Cameron Kunzelman - Böcker
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4 produkter
4 produkter
1 096 kr
Skickas inom 7-10 vardagar
An entertaining deep dive into the world, gameplay, and evolution of the hugely successful Assassin’s Creed video game franchiseA hooded figure stands in a bell tower overlooking medieval Jerusalem, surveying his prey. Parkour-style, he leaps down into the square to kill his target before vanishing into the crowd . . .Released in fall 2007, Assassin’s Creed transformed video gaming. Across more than a dozen franchise entries, players engage with the eternal conflict between the Order of Assassins and the nefarious Templar Order, carrying out missions in a series of painstakingly rendered historical settings, from the Holy Lands during the Third Crusade to Renaissance Italy, the Age of Piracy, the French Revolution, and Victorian London. Everything is Permitted is an analysis of the development, evolution, gameplay, and world-building of this sprawling and distinctive franchise. Cameron Kunzelman examines key themes and concepts that connect the games in the series. Combining close readings of the games themselves with discussion of the broader landscape of video game franchises since its initial release, he uncovers what it means for a game to be part of the Assassin’s Creed franchise. Kunzelman maps the elements that contribute to the immersiveness and continual playability of the games, showing how historically inflected conspiracies and science fictional premises ground the fantastical stories the games tell on a massive scale. Diving into the real-world histories and ideas that the game designers used for inspiration, Kunzelman argues that the virtual conflicts between the franchise’s opposing sides offer intriguing insights into actual reality, from ethical dilemmas to the roles of freedom and fate. He demonstrates how, by incorporating themes of means and ends, control and freedom into its gameplay, the franchise engages with profound questions in a sustained, long-form way that is unique among video games. As the Assassins say, “Nothing is true, everything is permitted.” Retail e-book files for this title are screen-reader friendly with images accompanied by short alt text and/or extended descriptions.
269 kr
Skickas inom 7-10 vardagar
An entertaining deep dive into the world, gameplay, and evolution of the hugely successful Assassin’s Creed video game franchiseA hooded figure stands in a bell tower overlooking medieval Jerusalem, surveying his prey. Parkour-style, he leaps down into the square to kill his target before vanishing into the crowd . . .Released in fall 2007, Assassin’s Creed transformed video gaming. Across more than a dozen franchise entries, players engage with the eternal conflict between the Order of Assassins and the nefarious Templar Order, carrying out missions in a series of painstakingly rendered historical settings, from the Holy Lands during the Third Crusade to Renaissance Italy, the Age of Piracy, the French Revolution, and Victorian London. Everything is Permitted is an analysis of the development, evolution, gameplay, and world-building of this sprawling and distinctive franchise. Cameron Kunzelman examines key themes and concepts that connect the games in the series. Combining close readings of the games themselves with discussion of the broader landscape of video game franchises since its initial release, he uncovers what it means for a game to be part of the Assassin’s Creed franchise. Kunzelman maps the elements that contribute to the immersiveness and continual playability of the games, showing how historically inflected conspiracies and science fictional premises ground the fantastical stories the games tell on a massive scale. Diving into the real-world histories and ideas that the game designers used for inspiration, Kunzelman argues that the virtual conflicts between the franchise’s opposing sides offer intriguing insights into actual reality, from ethical dilemmas to the roles of freedom and fate. He demonstrates how, by incorporating themes of means and ends, control and freedom into its gameplay, the franchise engages with profound questions in a sustained, long-form way that is unique among video games. As the Assassins say, “Nothing is true, everything is permitted.” Retail e-book files for this title are screen-reader friendly with images accompanied by short alt text and/or extended descriptions.
1 309 kr
Skickas inom 5-8 vardagar
The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other.
Del 8 - Video Games and the Humanities
World Is Born From Zero
Understanding Speculation and Video Games
Häftad, Engelska, 2023
249 kr
Skickas inom 3-6 vardagar
The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other.