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Virtual Dungeons: Performance and Performative Play in Role-playing Games.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Virtual Dungeons: Performance and Performative Play in Role-playing Games./
作者:
Kesselman, Jeffrey P.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2021,
面頁冊數:
94 p.
附註:
Source: Masters Abstracts International, Volume: 83-02.
Contained By:
Masters Abstracts International83-02.
標題:
Fine arts. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28721120
ISBN:
9798538151622
Virtual Dungeons: Performance and Performative Play in Role-playing Games.
Kesselman, Jeffrey P.
Virtual Dungeons: Performance and Performative Play in Role-playing Games.
- Ann Arbor : ProQuest Dissertations & Theses, 2021 - 94 p.
Source: Masters Abstracts International, Volume: 83-02.
Thesis (M.F.A.)--Florida Atlantic University, 2021.
This item must not be sold to any third party vendors.
Author: Jeffrey Peter KesselmanTitle: Virtual Dungeons: Performance and Performative Play in Role-playing GamesInstitution: Florida Atlantic UniversityThesis Advisor: Christopher MaraffiDegree: Master of Fine ArtsYear: 2021This thesis focuses on the performance and performative aspects of computer-based role-playing games. It traces the history of these games from their roots in Dungeons & Dragons (D&D) to their modern expression in computer role-playing games (CRPGs) and tools for creating user generated content for CRPGs called CRPG construction sets. It takes a brief look at some representative games in each decade and traces how increased computer capabilities have led to increased fidelity of experience and affordances for performative and/or performance based play. This history is necessarily narrow and incomplete. There are far more games, each with their own unique elements, than I could cover in this paper. Additionally, cross-fertilization is common in the game industry and genres regularly mix. Trying to cover all games relevant to or inspired by tabletop roleplay games would take a complex and web of information and influences ala the James Burke book Connections(Burke). Instead, I only discuss what I see as the direct history of my project and highlight relevant and representative products in each generation. I then pose the question of what has happened to the home computer experience in the last two decades, and how might this be leveraged to improve upon the previous generation of CRPG construction sets.The history of home computers starts in the 80s and shows an evolutionary jump in capabilities approximately every decade. As home computers grew in complexity and ability, so did the adventure game genre. Each decade shows a marked shift in the way such games were built as they worked their way closer to representing the offline role-playing game experience. Key areas of growth have included the ability to do more visually complex representations of the world of the game, hold more complex gameplay, and better share the experiences among multiple players.The history of world representation in CRPGs begins with games that consisted of nothing more than text on the screen and develop through 2D, abstract and blocky 3D to near photo-realistic experiences. Gameplay grows from simple exploration and collection to complex puzzle solving and tactical combat.The history of experience sharing begins with the first CRPG construction sets- sharing of work by trading floppy disks-and proceeds into the internet age with the sharing of user generated content as downloads on websites.In this thesis, I briefly trace the major developments in text, 2D and 3D games based on D&D from the 1980s to the beginning of the 2000st. I then propose next steps in the design of a CRPG construction set and present a partial implementation. In designing this project, I considered 3 key questions: how do tabletop role-playing games (TTRPGs) such as D&D evidence performative and performance-based play, how these elements have (or have not) translated from TTRPGs to CRPGs, and how can advances in technology, particularly Virtual Reality (VR) and the web, be used to strengthen these elements in CRPGs.
ISBN: 9798538151622Subjects--Topical Terms:
2122690
Fine arts.
Subjects--Index Terms:
Dungeons and Dragons
Virtual Dungeons: Performance and Performative Play in Role-playing Games.
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Author: Jeffrey Peter KesselmanTitle: Virtual Dungeons: Performance and Performative Play in Role-playing GamesInstitution: Florida Atlantic UniversityThesis Advisor: Christopher MaraffiDegree: Master of Fine ArtsYear: 2021This thesis focuses on the performance and performative aspects of computer-based role-playing games. It traces the history of these games from their roots in Dungeons & Dragons (D&D) to their modern expression in computer role-playing games (CRPGs) and tools for creating user generated content for CRPGs called CRPG construction sets. It takes a brief look at some representative games in each decade and traces how increased computer capabilities have led to increased fidelity of experience and affordances for performative and/or performance based play. This history is necessarily narrow and incomplete. There are far more games, each with their own unique elements, than I could cover in this paper. Additionally, cross-fertilization is common in the game industry and genres regularly mix. Trying to cover all games relevant to or inspired by tabletop roleplay games would take a complex and web of information and influences ala the James Burke book Connections(Burke). Instead, I only discuss what I see as the direct history of my project and highlight relevant and representative products in each generation. I then pose the question of what has happened to the home computer experience in the last two decades, and how might this be leveraged to improve upon the previous generation of CRPG construction sets.The history of home computers starts in the 80s and shows an evolutionary jump in capabilities approximately every decade. As home computers grew in complexity and ability, so did the adventure game genre. Each decade shows a marked shift in the way such games were built as they worked their way closer to representing the offline role-playing game experience. Key areas of growth have included the ability to do more visually complex representations of the world of the game, hold more complex gameplay, and better share the experiences among multiple players.The history of world representation in CRPGs begins with games that consisted of nothing more than text on the screen and develop through 2D, abstract and blocky 3D to near photo-realistic experiences. Gameplay grows from simple exploration and collection to complex puzzle solving and tactical combat.The history of experience sharing begins with the first CRPG construction sets- sharing of work by trading floppy disks-and proceeds into the internet age with the sharing of user generated content as downloads on websites.In this thesis, I briefly trace the major developments in text, 2D and 3D games based on D&D from the 1980s to the beginning of the 2000st. I then propose next steps in the design of a CRPG construction set and present a partial implementation. In designing this project, I considered 3 key questions: how do tabletop role-playing games (TTRPGs) such as D&D evidence performative and performance-based play, how these elements have (or have not) translated from TTRPGs to CRPGs, and how can advances in technology, particularly Virtual Reality (VR) and the web, be used to strengthen these elements in CRPGs.
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