simulator

By Vian Rasheed, 12 November, 2019
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Abstract (in English)

In the past decade a new genre of video games has emerged; with little action or traditional gameplay this new form has been described as audiovisual novels, ‘freeform unstructured narrative’ (Heron & Belford, 2015), ‘narrative avant-garde’ (Koenitz, 2017), ‘walkers’ (Muscat et al., 2016), ‘literary games’ (Ensslin, 2014), or ‘Walking Simulators’ which was added to the Urban Dictionary in April 2014 as a pejorative description of games where the main purpose appears to be walking around. This new genre has its antecedents in text adventure games, Point and Click adventure games, digital fiction, and art games, yet defining the Walking Simulator as ‘simply’ a game is an unproductive argument in itself (Fest, 2016). Aims and research questions: How do we categorise Walking Simulators? How should we analyse them? What can we find out from that analysis? Methodology and analytical framework Taking a broadly representative sample of Walking Simulators published in the past ten years (most have received critical acclaim and also won BAFTA and similar awards) some common features were identified. Sidestepping (but not ignoring) a definition of ludicity based in game coding and mechanics, and instead exploring how this genre offers narrative experiences that are closer to that of reading is a more productive and effective approach to understanding this new genre (Heron & Belford, 2015, Fest, 2016, Ensslin, 2014). Using an empirical cognitive poetic stylistic analysis developed by Bell, Ensslin, van der Bom, and Smith in 2018, this paper will examine Campo Santo’s 2016 BAFTA award winning game, Firewatch, as a case study to show how Walking Simulators offer transportation and immersion more commonly found in fiction texts rather than the flow of a video game. Player forums on the Steam platform have been used as an anecdotal qualitative sample of responses as a testingground for the possibilities of developing an empirical reader-response study in the future. Emerging Results and Conclusions This is an emerging and dynamic field of research which will continue to expand as more Walking Simulators are published. The results point to ongoing analysis and exploration of this new genre to firmly establish the Walking Simulator as a new digital storytelling artefact that is accessible to a wide range of player/readers. It is also hoped that by setting out a clear working definition for this new genre together with suggested analytical frameworks that there will be wider interdisciplinary scholarly interest.

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Description (in English)

The gladiator Spiculus enters the arena one last time in this text-based simulator. Armed with a sword and shield, he fights gladiator after gladiator until he is killed. The character Spiculus is inspired by one of the most famous gladiators of the 1st century AD Rome. Spiculus won many great battles and was well-known by audiences. He was particularly admired by the emperor Nero who rewarded him with palaces and riches for his heroics.(Source: Author's description)

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First page of the simulator
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One of the simulator's endings
Technical notes

The simulator is a remix and based on the code from the Boromir Death Simulator. It uses Dungeons & Dragons 3rd Edition rules.

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Description (in English)

Ruczaj - cyberżulerska gra ekonomiczna (Ruczaj - cyber hobo economic game) is a web-based experience simulating living in Polish suburbs with access to fast internet connection. There are only three things that player can alter. First, writing social media posts that generate „likes”. When you have enough likes, you can „code corvee” which provides beer. With beer, you go out where farming some weed is possible, weed can be exchanged for a social media post and so on. Every action is fulfilled with one mouse click. Gathering likes, beers and weed is creating mutually dependent loop that quickly becomes insufficient to generate income. Especially when your debt to Social Insurance Company is growing with every second.

Game is constructed of three columns where on the left are listed actions that player can make, in the middle is news feed with e-mails and messages from other people and companies and on the right are debts that need to be payed. There are no objections in the game to finish it nor ways to lose or win. Boring, repetitive and frustrating gameplay is very much intended. There is nothing to do, no perspectives to progress and no prize – only dry and absurd sense of humour.

Ruczaj is available online for free and can be accessed with any computer or mobile phone. Used medium is central to the nature of the game – it is almost fully randomly generated, but always tells the same story of slow, jaded neighbourhood where nothing happens anymore. Player quickly catches that feeling of bitter internet experience and probably leaves unsatisfied.

Cyber hobo (or cyber junkie) is a person that has given up on the state of today's internet – he knows that only junk and scraps are left in cyberspace of graphomaniac and corporate cliches. Cyber hobos are actually trying to find and distil something extraordinary and original from banal sea of repetetive aesthetics.

