The goal of this article is to outline selected aspects of the phenomenon of game modding, with particular emphasis on mods known as total conversion mods. The text mentions the features of such mods which are both fundamental and most characteristic, in order to establish the necessary context for further discussions concerning the differences between total conversion mods and other types of mods. The article aims to address the question of the legitimacy of approaching total con- version mods as independent text by presenting the most important features of such mods and their application and discussing how they function in the chosen example, i.e. ST: New Horizons, so that the following question may be posed: Do the changes introduced to the original game’s gameplay and mechanics in a given conversion mod justify regarding it as a separate game text?
本文的目标是概述游戏建模现象的某些方面,特别强调被称为总转换模型的模型。文中提到了这些模型的基本特征和最特征,以便为进一步讨论完全转换模型和其他类型模型之间的差异建立必要的背景。本文旨在通过呈现这些模型的最重要功能及其应用,并讨论它们在选定的例子(如《ST: New Horizons》)中的作用,来解决将完全转换模型作为独立文本处理的合法性问题,以便提出以下问题:在给定的转换模型中引入原始游戏玩法和机制的变化是否证明将其视为独立的游戏文本?
{"title":"Total conversion mods: expanding beyond the original game","authors":"Miłosz Markocki","doi":"10.14746/i.2023.33.42.7","DOIUrl":"https://doi.org/10.14746/i.2023.33.42.7","url":null,"abstract":"\u0000 \u0000 \u0000The goal of this article is to outline selected aspects of the phenomenon of game modding, with particular emphasis on mods known as total conversion mods. The text mentions the features of such mods which are both fundamental and most characteristic, in order to establish the necessary context for further discussions concerning the differences between total conversion mods and other types of mods. The article aims to address the question of the legitimacy of approaching total con- version mods as independent text by presenting the most important features of such mods and their application and discussing how they function in the chosen example, i.e. ST: New Horizons, so that the following question may be posed: Do the changes introduced to the original game’s gameplay and mechanics in a given conversion mod justify regarding it as a separate game text? \u0000 \u0000 \u0000","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"55 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78841565","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-07-03DOI: 10.14746/i.2023.33.42.17
Katarzyna Marak, Nelly Strehlau
The article discusses selected aspects of the 2020 game Tell Me Why, focusing on particular gameplay mechanics pertaining to player choices and the manner in which they influence player emotions, as well as on the representation of trans experience in the game. The authors draw both on affect theory and on approaches derived from game studies concerning the presence of emotions in gameplay. In the final part of the text, trans representation in Tell Me Why is analysed and juxtaposed with the readings typically found in the game’s reviews.
本文讨论了2020年游戏《Tell Me Why》的某些方面,重点关注与玩家选择相关的特定玩法机制,以及它们影响玩家情绪的方式,以及游戏中跨体验的表现。作者利用了情感理论和游戏研究中关于游戏玩法中情感存在的方法。在文本的最后一部分,我们将分析《Tell Me Why》中的翻译,并将其与游戏评论中的阅读内容进行对比。
{"title":"Choices, affects and trans representation: An analysis of mechanics and gameplay in Tell Me Why","authors":"Katarzyna Marak, Nelly Strehlau","doi":"10.14746/i.2023.33.42.17","DOIUrl":"https://doi.org/10.14746/i.2023.33.42.17","url":null,"abstract":"\u0000 \u0000 \u0000The article discusses selected aspects of the 2020 game Tell Me Why, focusing on particular gameplay mechanics pertaining to player choices and the manner in which they influence player emotions, as well as on the representation of trans experience in the game. The authors draw both on affect theory and on approaches derived from game studies concerning the presence of emotions in gameplay. In the final part of the text, trans representation in Tell Me Why is analysed and juxtaposed with the readings typically found in the game’s reviews. \u0000 \u0000 \u0000","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"13 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80864883","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-07-03DOI: 10.14746/i.2023.33.42.13
Joanna Pigulak
The article discusses the communicative and artistic practice grophilia, which is appropriate for the culture of participation. It consists in the transfictional use of the structures and poetics of digital games in the field of various arts. The points of reference for the analysis of grophilia are three popular series distributed on the Netflix streaming platform: Cyberpunk: Edgerunners, Arcane and Love, Death + Robots. The author analyzes these works, focusing on the systemic character of grofil practices, the aesthetics of grofil texts and their transmedia and transdiscursive specificity. She indicates that grophilia, like genres, can be treated as an artistic strategy that precedes realizations, creates new forms of narration and guides how the work is received.
