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5,293 result(s) for "Games Fiction."
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Overlord, volume 8 : the two leaders
After being saved from danger by Ainz, Enri and the apothecary Nfirea spend their days together in Carne Village alongside their goblin-guard neighbors, but after the Wise King of the Forest left the region, the balance of the forest has been disrupted.
Jeux et joueurs d'autrefois
Extrait: \"On a toujours joué, on jouera toujours. Il faudrait maints in-octavo pour raconter l'histoire du jeu à travers les siècles. Depuis les soldats de Pilate qui tiraient aux dés les vêtements de Jésus-Christ, depuis Duguesclin qui perdait en prison la totalité de son bien, depuis Bassompierre qui sous Henri IV gagnait cinq cent mille livres d'un coup de cartes, depuis Mazarin, depuis Louis XV, la secte des joueurs a encore aujourd'hui le même nombre d'adeptes, ...\"À PROPOS DES ÉDITIONS LIGARANLes éditions LIGARAN proposent des versions numériques de qualité de grands livres de la littérature classique mais également des livres rares en partenariat avec la BNF. Beaucoup de soins sont apportés à ces versions ebook pour éviter les fautes que l'on trouve trop souvent dans des versions numériques de ces textes.LIGARAN propose des grands classiques dans les domaines suivants: • Livres rares • Livres libertins • Livres d'Histoire • Poésies • Première guerre mondiale • Jeunesse • Policier
Overlord
\"The once popular game Yggdrasil was supposed to shut down that day. Everyone was supposed to be logged out automatically. But the players who stayed online past the moment the servers went quiet found themselves transported to a game world made real. Leading them is Momonga--a man whose love of games in the real world brought him only loneliness, now a skeletal sorcerer. The legends of Momonga and his guild begin here!\"-- Provided by publisher.
Approaches to Game Fiction Derived from Musicals and Pornography
This paper discusses the construction of consistent fictions in games using relevant theory drawn from discussions of musicals and pornography in opposition to media that are traditionally associated with fiction and used to discuss games (film, theatre, literature etc.). Game developer John Carmack’s famous quip that stories in games are like stories in pornography—optional—is the impetus for a discussion of the role and function of fiction in games. This paper aims to kick-start an informed approach to constructing and understanding consistent fictions in games. Case studies from games, musicals, and pornography are cross-examined to identify what is common to each practice with regards to their fictions (or lack thereof) and how they might inform the analysis of games going forward. To this end the terms ‘integrated’, ‘separated’, and ‘dissolved’ are borrowed from Dyer’s work on musicals, which was later employed by Linda Williams to discusses pornographic fictions. A framework is laid out by which games (and other media) can be understood as a mix of different types of information and how the arrangement of this information in a given work might classify it under Dyer’s terms and help us understand the ways in which a game fiction is considered consistent or not.
Mission to the moon : an unofficial Minecrafter's adventure
\"Entity303, the cruel villain who has poisoned vanilla Minecraft with dangerous and bizarre mods, was able to escape the sky-islands of Mystcraft, leaving the surface of Minecraft in a giant rocket. Gameknight999 knows Weaver must be sent back into the past so the timeline can be repaired and the eventual destruction of all the Minecraft worlds can be stopped. But to send him back, they must find the time-traveling portal that brought Weaver to the future. And only Entity303 knows the location. They have no choice; Gameknight999 and his friends must follow behind, landing on a strange and barren lunar landscape, a world stranger and more alien (in more ways than one) than any other Minecraft mod. It's here that they must battle outer space mobs, combat monster bosses, and find Entity303. But as they close in on the terrible user, Gameknight999 will discover Entity303's real scheme, and the very thought of what the evil user plans will fill everyone with terror. Can the User-that-is-not-a-user catch Entity303 as he travels through the cold reaches of universe, before it's too late?\"--Back cover.
“Liberty for Androids!”: Player Choice, Politics, and Populism in Detroit: Become Human
In this article, I analyze the 2018 video game Detroit: Become Human as a potentially political text from the perspective of literary and cultural studies. I argue that it features and presents narrative choices in a way that encourages players to make decisions not solely for personal or empathetic reasons but also through a political contemplation, and I contend that the manner in which the game narratively presents individual agency and populist imaginations of “the people” complicates this political project. To do so, I first present an approach to narrative, agency, and politics in video games more generally, before then discussing questions of agency and politics in Detroit: Become Human on three levels: in its narrative presentation, in how the gameplay politicizes player choice, and in how both the narrative and the ludic elements in the game complicate its interest in politics. This contribution thus suggests ways of both studying the connections of agency and politics in video games and culturally contextualizing this particular way of representing (a)political choices.
