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Presenting a holistic and thoroughly practical investigation of the true nature of computer games that arms readers with a small yet powerful set of theories for developing unique approaches to understanding games. Game Invaders fully integrates genre theory, new media aesthetics, perceptual opportunities, and semiotics into a practical DIY toolkit for games analysis--offering detailed guidance for how to conduct in-depth critiques of game content and gameplay. Featuring an informal and witty writing style, the book devotes a number of chapters to specific games from all eras, clearly demonstrating the practical application of the theories to modern, large-scale computer games. Readers will find: * Suggestions on how to apply the DIY package to major issues central to understanding computer games and their design * Coverage of the semiotics of video games, laying the foundation for such topics as the role of agency and virtual storytelling * Tasks and solutions for readers wishing to practice techniques introduced in the book * A companion website featuring access to an app that enables the reader to conduct their own activity profiling of games An important resource for those wishing to dig deeper into the games they design, Game Invaders gives game designers the skills they need to stand out from the crowd. It is also a valuable guide for anyone wishing to learn more about computer games, virtual reality, and new media.
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Seitenzahl: 457
Veröffentlichungsjahr: 2012
Table of Contents
Cover
Press Operating Committee
Title page
Copyright page
Preface
Abbreviations
Part I: Why Do People Play Games?
Chapter 1 You Are the One
TOOLS TO THINK WITH
GETTING STARTED
SUMMARY
Chapter 2 Genre
WHAT ARE GENRES?
WHAT ARE GENRES FOR?
GENRE MAPS
COMPUTER GAME GENRES
A THEORY OF COMPUTER GAME GENRES
SUMMARY
FURTHER READING AND TASKS
Chapter 3 Activity
THE STORY OF ACTIVITY GROUPS
AN OVERVIEW OF ACTIVITY PROFILES
THREE DRIVING GAMES
CALCULATING GENRES
SUMMARY
TASKS
Chapter 4 Pleasure
AESTHETICS AND COMPUTER GAMES
SPACEWAR
ZORK
PAC-MAN
COMPARATIVE AESTHETICS
SUMMARY
TASKS
Chapter 5 Two Rail-Shooters
STAR FOX AND REZ
ACTIVITY PROFILING AND GENRE THEORY
APPLYING AESTHETIC THEORY
THE METHOD OF GAME ANALYSIS
TETSUYA MIZUGUCHI, REZ, AND BEYOND
SUMMARY
FURTHER READING AND TASKS
Chapter 6 Why Don’t People Play Games
WHAT DO WE MEAN BY GAMES?
RESIDENT EVIL
WHY NOT ASK THE PLAYERS?
EMOTIONAL MODELS OF PLAY
PLAYER TYPES
DEMOGRAPHIC RESEARCH
WHY DON’T PEOPLE PLAY GAMES?
CONCLUSIONS
Part II: What Is a Game?
Chapter 7 Just an Ordinary Day
THE GLASS VIAL
UNREALISMS
PERCEPTUAL OPPORTUNITIES
SURETIES
SURPRISES
ATTRACTORS
CONNECTORS
REWARDS
GETTING IT ALL TOGETHER IN SINCITY
PERCEPTUAL MAPPING IN SINCITY
AS-OCEANFLOOR
SUMMARY
FURTHER READING AND TASKS
Chapter 8 Big Bad Streets
DRIVER SCHOOL
SURETIES
SURPRISES
DRIVER AND SINCITY COMPARISONS
SUMMARY
FURTHER READING AND TASKS
Chapter 9 Time to Visit Yokosuka
SHENMUE
GENRE AND ACTIVITY PROFILE
AESTHETICS
SHENMUE POs
PSAS AND CUT SCENES
INTERACTIVE STORYTELLING?
AND ON WITH GENERAL AESTHETICS
SUMMARY
FURTHER READING AND TASKS
Chapter 10 Meaning What?
SEMIOTICS AND SIGNS
PAC-MAN’S SIGNS
ICONS, INDEXES, AND SYMBOLS
DENOTATION, CONNOTATION, AND MYTH
SYNTAGMS AND PARADIGMS
CODES
MAKING UP PAC-MAN
FILLING GAPS
SUMMARY
FURTHER READING AND TASKS
Chapter 11 All Work and Play
THE WORK OF MEANING
SIGNS OF INTERACTION
THE MECHANICS OF INTERACTION
THE INSIDE-OUT CODE
WHERE IS THE PLAYER?
SUMMARY
FURTHER READING AND TASKS
Chapter 12 Big Game Hunting
SEMIOSPHERE
THE CODE OF INTERACTION
THE MYTH OF INTERACTION
WHAT IS A GAME?
HOW DO YOU GET OUT OF HERE?
BIG GAME HUNTING
Glossary
List of Games
Bibliography
Index
Press Operating Committee
Chair
James W. Cortada
IBM Institute for Business Value
Board Members
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Copyright © 2012 by IEEE. All rights reserved.
Published by John Wiley & Sons, Inc., Hoboken, New Jersey.
Published simultaneously in Canada.
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Library of Congress Cataloging-in-Publication Data
Game invaders : the theory and understanding of computer games / Clive Fencott ... [et al.].
p. cm.
Includes bibliographical references and index.
ISBN 978-0-470-59718-7 (pbk.)
1. Computer games. 2. Computer games–Design. 3. Video games 4. Video games–Design. I. Fencott, P. C.
GV1469.3.G365 2012
794.8–dc23
2012002566
Preface
Game Invaders and Game Invaders Live (GIL) have interesting histories, and it is worth a few words to outline them, as they do to some extent explain why both are as they are.
