're advanced-level Science Fiction story busy exploring the future, the scien- from Infocom, is for true text- tists and programmers who created adventure buffs. Why? Because it you are honing and perfecting the has more locations to visit (several simulation's parameters. Thus, as the hundred), more things to do, more story progresses, you can travel responses, and a large vocabulary further and further in time, watching (1800+ words) than any of our previ- Rockvil prosper as the Plan ously released products. succeeds, or perish as it fails. Only The story takes place in 21st- you can tell on what course the century Rockvil, South Dakota. The country sets itself by adopting the United States of North America has Plan. fallen prey to incredibly high unem- While there are several puzzles to ployment and crime rates. Political keep players on their toes, designer indiffererence, perhaps caused by Steve Meretzky (author of Planetfall backward educational systems or and Sorcerer, and co-author of The diminishing national resources, has Hitchhiker's Guide to the Galaxy) Items from Dr. Perleman’s desk are contained in every A Mind Forever swept the nation. Exploiting this op- concentrated more on immersing the Voyaging package. portunity, Senator Richard Ryder has player in a vast, highly detailed, develop (sic) the Plan for a Renewed realistic world; a vision of the National Purpose, stressing patriot- destiny of mankind. -
The Post Infocom Text Adventure Collection
The Post Infocom Text Adventure Collection Many of us played and loved the text adventures produced by Infocom in the 1980’s. They were rich in story and puzzles, and contained some excellent writing. In the years since Infocom’s demise in 1989, there have been a lot of good games produced using the Z-Machine - the game format that Infocom was using. This gives us a chance to make these modern-day games run on the computers of the 80’s, like the Commodore 64. I decided to create a collection of Z-machine games for the C64, and this is it. All in all, it’s 31 games, released in 1993-2015. Each game has been put into its own directory, in which is also an empty disk for game saves and a file called AUTOSWAP.LST to make life easier for people using the SD2IEC diskdrive substitute. If you haven’t played text adventures before, or feel that you never got the hang of it, you should read the chapter How to play a text adventure. If you want more of a background on Infocom and the game format they used, you should read the chapter about The Zork Machine at the end of this document. There is also a chapter about the process of porting Z-machine games to the C64 and, finally, a chapter about writing your own games. I created this documentation as a PDF, so that you could easily print it out and keep it nearby if you’re enjoying the collection on a real C64. -
2004 February
February 2004 Games and Entertainment Megan Morrone Today you can use the same machine to organize your finances, create a presentation for your boss, and defend the Earth from flesh-eating aliens. But let’s be honest: Even with the crazy advances in software, organizing your finances and creating a presentation for your boss are still not half as much fun as defending the Earth from flesh-eating aliens.That’s why we’ve devoted the entire month of February to the noble pursuit of games and entertainment for PCs, Macs, game consoles, and PDAs. I know what you’re thinking.You’re thinking that you can skip right over this chapter because you’re not a gamer. Gamers are all sweaty, pimpled, 16-year-old boys who lock themselves in their basements sustained only by complex carbohydrates and Mountain Dew for days on end, right? Wrong.Video games aren’t just for young boys anymore. Saying you don’t like video games is like saying you don’t like ice cream or cheese or television or fun.Are you trying to tell me that you don’t like fun? If you watch The Screen Savers,you know that each member of our little TV family has a uniquely different interest in games. Morgan loves a good frag fest, whereas Martin’s tastes tend toward the bizarre (think frogs in blenders or cow tossing.) Kevin knows how to throw a cutting-edge LAN party,while Joshua and Roger like to kick back with old-school retro game emulators. I like to download free and simple low-res games that you can play on even the dinkiest PC, whereas Patrick prefers to build and rebuild the perfect system for the ultimate gaming experience (see February 13).And leave it to Leo to discover the most unique new gaming experience for the consummate early adopter (see February 1). -
New Adventures Introduced At
March, 1988 Vol. V, #3 $2.00 New Adventures Introduced at CES By Shay Addams Flu-stricken Tom Snyder and not-yet Blubbermen (Steve Meretzky), Gamma ctivision kicked off the first day of flu-stricken Peter Reynolds presented an Force in Pit of a Thousand Screams (Amy the Winter Consumer Electronics overview and example of lnfoComics. Briggs) and ZorkQuest: Assault on Egreth AShow in Las Vegas with a press ''We wanted to do something that Castle (Elizabeth Langosey)-feature conference where President Bruce Davis wouldn't be just for 14-year-old boys and comic book themes and will even be sold announced a deal with Telecomsoft to 35-year-old men," Snyder sneezed, "to in comic book and toy stores. Snyder's distribute all the Firebird and Rainbird create a kind of computer game that even company developed the concept and titles formerly handled by Firebird my mother would play." InfoComics will creates the graphics, and Infocom is Licensees. Davis also said Activision just have no puzzles or goals-by assuming a producing the programs, which are bought Triton, a direct-marketing firm, to different character's persona at key supposed to last four to five hours and sell launch direct mail sales (so start watching intersections of the plot, you change your for $12 suggested retail. InfoComics will that mail box). perspective rather than the story itself. be released for Apple, IBM/100% com Next, Infocom President Joel Berez patibles andC 64/128 in March. announced Infocom's "three-part strat "A French Film Director's Dream" . After the press conference, Sandy Ward egy," which is already in progress: Panning, zooming and other cinematic showed off Micro Illusions' Land of supporting existing adventure fans, with techniques are combined with "minimalist Legends on the Amiga.