Quest Mythical Games

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Quests

Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design. The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design: • level design • quest item creation • NPC and dialogue construction • scripting This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way. The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com
Real Games

How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. In videogame criticism, the worst insult might be “That's not a real game!” For example, “That's not a real game, it's on Facebook!” and “That's not a real game, it's a walking simulator!” But how do people judge what is a real game and what is not—what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them. Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play—held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games “real."
Classics For All

Author: Dunstan Lowe
language: en
Publisher: Cambridge Scholars Publishing
Release Date: 2009-01-14
Classical culture belongs to us all: whether as academic subject or as entertainment, it constantly stimulates new ideas. In recent years, following Gladiator’s successful revival of the ‘toga epic’, studies of the ancient world in cinema have drawn increasing attention from authors and readers. This collection builds on current interest in this topic, taking its readers past the usual boundaries of classical reception studies into less familiar—and even uncharted—areas of ancient Greece and Rome in mass popular culture. Contributors discuss the uses of antiquity in television programmes, computer games, journalism, Hollywood blockbusters, B-movies, pornography, Web 2.0, radio drama, and children’s literature. Its diverse contents celebrate the continuing influence of Classics on modern life: from controversies within academia to ephemeral pop culture, from the traditional to the cutting-edge. The reader will find both new voices and those of more established commentators, including broadcaster and historian Bettany Hughes, Latinist Paula James, and Gideon Nisbet, author of Ancient Greece in Film and Popular Culture. Together they demonstrate that rich rewards await anyone with an interest in our classical heritage, when they embrace the diversity and complexity of mass popular culture as a whole.