Degrees in games—video games, as they used to be called—have been around for about 15 years at the University of Teesside and a few others. When they began there was very little theoretical and/or analytical material with which to establish game courses at an appropriate academic level. In the mid-1990s Clive went in search of suitable theory, found some, found he had to invent some, and began to put this together in his teaching: a final year undergraduate course called Game Futures. The idea was that students thought about the future of games rather than Clive telling them what that future would be. This was just as well, as Clive didn’t know the future of games and would have wanted a lot more money to tell anyone who wanted to know if he did. The history of what would become this book and GIL had begun.
Games people wrote about how to develop games, how to design them, and what the industry expected, and gradually the academic community got its act together and suitable theory and analytics began to appear.
In 2003 Clive started writing a book based on what is now much of the book you now have in your hands. And a publisher got interested and all was going well until the publisher, or rather the editor Clive was talking to, stopped talking. The idea of a book was put on hold because at about that time, Teesside University put out a call for staff who were interested in developing their entrepreneurial sides. Clive was fed up being messed around by the publishing world and decided that there might be a business opportunity in selling analysis data on games to game developers and the like. The university and a regional “Proof of Concept” fund agreed with him, and in 2004 a company called Strange Agency was set up. Jo Clay was its first, and for a while only, employee while Clive continued with the day job and the company, which was also a day job. Mike and Paul got involved as software and database experts respectively and along with Clive, Jo, the university, and the Proof of Concept Fund became shareholders and board members.
The idea was that the analysis data should be automatically generated and made available through a software system that accessed data from the company’s web server. The desktop software worked well and data on thousands of games were collected and made available. People in the games industry were quite interested and the team demonstrated at trade shows such as E3 and tried to drum up business. But sales were hard, very hard, to come by and eventually after many trials and tribulations Strange Agency was wound up in 2009.
Rather than let it all go to the wall, Clive, Mike, Jo, and Paul decided to return to the original idea of publishing a book. Mike completely rewrote the software so it ran wholly on the web as a Silverlight application, and the book was rewritten to incorporate all that they had learned about games analysis. GIL meant that students and teachers could undertake their own analyses to support the theory and examples in the book. The current book, web app, and website, a truly multi-media publication, came into being.
So this book and GIL are the products of people who have worked and researched in the games industry and taught and researched in academia. This is a truly informed offering and we hope you find it useful.
CLIVE FENCOTTMIKE LOCKYERJO CLAYPAUL MASSEY
Abbreviations
AG
–
Activity Group
CBS
–
Computer Based Signs
DM Level
–
Death Match level
DPC
–
Driving/Piloting/Crewing
, in GIL mapping of known genres
DS
–
Ninitento handheld game console
FADT
–
Formal Abstract Design Tools
FPS
–
First Person Shooter, game genre
GI
–
Game Invaders
GIL
–
Game Invaders Live
GIS
–
Generalized Interaction Sequence
HUD
–
Heads up Display
IGN
–
Games review web site
IS
–
Interaction Sequence
MMORPG
–
Massively Multi-player Online Role Playing Game
MOO
–
MUD Object Oriented, see MUD
MUD
–
Multi-user Dungeons and Dragons
NPC
–
Non Playable Character
PDP-1
–
very early mini-computer from the 1960s: huge by today’s standards
POs
–
Perceptual opportunities
PRS
–
Pre-rendered sequences
PSAS
–
Pre-scripted action sequences
QTE
–
Quick Timer Events as in Shenmue and
RPG
–
Role-playing game
RTS
–
Real time strategy game
SNES
–
Super Nintendo Entertainment System
VE
–
Virtual Environment
VR
–
Virtual Reality
Wii
–
Ninendo game console with motions tracking etc.
Xbox
–
Microsoft game console
XML
–
Extensible Markup Language
Part I Why Do People Play Games?
Chapter 1
You Are the One
Games are about creativity! Right? Games are about great gameplay ideas translated into great graphics and sound! Right? And because they’re creative there is no place for science and experiments and all that measurement stuff that comes with them. Games should be purely about creativity! Right? Wrong! They can’t be. Games are probably the most technological, most science-based entertainment medium there is. There are aspects of physics and rag dolls and collision detection and a whole lot of other stuff involved, not to mention math and programming. Games are where creativity and technology meet head on. That’s what makes them so fascinating to study.
This book is an investigation into the nature of computer games. It’s an invasion that gets below the pixelated surface and digitized sound the player sees and hears; that gives designers and producers and publishers tools to gain their own insights into how existing games work, to get some clues as to where games are going and, maybe, to give the investigator an edge in a hugely competitive world. There’s bound to be a few maybes here; games are too big and complex and there are too many of them for there not to be a few maybes.
This book offers you some very practical tools to work with in analyzing games; they are also tools to think and invent with. It’s all based on a module Clive ran in the School of Computing at Teesside University in the North East of England. The module was called “Games Futures” and was mostly taken by students in their final year of the BSc Computer Games Design degree. It was designed to make students think about computer games in a more fundamental way. By their very nature, computer games are designed to deceive. They are designed so that the player is deceived into believing that the flickering pixels and digitized sounds amount to something real: a planet in the far future, a steampunk city, a football game, a Formula One Grand Prix, and so on. Of course the player is more than willing to go along with this deception if he or she possibly can. Most of us want to be deceived by computer games. That is when the fun starts. Hence the term “willing suspension of disbelief” coined by the poet Coleridge (1817) way back in the beginning of the nineteenth century. He was talking about the power of poetry to conjure up images and imaginary worlds but his words apply just as well to computer games.
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!