Narrative Design And Authorship In Bloodborne
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Author | : Madelon Hoedt |
Publisher | : McFarland |
Total Pages | : 215 |
Release | : 2019-11-06 |
Genre | : Games & Activities |
ISBN | : 1476672180 |
In the vein of their cult-classic dark fantasy titles Demon's Souls (2009) and the Dark Souls franchise (2011, 2014, 2016), game developers FromSoftware released the bleak Gothic horror Bloodborne in 2015. Players are cast in the role of hunters in a hostile land, probing the shadowy city of Yharnam in search of "paleblood." The game achieved iconic status as both a horror and an action title for its rich lore and for the continuity of story elements through all aspects of game design. This first full-length study examines Bloodborne's themes of dangerous knowledge and fatal pride and its aesthetics in the context of other works on game studies, horror and the Gothic. The book's three parts focus on lore and narrative, the game's nightmarish world, and its mechanics.
Author | : Madelon Hoedt |
Publisher | : McFarland |
Total Pages | : 215 |
Release | : 2019-10-30 |
Genre | : Games & Activities |
ISBN | : 1476638454 |
In the vein of their cult-classic dark fantasy titles Demon's Souls (2009) and the Dark Souls franchise (2011, 2014, 2016), game developers FromSoftware released the bleak Gothic horror Bloodborne in 2015. Players are cast in the role of hunters in a hostile land, probing the shadowy city of Yharnam in search of "paleblood." The game achieved iconic status as both a horror and an action title for its rich lore and for the continuity of story elements through all aspects of game design. This first full-length study examines Bloodborne's themes of dangerous knowledge and fatal pride and its aesthetics in the context of other works on game studies, horror and the Gothic. The book's three parts focus on lore and narrative, the game's nightmarish world, and its mechanics.
Author | : Carol Margaret Davison |
Publisher | : Manchester University Press |
Total Pages | : 213 |
Release | : 2024-03-19 |
Genre | : Literary Criticism |
ISBN | : 1526160617 |
Gothic dreams and nightmares is an edited collection on the compelling yet under-theorised subject of Gothic dreams and nightmares ranging across more than two centuries of literature, the visual arts, and twentieth- and twenty-first century visual media. Written by an international group of experts, including leading and lesser-known scholars, it considers its subject in various national, cultural, and socio-historical contexts, engaging with questions of philosophy, morality, rationality, consciousness, and creativity.
Author | : Johansen Quijano |
Publisher | : McFarland |
Total Pages | : 243 |
Release | : 2019-10-11 |
Genre | : Games & Activities |
ISBN | : 1476637156 |
Video games are a complex, compelling medium in which established art forms intersect with technology to create an interactive text. Visual arts, architectural design, music, narrative and rules of play all find a place within, and are constrained by, computer systems whose purpose is to create an immersive player experience. In the relatively short life of video game studies, many authors have approached the question of how games function, some focusing on technical aspects of game design, others on rules of play. Taking a holistic view, this study explores how ludology, narratology, visual rhetoric, musical theory and player psychology work (or don't work) together to create a cohesive experience and to provide a unified framework for understanding video games.
Author | : Andrew Burn |
Publisher | : Routledge |
Total Pages | : 232 |
Release | : 2021-06-29 |
Genre | : Education |
ISBN | : 1000404064 |
This innovative book explores links between literature and videogames, and how designing and playing games can transform our understanding of literature. It shows how studying literature through the lens of videogames can provide new insights into narrative and creative engagement with the text. The book sets out theories of narrative aesthetics and multimodality in literature and videogames, alongside models of literacy needed for such cultural and creative engagement. It goes on to examine game adaptations of children’s literature; and a series of videogames made by students based on Beowulf and Macbeth. In each case, the book considers ways in which the original text has been transformed by the process of game design, and what fresh light this casts on the literary narrative. It also considers what kind of learning, creative production, and cultural engagement is apparent in the game designs and emphasises the importance of treating games as a narrative medium in their own right. With a unique approach to the aesthetics of narrative in literature and videogames, the book will be of great interest to researchers, academics, and post-graduate students in the fields of literature, pedagogy, and game studies.
