This book analyzes the wave of roguelite games that have appeared over the past decade, putting them in historical context, informing readers about their development out of and relation to the roguelike genre that inspired them.
This book analyzes the wave of roguelite games that have appeared over the past decade, putting them in historical context, informing readers about their development out of and relation to the roguelike genre that inspired them.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
James Cartlidge is a post-doctoral researcher with a background in philosophy, specializing in phenomenology, existentialism, post-structuralism, and the philosophy of video games and virtual worlds. He has held fellowships at the Slovak Academy of Sciences (Bratislava), the Institute for Human Sciences (IWM, Vienna), the Vita-Salute San-Rafaelle University (Milan), and teaching positions at the Central European University (Vienna), and the Eötvös Loránd University (ELTE, Budapest).
Inhaltsangabe
1) Introduction: The Rise of the Roguelite. 2) When Darwin Met Lovecraft: Generating Mystery and Discovery in The Curious Expedition . 3) What Makes a Good Roguelite?. 4) Roguelites and the Problem of Ludonarrative Dissonance. 5) Players' Will and Characters' Deeds: Agency and Legacy. 6) The Chain of Power: Foucault's Philosophy and Vampire Survivors-like Roguelites. 7) Historicising the Roguelite: The Legacy of Neoliberalism and the Dawn of Social Media. 8) Edit Wands Always: Experimentation, Modding and Metagaming in Noita. 9) Simulation Gaps, Failures, and the Potential for Queer Game Design. 10) Roguelites, Romance, and the Power of Genre-Bending in Boyfriend Dungeon11) Hades, the Queerness of Roguelites, and the Recursivity of Trauma . Appendix: Roguelike Research: A Short Introduction and Guide. Glossary. Index.
1) Introduction: The Rise of the Roguelite. 2) When Darwin Met Lovecraft: Generating Mystery and Discovery in The Curious Expedition . 3) What Makes a Good Roguelite?. 4) Roguelites and the Problem of Ludonarrative Dissonance. 5) Players' Will and Characters' Deeds: Agency and Legacy. 6) The Chain of Power: Foucault's Philosophy and Vampire Survivors-like Roguelites. 7) Historicising the Roguelite: The Legacy of Neoliberalism and the Dawn of Social Media. 8) Edit Wands Always: Experimentation, Modding and Metagaming in Noita. 9) Simulation Gaps, Failures, and the Potential for Queer Game Design. 10) Roguelites, Romance, and the Power of Genre-Bending in Boyfriend Dungeon11) Hades, the Queerness of Roguelites, and the Recursivity of Trauma . Appendix: Roguelike Research: A Short Introduction and Guide. Glossary. Index.
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