本文探讨了与参与文化相适应的“grophilia”交际与艺术实践。它包括在各种艺术领域中对数字游戏结构和诗学的跨虚构使用。分析grophilia的参考点是在Netflix流媒体平台上发行的三部热门电视剧:Cyberpunk: Edgerunners, Arcane和Love, Death + Robots。作者对这些作品进行了分析,重点分析了grofil实践的系统特征、grofil文本的美学及其跨媒介和跨话语的特殊性。她指出,像流派一样,grophilia可以被视为一种艺术策略,它先于实现,创造新的叙事形式,并指导作品的接受方式。
{"title":"Grofilia. Omówienie zjawiska na przykładzie wybranych seriali platformy Netflix","authors":"Joanna Pigulak","doi":"10.14746/i.2023.33.42.13","DOIUrl":"https://doi.org/10.14746/i.2023.33.42.13","url":null,"abstract":"\u0000 \u0000 \u0000The article discusses the communicative and artistic practice grophilia, which is appropriate for the culture of participation. It consists in the transfictional use of the structures and poetics of digital games in the field of various arts. The points of reference for the analysis of grophilia are three popular series distributed on the Netflix streaming platform: Cyberpunk: Edgerunners, Arcane and Love, Death + Robots. The author analyzes these works, focusing on the systemic character of grofil practices, the aesthetics of grofil texts and their transmedia and transdiscursive specificity. She indicates that grophilia, like genres, can be treated as an artistic strategy that precedes realizations, creates new forms of narration and guides how the work is received. \u0000 \u0000 \u0000","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"75 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73307213","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-07-03DOI: 10.14746/i.2023.33.42.11
Szymon Makuch
The aim of the article is to discuss in brief the role of legal regulations in shaping the content of games and the mechanisms for their promotion, using selected consumer protection issues as examples. The subject became particularly high-profile in Poland after the release of Cyberpunk 2077, but has been discussed many times around the world, and in recent years there has been a visible trend of many consumer protection authorities to look more closely at the gaming industry and react to bad practices in this area. The article cites some key examples, but also potential practical implications for publishers.
{"title":"Rola regulacji prawnych w kształtowaniu treści gier i mechanizmów ich promocji na przykładzie wybranych zagadnień ochrony konsumentów","authors":"Szymon Makuch","doi":"10.14746/i.2023.33.42.11","DOIUrl":"https://doi.org/10.14746/i.2023.33.42.11","url":null,"abstract":"\u0000 \u0000 \u0000The aim of the article is to discuss in brief the role of legal regulations in shaping the content of games and the mechanisms for their promotion, using selected consumer protection issues as examples. The subject became particularly high-profile in Poland after the release of Cyberpunk 2077, but has been discussed many times around the world, and in recent years there has been a visible trend of many consumer protection authorities to look more closely at the gaming industry and react to bad practices in this area. The article cites some key examples, but also potential practical implications for publishers. \u0000 \u0000 \u0000","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"106 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74735087","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-07-03DOI: 10.14746/i.2023.33.42.10
Marcin Pigulak
In 2021, the National Institute of Cultural Heritage approved the application to include the demoscene in the UNESCO National List of Intangible Cultural Heritage. The Social Committee of the Polish Demoscene Chronicles was responsible for coordinating these activities. The organization aims to document and analyse traditions related to the domestic demoscene. The conversation between Marcin Pigulak (historian of digital games) and Łukasz Szałankiewicz (lecturer, multimedia artist and representative of the Polish Demoscene Chronicles) focuses on the history of the Polish demoscene, its specific nature compared to other digital cultures and contemporary strategies to preserve its heritage.
{"title":"The Polish demoscene – between the past and the future. Conversation with Łukasz Szałankiewicz","authors":"Marcin Pigulak","doi":"10.14746/i.2023.33.42.10","DOIUrl":"https://doi.org/10.14746/i.2023.33.42.10","url":null,"abstract":"\u0000 \u0000 \u0000In 2021, the National Institute of Cultural Heritage approved the application to include the demoscene in the UNESCO National List of Intangible Cultural Heritage. The Social Committee of the Polish Demoscene Chronicles was responsible for coordinating these activities. The organization aims to document and analyse traditions related to the domestic demoscene. The conversation between Marcin Pigulak (historian of digital games) and Łukasz Szałankiewicz (lecturer, multimedia artist and representative of the Polish Demoscene Chronicles) focuses on the history of the Polish demoscene, its specific nature compared to other digital cultures and contemporary strategies to preserve its heritage. \u0000 \u0000 \u0000","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"6 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83198054","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This article is the first attempt to describe the issue of using literary texts in role-playing video games. The author discusses the function of this type of literature, with particular emphasis on its impact on immersion, and presents his own classification of literary texts used in games.