Author | : Stephanie Hedge |
Publisher | : McFarland |
Total Pages | : 242 |
Release | : 2021-02-18 |
Genre | : Games & Activities |
ISBN | : 147664201X |
The Digital Age has created massive technological and disciplinary shifts in tabletop role-playing, increasing the appreciation of games like Dungeons & Dragons. Millions tune in to watch and listen to RPG players on podcasts and streaming platforms, while virtual tabletops connect online players. Such shifts elicit new scholarly perspectives. This collection includes essays on the transmedia ecology that has connected analog with digital and audio spaces. Essays explore the boundaries of virtual tabletops and how users engage with a variety of technology to further role-playing. Authors map the growing diversity of the TRPG fandom and detail how players interact with RPG-related podcasts. Interviewed are content creators like Griffin McElroy of The Adventure Zone podcast, Roll20 co-creator Nolan T. Jones, board game designers Nikki Valens and Isaac Childres and fan artists Tracey Alvarez and Alex Schiltz. These essays and interviews expand the academic perspective to reflect the future of role-playing.
Author | : Shelly Jones |
Publisher | : McFarland |
Total Pages | : 310 |
Release | : 2023-08-11 |
Genre | : Games & Activities |
ISBN | : 1476683166 |
Since its debut in 1993, Magic the Gathering has grown to be an influential collectible card game, allowing its community of loyal fans to duel each other with mana cards and spells while enjoying its lore and compelling narratives. This collection of essays focuses on Magic from a variety of disciplinary approaches. Authors explore the innovative game design of Magic, the ludic differences between analog and digital play, how players interact with the MTG market and one another, professional play versus casual play and the many ways Magic has impacted gaming.
Author | : René Reinhold Schallegger |
Publisher | : McFarland |
Total Pages | : 239 |
Release | : 2024-10-07 |
Genre | : Games & Activities |
ISBN | : 1476654441 |
We are witnessing the collapse of the postwar consensus, the implosion of the caring society. In times of social, economic, and political insecurity, egotism spreads. Many popular videogames follow a logic of consumerist self-gratification and self-empowerment. Deeply political, videogames contribute to the transformation of players, causing a need for change in what game designers do and how and why they do it. Awareness of the socio-political and cultural contexts can be promoted by the mainstream videogame market for critical active participation. This book focuses on the need for individual self-realization in Western societies and how it manifests in the various dimensions of videogames. Videogames remind us that we can never be isolated in a world defined by complexity and interlaced systems. Connecting videogames and new Neo-Kantian virtual ethics builds upon notions of agency, mutual respect, and obligation. This addresses humans in their entirety as thinking, acting, and feeling agents through engagement, immersion, and involvement.
Author | : Kelly I. Aliano |
Publisher | : McFarland |
Total Pages | : 231 |
Release | : 2022-10-27 |
Genre | : Games & Activities |
ISBN | : 1476647909 |
When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.
Author | : Patrick Hickey, Jr. |
Publisher | : McFarland |
Total Pages | : 292 |
Release | : 2022-07-08 |
Genre | : Games & Activities |
ISBN | : 1476645019 |
Prior to the arrival of the Sega Genesis, video games were still largely considered "kid stuff," but with a far more mature and eclectic range of titles, and an understanding of what gamers wanted, Sega and its Genesis/Mega Drive console began to shift the expectations for what gaming could be. Never scared to innovate, Sega's impact on the industry continues to this day through the games they originally developed and the technology their consoles pushed into the mainstream. Featuring interviews with the creators of over 40 games on the Sega Genesis console including Sonic the Hedgehog 2, Altered Beast, Aladdin, Earthworm Jim and NHL 95, this book gives a behind-the-scenes look at the creation of some of the influential, iconic, and sometimes forgotten games on Sega's most important contribution to the game industry. The interviewees reveal the challenges of working with mega publishers, the uncertainties of public reception, and the creative processes that produced some of the 16-bit era's classic titles.