Will Love Tear Us Apart: Adapting the Lyrical to the Ludic

CounterText ◽  
2016 ◽  
Vol 2 (2) ◽  
pp. 217-235
Author(s):  
Gordon Calleja

This paper gives an insight into the design process of a game adaptation of Joy Division's Love Will Tear Us Apart (1980). It outlines the challenges faced in attempting to reconcile the diverging qualities of lyrical poetry and digital games. In so doing, the paper examines the design decisions made in every segment of the game with a particular focus on the tension between the core concerns of the lyrical work being adapted and established tenets of game design.

2012 ◽  
Vol 2 (2) ◽  
pp. 75-89 ◽  
Author(s):  
Ricardo Javier Rademacher Mena

In a previous work the author created the Education and Entertainment Grid by combining various taxonomies from the fields of play and learning. In this paper, a section of this grid known as the Entertainment Grid will be extended by including previously unused elements of Richard Bartle’s online player types and Robert Caillois’ play complexity. This Extended Entertainment Grid is then analyzed, revealing an interesting synergy between both men’s ideas. The main work of this paper, the Updated Entertainment Grid, is then created as a result of this analysis. This grid can be used by teachers as an interesting introduction and application of these taxonomies, by researchers interested in better understanding digital games and their players, and by designers interested in using the grid as part of their game design process.


Author(s):  
Matt Gaydos ◽  
Kurt Squire

In order to adapt to the educational demands of an increasingly digitized and globalized society, reformers have pointed toward games and their communities as potential models for what 21st-century educational systems might look like. As educational game research develops as a field, the need for design frameworks that leverage contemporary perspectives on education, learning, and established commercial game design techniques grows. In this chapter, the authors briefly describe current educational demands that highlight a shift away from content-focused curriculum and outline the design process used to make the game Citizen Science, a game to teach civic science literacy. By providing insight into the process of design, the authors hope to illuminate the relationship between theory and its enactment.


Author(s):  
Markus Krause ◽  
Jan Smeddinck

The scientific study of serious games is a recent development, spanning less than two decades. One aspect in this field is human computation with digital games. The core of the paradigm is to outsource problems that are not yet solvable by conventional computational systems to humans. Therefore, these problems are reformulated into tasks that are then integrated into digital games. The players of the game then solve the problem while playing. Different human computation games have been successfully deployed, but tend to provide a relatively narrow gaming experience. This chapter analyzes the differences between game design for human computation and traditional digital game design. An in-depth consideration of these differences shows that it is a viable approach to build human computation games with a wide range of designs. The key issues of human computation game design are illustrated with the game OnToGalaxy.


Author(s):  
Jeremy S Liang

Scheme processes about complicated engineering systems are certainly complex on account of the interdependencies among submodules in the same tier and between tiers of a segmented hierarchy. In the design process with decision mode, this effects in communications among groups of design decisions. It is important to extract and represent the knowledge relevant to the decision communications for developing design process with decision mode. There are two critical issues addressed regarding the modeling of communications: decision types and these are made in various tiers. To stress the above two issues, there are several fundamental communication models defined among decisions in this study. Meanwhile, a presented ontology to identify the knowledge connected with these communication models. Critical benefits of the ontology involve that a hierarchical communications between decisions can be extracted, and a decision task-flows with accessible, adaptable, and implementable features for developing more complex systems can be generated. The applicability of the ontology is shown by scheme for an automotive braking troubleshooting service example.


Author(s):  
Akinori Nakamura ◽  
Susana Tosca

The present article looks at the Mobile Suit Gundam franchise and the role of digital games from the conceptual framework of transmedia storytelling and its relation to the ludo mix. We offer a historical account of the role of digital games in the development of “the Mobile Suit Gundam” series from a portfolio perspective, and show how a combination of various types of game genres, or otherwise ‘ludo mix’, played a role in enhancing the franchise’s convergent and divergent strategies, which contributed to the success of the series. Our case can show some insight into the importance of adopting a macro-level portfolio approach when considering specific game design choices in the overall ludo mix within the franchise.


2020 ◽  
Vol 1 (1) ◽  
pp. 125-132
Author(s):  
Martine Mussies

From September 2018 to February 2019, the famous Victoria and Albert Museum in London hosted Videogames: Design/Play/Disrupt, a major exhibition on contemporary video game design and culture. Announced as “a unique insight into the design process behind a selection of groundbreaking contemporary videogames,” this immersive exhibition was the end presentation of a project that took four years to undertake. Dutch PhD student Martine Mussies went over the Channel to take a look and write down her experiences for this first issue of the Journal of Sound and Music in Games.


2019 ◽  
Vol 3 (1) ◽  
pp. 09-21
Author(s):  
Jennifer Audiah ◽  
Brian Alvin Hananto

Previously, the author had done a study towards ‘The Art of Batik’ board game in terms of graphic design, especially in the aspect of information grouping and visual hierarchy. From that study, it is found that some game component there was too much information that wasn’t properly visualized and there was lack of visual hierarchy. This drives the author to conduct a redesign in response to the findings that were previously found. This paper will discuss the redesign of the 'The Art of Batik' card game that was made by the authors. The paper will describe the steps and design considerations that were made in the design process. At the end of the design, the authors conclude the paper and give a recommendation on how to design a game from the perspective of a visual communication designer. The authors hope that this paper can be a reference for further game design and game visual designs. The design process was based on the paradigm that each design needs to accommodate a hierarchy of needs before attempting to pursue additional features. With that principle in mind, the authors remapped the pieces of information of the game and redesigned the form of the game components. The result was a playable new set of 'The Art of Batik' that is ready to be evaluated in further research.


Author(s):  
Nicola Clark
Keyword(s):  
The Core ◽  
Made In ◽  

While there were clear strategic aims in the way that marriages were made in the Howard dynasty during this period, the family was only unusual in that it operated at the very top of the aristocratic hierarchy and was therefore able to use marital alliances to successfully recover and bolster both status and finances. Where they were different, however, was in the experience of some of these women within marriage. By and large, the marriages made by and for members of the family, including women, seem to have been as successful as others of their class. However, three women close to the core of the dynasty experienced severe marital problems, even ‘failed’ marriages, almost simultaneously during the 1520s and 1530s. The records generated by these episodes tell us about the way in which the family operated as a whole, and the agency of women in this context, and this chapter therefore reconstructs these disputes for this purpose.


Author(s):  
James Berg

This chapter describes challenges involved in the development of Dragon Age™: Inquisition, in particular, problems arising from the size of the game world, as well as combat mechanics and player classes and playstyles. It shows how GUR directly contributed to game design decisions, for example, in terms of menu and UI design.


Author(s):  
David Carus

This chapter explores Schopenhauer’s concept of force, which lies at the root of his philosophy. It is force in nature and thus in natural science that is inexplicable and grabs Schopenhauer’s attention. To answer the question of what this inexplicable term is at the root of all causation, Schopenhauer looks to the will within us. Through will, he maintains that we gain immediate insight into forces in nature and hence into the thing in itself at the core of everything and all things. Will is thus Schopenhauer’s attempt to answer the question of the essence of appearance. Yet will, as it turns out, cannot be known immediately as it is subject to time, and the acts of will, which we experience within us, do not correlate immediately with the actions of the body (as Schopenhauer had originally postulated). Hence, the acts of will do not lead to an explanation of force, which is at the root of causation in nature. Schopenhauer sets out to explain what is at the root of all appearances, derived from the question of an original cause, or as Schopenhauer states “the cause of causation,” but cannot determine this essence other than by stating that it is will; a will, however, that cannot be immediately known.


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