{"title":"Literatura w grach wideo. Rozeznanie wstępne","authors":"Mikołaj Ołownia","doi":"10.14746/i.2023.33.42.4","DOIUrl":"https://doi.org/10.14746/i.2023.33.42.4","url":null,"abstract":"\u0000 \u0000 \u0000This article is the first attempt to describe the issue of using literary texts in role-playing video games. The author discusses the function of this type of literature, with particular emphasis on its impact on immersion, and presents his own classification of literary texts used in games. \u0000 \u0000 \u0000","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"17 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83576045","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The problem under consideration has its origin in the phenomenon of gameplay, which intersperses the rules and possible freedom of execution. The tensions between habit and surprise, regularity and irregularity created in this way expose the potential that lies in the grammatical conditions of the language use. The phenomenon of redundancy, considered in the context of a language game, can be presented in at least three ways: 1. redundancy as a non-game, 2. redundancy as a game – a struggle, 3. redundancy as a game – cooperation. In the latter approach, the recipient is invited to search for ambiguity, to take pleasure in activating non-obvious orders of literary expression. The article presents two very different examples of how redundancy functions in literary texts - a poem by Krystyna Miłobędzka and a short story by Janusz Rudnicki.
{"title":"Play it again – redundancy, literature and language games","authors":"A. Kula, Krzysztof Skibski","doi":"10.14746/i.2023.33.42.1","DOIUrl":"https://doi.org/10.14746/i.2023.33.42.1","url":null,"abstract":"\u0000 \u0000 \u0000The problem under consideration has its origin in the phenomenon of gameplay, which intersperses the rules and possible freedom of execution. The tensions between habit and surprise, regularity and irregularity created in this way expose the potential that lies in the grammatical conditions of the language use. The phenomenon of redundancy, considered in the context of a language game, can be presented in at least three ways: 1. redundancy as a non-game, 2. redundancy as a game – a struggle, 3. redundancy as a game – cooperation. In the latter approach, the recipient is invited to search for ambiguity, to take pleasure in activating non-obvious orders of literary expression. The article presents two very different examples of how redundancy functions in literary texts - a poem by Krystyna Miłobędzka and a short story by Janusz Rudnicki. \u0000 \u0000 \u0000","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91334247","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The latest and increasingly sophisticated digital simulations, often set in fantastical worlds, have become like laboratories in which players/ audiences can test their knowledge of culture, their ethical beliefs, interpretive skills, and anthropological imaginations. The article looks at games not just through the lens of their programmed poetics, but rather as laboratories in which experimentation becomes one of the elements of play, and gameplay touches the essence of the game – the activity, which is defined as dynamic competition within an adopted convention. One example of such experimentation is the transgressive way of conducting gameplay. However, creating a detailed typology of all possible transgressive gameplay is clearly not feasible, especially when taking into account accidental situations, such as when a player exploits a loophole or error in the programmed process without realizing that they are intentionally bypassing solutions designed by the creators. Nonetheless, intentional actions can be characterized in terms of three basic aspects – ingression (e.g., interference with computer programs), progression (e.g., fastrun, bypassing, etc.), and regression (transpositions, refunctionalizations, etc.). They concern both evidence of specific intentions and reveal ways of breaking rules, introducing one’s own rules, or forcing one’s own gameplay style.
{"title":"Gameplayowe transgresje w grach cyfrowych","authors":"Rafał Kochanowicz","doi":"10.14746/i.2023.33.42.5","DOIUrl":"https://doi.org/10.14746/i.2023.33.42.5","url":null,"abstract":"\u0000 \u0000 \u0000The latest and increasingly sophisticated digital simulations, often set in fantastical worlds, have become like laboratories in which players/ audiences can test their knowledge of culture, their ethical beliefs, interpretive skills, and anthropological imaginations. The article looks at games not just through the lens of their programmed poetics, but rather as laboratories in which experimentation becomes one of the elements of play, and gameplay touches the essence of the game – the activity, which is defined as dynamic competition within an adopted convention. One example of such experimentation is the transgressive way of conducting gameplay. However, creating a detailed typology of all possible transgressive gameplay is clearly not feasible, especially when taking into account accidental situations, such as when a player exploits a loophole or error in the programmed process without realizing that they are intentionally bypassing solutions designed by the creators. Nonetheless, intentional actions can be characterized in terms of three basic aspects – ingression (e.g., interference with computer programs), progression (e.g., fastrun, bypassing, etc.), and regression (transpositions, refunctionalizations, etc.). They concern both evidence of specific intentions and reveal ways of breaking rules, introducing one’s own rules, or forcing one’s own gameplay style. \u0000 \u0000 \u0000","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"45 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88109312","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-07-03DOI: 10.14746/i.2023.33.42.16
Karol Zaborowski
The article discusses the issue of environmental game studies, which the author defines as an analysis of the involvement of video games in environmental discourses. In order to formulate a definition of an eco-game, the author uses Lawrence Buell’s environmental text theory and Alenda Y. Chang’s postulates from the manifesto of environmentally conscious game design, as well as references to works in the field of post-humanistic philosophy. He also invokes concepts derived from gaming studies to describe the ecological contexts of the medium of video games. In the second part of the work, environmental game theory is used to analyse an example of an eco-game. The author chose the AAA production Death Stranding created by the Japanese designer Hideo Kojima. Looking at its unconventional depiction of a post-apocalyptic wasteland, the biopolitics regulating the life of the protagonist and the gameplay based on unhurried exploration of space, the author outlines potential further directions for the development of research in the field of environmental game studies.
