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Bryce, J., & Rutter, J. (2002). Spectacle of the deathmatch: Character and narrative in first-person shooters. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 66–80). London: Wallflower Press. Added by: Mark Grimshaw-Aagaard (9/23/04, 2:59 PM) |
Resource type: Book Article BibTeX citation key: Bryce2002 Email resource to friend View all bibliographic details |
Categories: Narrative Keywords: aesthetics, First Person Shooters, Spectacle Creators: Bryce, King, Krzywinska, Rutter Publisher: Wallflower Press (London) Collection: Screenplay: Cinema/Videogames/Interfaces |
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Notes |
Relationships between audiences and films and games and the convergence of film and computer games. Additionally, a brief decription of the history and evolution of FPS games using id Software's games. Added by: Mark Grimshaw-Aagaard |
Quotes |
p.72 Talking of Doom: "The utilisation of graphic and audio production techniques in the creation of atmospheric game environments adds to the visceral reaction and to the stimulation provided by the spectacle presented by the game." Added by: Mark Grimshaw-Aagaard |
p.73
Asking how important realism is to gaming, paraphrases Anna Warm: "...playability and pace were more important to gamers' enjoyment than realism or stunning graphics." "Demands for realism in game environments are likely to be secondary to the requirement for spectacle as the backdrop for competitive gameplay." Added by: Mark Grimshaw-Aagaard |
p.77 "In spectacular media narrative offers a brief rationale on which to hang visceral pleasures rather than the driving engine of the text." (sic) Added by: Mark Grimshaw-Aagaard |