{"title":"Dezaemon, RPG Maker, NScripter: Exploring and classifying game ‘produsage’ in 1990s Japan","authors":"Mikhail Fiadotau","doi":"10.1386/jgvw.11.3.215_1","DOIUrl":null,"url":null,"abstract":"The article examines three tools used for hobbyist game development in 1990s Japan: the Dezaemon series of user-customizable shoot ‘em up games, the RPG Tsukūru (RPG Maker) series of tools for creating Japanese-style role-playing games and the NScripter scripting engine\n for visual novels. In doing so, it aims to highlight the diversity, but also to bring out the commonalities, of game ‘produsage’: producing video games by using dedicated software. The focus on a non-western historical context is an attempt to challenge assumptions about the locales\n and platforms of game produsage prevalent in English-language scholarship. The article concludes with a two-axis typology of game produsage, based on the degree of expressive freedom their functionality enables and the limitations they impose on users’ distributing their games.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":" ","pages":""},"PeriodicalIF":0.7000,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Gaming and Virtual Worlds","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1386/jgvw.11.3.215_1","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 2
Abstract
The article examines three tools used for hobbyist game development in 1990s Japan: the Dezaemon series of user-customizable shoot ‘em up games, the RPG Tsukūru (RPG Maker) series of tools for creating Japanese-style role-playing games and the NScripter scripting engine
for visual novels. In doing so, it aims to highlight the diversity, but also to bring out the commonalities, of game ‘produsage’: producing video games by using dedicated software. The focus on a non-western historical context is an attempt to challenge assumptions about the locales
and platforms of game produsage prevalent in English-language scholarship. The article concludes with a two-axis typology of game produsage, based on the degree of expressive freedom their functionality enables and the limitations they impose on users’ distributing their games.