本文讨论了环境游戏研究的问题,作者将其定义为对电子游戏在环境话语中的参与的分析。为了形成生态游戏的定义,作者使用了Lawrence Buell的环境文本理论和Alenda Y. Chang在环境意识游戏设计宣言中的假设,并参考了后人文主义哲学领域的著作。他还引用了源自游戏研究的概念来描述电子游戏媒介的生态环境。在第二部分的工作中,环境博弈论是用来分析生态博弈的一个例子。笔者选择了日本设计师小岛秀夫(Hideo Kojima)的AAA级作品《死亡搁浅》。着眼于其对后世界末日荒原的非传统描述,调节主角生活的生物政治以及基于从容探索空间的游戏玩法,作者勾勒出了环境游戏研究领域潜在的进一步发展方向。
{"title":"„Nasze ścieżki staną się drogami”: Ekogroznawcze refleksje wokół Death Stranding Hideo Kojimy","authors":"Karol Zaborowski","doi":"10.14746/i.2023.33.42.16","DOIUrl":"https://doi.org/10.14746/i.2023.33.42.16","url":null,"abstract":"\u0000 \u0000 \u0000The article discusses the issue of environmental game studies, which the author defines as an analysis of the involvement of video games in environmental discourses. In order to formulate a definition of an eco-game, the author uses Lawrence Buell’s environmental text theory and Alenda Y. Chang’s postulates from the manifesto of environmentally conscious game design, as well as references to works in the field of post-humanistic philosophy. He also invokes concepts derived from gaming studies to describe the ecological contexts of the medium of video games. In the second part of the work, environmental game theory is used to analyse an example of an eco-game. The author chose the AAA production Death Stranding created by the Japanese designer Hideo Kojima. Looking at its unconventional depiction of a post-apocalyptic wasteland, the biopolitics regulating the life of the protagonist and the gameplay based on unhurried exploration of space, the author outlines potential further directions for the development of research in the field of environmental game studies. \u0000 \u0000 \u0000","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"62 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84980449","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-07-03DOI: 10.14746/i.2023.33.42.20
Mikołaj Bajew
In the article, the author raises the question of creating coherence in video game series by means of sound. In order to do this, he conducted research on four groups of SFXs (Sound Effects) extracted from the first seven games of the Assassin’s Creed series. It covered those SFXs that accompany the series’ signature gameplay moments. Sound samples recorded during gameplay were then analysed in the programme Reaper using Steinberg’s standard VST3 analysis tools. The research findings are compiled and presented in the form of a table. The author adopted the understanding of coherence outlined by Stanislav Gajda, and the concept refers to the mathematical formulation of the term.
{"title":"Dźwiękowość jako czynnik budujący spójność serii gier wideo (na przykładzie serii Assassin’s Creed)","authors":"Mikołaj Bajew","doi":"10.14746/i.2023.33.42.20","DOIUrl":"https://doi.org/10.14746/i.2023.33.42.20","url":null,"abstract":"\u0000 \u0000 \u0000In the article, the author raises the question of creating coherence in video game series by means of sound. In order to do this, he conducted research on four groups of SFXs (Sound Effects) extracted from the first seven games of the Assassin’s Creed series. It covered those SFXs that accompany the series’ signature gameplay moments. Sound samples recorded during gameplay were then analysed in the programme Reaper using Steinberg’s standard VST3 analysis tools. The research findings are compiled and presented in the form of a table. The author adopted the understanding of coherence outlined by Stanislav Gajda, and the concept refers to the mathematical formulation of the term. \u0000 \u0000 \u0000","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"26 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84990043","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}