Wreck-It Ralph
A misunderstood video game villain wants nothing more than to be the good guy for a change. But when Ralph finally gets his chance, will it mean \"Game Over\" for every game in the arcade?
The Usage of Chinese Culture in Character Designs for Science Fiction Games
The purpose of this thesis is to examine the relationship between Chinese culture and contemporary game design. Although there are many games that combine Asian culture with science fiction, there are few good science fiction games that combine specifically with Chinese culture. People might think that Chinese science fiction is hard to present and easy to become clichéd. As a Chinese person, I want to be able to use Chinese culture to create character designs. This thesis was designed to explore, and research current science fiction video games that include Chinese culture and to develop a series of Chinese culture science fiction character designs. This thesis first introduces my progress as a creative artist: my personal growth, the art that influenced me, and my connection with my Chinese culture. The thesis then identifies the uses of Chinese culture and science fiction elements in different video games. In the final part, I present my thesis project, which is inspired by both Chinese culture and a science fiction concept story written by myself. In conclusion, my study of different video games designs, I gave my ideas to create my own game designs. This thesis hopes to offer viewers a new sight of Chinese culture through my concept art and thus help more people to think Chinese science fiction is doable and has a bright future.
Mogworld
\"This humorous parody of the fantasy genre and the world of MMORPG comes a story about the death and resurrection of a minor video game character by Zero Punctuation writer Yahtzee Croshaw (Will Save the Galaxy for Food, Jam) In a world full to bursting with would-be heroes, Jim couldn't be less interested in saving the day. His fireballs fizzle. He's awfully grumpy. Plus, he's been dead for about sixty years. When a renegade necromancer wrenches him from eternal slumber and into a world gone terribly, bizarrely wrong, all Jim wants is to find a way to die properly, once and for all. On his side, he's got a few shambling corpses, an inept thief, and a powerful death wish. But he's up against tough odds: angry mobs of adventurers, a body falling apart at the seams--and a team of programmers racing a deadline to hammer out the last few bugs in their AI. For lovers of bizarre horror, absurdist British humor, and unforgettable characters, only some of them human! \"The first legitimate breakout hit from the gaming community in recent memory.\"-Boing Boing \"WithMogworld,Croshaw has shown his razor sharp humor can stay intact for 400 pages and, more importantly, he's proven he has the chops to tell an interesting, unique and utterly entertaining narrative that moves along at a quick clip and never loses its charm.\" -Joystick Division \"[Croshaw is] able to pull off slapstick comedy in print, and that's no easy feat.\" -Chris Sims,Comics Alliance\"-- Provided by publisher.
Manifest Destiny 2.0
At a time when print and film have shown the classic Western and noir genres to be racist, heteronormative, and neocolonial, Sara Humphreys's Manifest Destiny 2.0 asks why these genres endure so prolifically in the video game market. While video games provide a radically new and exciting medium for storytelling, most game narratives do not offer fresh ways of understanding the world. Video games with complex storylines are based on enduring American literary genres that disseminate problematic ideologies, quelling cultural anxieties over economic, racial, and gender inequality through the institutional acceptance and performance of Anglo cultural, racial, and economic superiority. Although game critics and scholars recognize how genres structure games and gameplay, the concept of genre continues to be viewed as a largely invisible power, subordinate to the computational processes of programming, graphics, and the making of a multimillion-dollar best seller. Investigating the social and cultural implications of the Western and noir genres in video games through two case studies-the best-selling games Red Dead Redemption (2010) and L.A. Noire (2011)-Humphreys demonstrates how the frontier myth continues to circulate exceptionalist versions of the United States. Video games spread the neoliberal and neocolonial ideologies of the genres even as they create a new form of performative literacy that intensifies the genres well beyond their originating historical contexts. Manifest Destiny 2.0 joins the growing body of scholarship dedicated to the historical, theoretical, critical, and cultural analysis of video games.