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EN
Mountains have long been generating interest among artists. The same applies to mountain motifs associated with folklore or beliefs, which find their reflections in painting, sculpture or literature. Yet the mountains are also an important part of the virtual landscape, which is an important element of the aesthetics and plots of video games. The aim of the article is to highlight the significance of the mountains in the development of character mechanics, action and technological change, i.e. the transition from 2D to 3D. In addition, the author presents a historical overview of the functioning of the mountains in games, particularly with regard to the titles that belong to broadly defined cRPG classics. Another aspect tackled in the article is the symbolism of the mountains in virtual entertainment and extensive descriptions of the mountain ecosystem based on the peoples, races and monsters functioning within it. The author also analyses the cultural function of the mountains as evidenced by selected peoples inhabiting the mountains in the various games. This is reflected in the costumes, weaponry, conduct and beliefs of the various social groups living in the highlands. The author carries out an extensive analysis of the way mountain landscapes have been presented in the most popular games of recent years, from the Tomb Raider series to the Mass Effect series. The research conducted by the author illustrates the functional significance and use of mountain motifs in games that are seemingly not associated directly with them, e.g. Assassin’s Creed. Another extremely important point examined in the article is a unique phenomenon in the form of the representation of the mountains in the highly popular game The Elder Scrolls V: Skyrim. The author has taken into account a number of factors associated with the functioning of the mountains in the game, including technical factors, those associated with character mechanics or culture (representation of people living in the mountains and their everyday life) as well as the commercial potential brought by the mountains to the promotional strategy of that popular game. The research presented in the article is a starting point for further exploration of the mountains and mountain-related themes in video games.
EN
The aim of the article is to present the essence of virtual mountain climbing in high-budget video games and simple simulation programmes. The author analyses two aspects of the topic: climbing as a physical activity, and the way and context in which it is presented. That is why the article features a broad historical background of mountain climbing in video games beginning already in the early 1980s, illustrating the changes occurring in video games. Next, the author presents the way in which mountain climbing itself can function on its own in marketing. The Tomb Raider or Assasin’s Creed game series discussed in the article are an excellent example of this, also showing how important climbing can be to a game. In addition, the author of the article reflects on whether and how climbing can make video games attractive. The titles in question are to illustrate various aspects of the topic.
Homo Ludens
|
2021
|
vol. 1
|
issue 14
45-63
EN
The video game series about Geralt of Rivia is not only a turning point of the domestic video game industry, but also an interesting example of the evolution of intertextuality in the design of various elements of the game world and gameplay itself. This evolution goes through different stages, in which we can find borrowings, Easter eggs and centons in the game series. It is the latter that constitute the main world-building element of the third part of the game and its accompanying supplements. And it is centonization that has become a strategy, which, to a unique degree, favors the creation of the category of semantic journey offered by the creators of the virtual adventures of The White Wolf. The aim of this article is to describe this phenomenon
PL
Seria gier wideo o Geralcie z Rivii stanowi nie tylko punkt zwrotny rodzimego przemysłu gier wideo, ale także interesujący przykład ewolucji intertekstualności w projektowaniu różnych elementów świata gry oraz samej rozgrywki. Ewolucja ta przechodzi różne stadia, w których znajdujemy zapożyczenia, easter eggi oraz centony. To właśnie te ostatnie stanowią główny element światotwórczy trzeciej części gry oraz towarzyszących jej dodatków. I to właśnie centonizacja stała się strategią, która w wyjątkowym stopniu sprzyja kreowaniu kategorii podróży semantycznej, jaką oferują odbiorcom twórcy wirtualnych przygód Białego Wilka. Celem artykułu jest opisanie tego zjawiska.
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