Just like the other heroes, she has 2 subclasses, 3 armor abilities, and 26 talents!Īdding a new hero ended up being more work than I expected, but I’m very happy with the result. V2.0.0 includes Shattered’s first ever new playable character! The Duelist is a melee weapons specialist who has a unique ability for every weapon in the game. You can discuss this blog post on the Pixel Dungeon Subreddit, or on the Steam Community Forums! The Duelist! (and more fixes!) By using examples of the ways my creative output represents queerness within games, and comparing these to other existing texts, this paper demonstrates how nuanced narratives can be produced at the intersections of these categories, and how this framework can be used across multiple mediums to increase and diversify representation.Hey Dungeoneers, v2.0.0 has been released! You can get it on: on Google Play, the App Store, Steam, and GitHub! The game is also currently on sale on Steam in celebration of such a large update! This paper proposes six categories that can be used as lenses for examining representations when writing and analysing videogame texts: central and incidental explicit and implicit and fixed and player-centric. Discussions around this resulting diversity often highlight whether a depiction is 'positive' or 'negative', which does not allow creators or consumers to consider identity in a nuanced way. But with greater acceptance of game texts as artefacts worthy of analysis, and increased accessibility of game-tools so that marginalised creators can use the medium to tell their story, diversity in games has been increasing. Videogames commonly represent dominant identities as a default: white, male, cisgender, heterosexual, and able-bodied. This research supports and extends prior findings which suggest that NUIs might not be as natural and intuitive as they are designed to be. Additionally, game genre differences were found suggesting shooting games (first- and third-person shooters) to be more frequently played with gamepads and sports games to be more frequently played with NUIs, and gamepad session were as much as 50 per cent longer on average. No differences in controller simplicity or the overall enjoyment were found. Likewise, participants discussing NUIs were more likely to comment on the controller’s lack of precision, feeling unnatural, having less success during the game session, and seeing the controller as more novel. While the same eleven discussion themes emerged when players described either gamepad or NUI experiences, participants discussing gamepads were more likely to comment on the controller’s precision, comfort, success using the controller, and their past experience with the controller. A secondary qualitative analysis of N=238 open-ended comments to a larger game controller experience survey were analysed for emergent themes, with χ2 tests used to compare the frequency of their mention between the two controller types. This research report sought to understand how gamers experienced recent gaming sessions using traditional game controllers (gamepads) or natural user interfaces (NUIs, such as the Nintendo Wiimote).
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