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The article presents various movie conventions inspired by MMORPG and made by the players. In order to characterize and describe this kind of fun fiction, the author divided the movies into several general categories due to the functions that, according to their makers, the movies are to fulfil. The criterion of production or technological differences was not, thereby, taken into consideration. Such an approach enables the author to accommodate not only machinima movies but also, to some extent, the MMORPG recordings (such as video tutorials). The article aims at general presentation and description of MMORPG players’ fan movies in order to make it more popular among both the game studies and fun studies scholars.
EN
There are many types of digital games-some focus more on new gameplay mechanics while others focus more on new ways to tell and deliver their stories. Some games, in their goal of creating more engaging narratives, push the environmental storytelling and evocative narrative elements to their limits, allowing for a unique emergent narrative experience for the players. Consequently, a specific type of games is now recognized by players, referred to as “reactive games”, in which the events and story of the gameworld occur without the need for the input of the player, who instead must react to the events and problems the game sends their way. This article presents two examples of reactive games which create a unique gameplay experience by exploiting the limits of environmental storytelling, evocative narrative elements and emergent narrative: Dwarf Fortress and RimWorld.
EN
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?
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