Description in original language
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Ruczaj game opening page
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Ruczaj gameplay example
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Description (in English)

This is a text-based re-enactment of Boromir's death scene from The Fellowship of the Ring. The simulation uses Dungeons and Dragons 3rd Edition rules.

(Source: Author's description)

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boromir death simulator
Technical notes

It was originally implemented in Python in 2003. It was ported to HTML5 in 2011.

The HTML5 version uses the Application Cache to enable offline use, and has been tested on IE8, Opera, Chrome, Safari, Firefox, and iOS.

(Source: Author's description)

Description (in English)

Kuryokhin: Second Life is a (meta)simulator of Sergey Kuryokhin’s afterlife, an IF loosely based on the bio of the avantgarde composer and the legendary leader of Leningrad’s cultural life in the 1980s and early 1990s. (Meta)simulator allows you to earn scores in health, knowledge and madness, while giving you opportunities to rethink the paths of the post-Soviet culture and politics. At a certain point one discovers that the unfolding story is just an attempt of media-archaeologists from the far future to reconstruct the lost simulator of Kuryokhin (therefrom the concept of metasimulation). (source: ELO 2015 catalog)

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Racter is an artificial intelligence simulator from 1984. Similar to Eliza, Racter will converse with the user until boredom occurs. However, there's a twist - Racter is not quite sane! This makes for a lot of fun conversation.Racter was originally programmed on an early Apple computer. Additional comments by developer William Chamberlain and Thomas Etter:RACTER was designed in a tongue-in-cheek manner, using remarkably minimal resources, to amuse and entertain its users, rather than to advance the research in natural language processing. In conversation, RACTER plays a very active, almost aggressive role, jumping from topic to topic in wild associations, ultimately producing the manner of - as its co-creator Tom Etter calls it - an "artificially insane" raconteur. Its authors publicize RACTER as an "intense young program [that] haunted libraries, discussion societies, and sleazy barrooms in a never-ending quest to achieve that most unreachable of dreams: to become a raconteur."

 

Source: https://www.chatbots.org/chatbot/racter/

By Audun Andreassen, 20 March, 2013
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Today, we not only see video games and online role-playing games interpreted, in print-based scholarly journals, by way of classical literary and narrative theory (to the dismay of the radical ludologist), but we also see the inverse: classical novels interpreted by way of role-playing games staged in computerized, simulated environments (as in Jerome McGann's IVANHOE Game). The use of classical theory for the study of contemporary video games and video games for the study of classical literature, however, does not necessarily mean that we now inhabit a mixed up muddled up shook up literary-critical world. In fact, these examples might mark opposite sides of a continuum of critical practice, and underscore the logic of analyzing a text in a given medium with the tools of a different – and complementary – medium.

The notion recalls McGann's own assertion that problems in textual scholarship inevitably arise when we "deploy a book form to study another book form," thereby creating an undesirable "symmetry between the tool and its subject" (2001, 56). If the assertion holds true across media, it would appear that we have arrived at a rather tidy formulation: scholars should utilize the tools of a dynamic medium in order to study a text in a fixed one and, conversely, they should make recourse to a more stable medium in order to study dynamic works of (digital) literature. The formulation is, of course, too tidy, and breaks down as soon as we consider texts that would fall anywhere in the middle of this continuum. What sort of critical tools and critical perspectives would best suit works of digital literature that rely on a fusion of discursive and material complexity / movement?

Most theorists and critics invested in language-driven digital literature at least tend to agree on a pronounced need for more "close readings." At the same time, it is still not entirely clear what is meant by "close reading" and how (or even if) the very notion of close reading applies to digital literature. This paper suggests that digital literature prompts a revisitation, re-articulation, and reanimation of the concept of close reading, one that attends to the material context of its process and product. It will first consider the historical and genealogical development of close reading alongside the material and technological developments of 20th century literary production – the very context that was consciously elided by its earliest practitioners as they sought to insulate literature from the vulgarities of industrial and technological culture. Then it will perform a series of short close readings of a recent work of digital literature, TOC: a new media novel by Steve Tomasula (et. al.) (2009). The first will disregard medium and materiality, the second will "read" only the medium and its materiality, and a third will read both elements in concert. The experiment aims to demonstrate how understanding textual materiality as something distinct from a work of digital literature is at once impossible and absolutely necessary.

(Source: Author's abstract for ELO_AI)

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