Setting the mood and theme of a digital game is important to ensure the player is immersed in the game. This document looks at three game styles, in three different genres.
There are three main narrative structures according to Tzvetan Todorov: circular, episodic, and linear. Todorov's theory of narrative follows the linear structure of equilibrium, disequilibrium, and a return to equilibrium. Vladimir Propp's character theory outlines that there must be at least eight types of characters. Claude Levi-Strauss proposed that narratives often feature binary oppositions such as protagonist vs antagonist or crime vs justice.
The document discusses various sub-genres of horror films, including slasher, sci-fi, and paranormal/supernatural. It provides examples of movies that fall into each sub-genre and analyzes conventions for posters within each sub-genre. Slasher films typically involve graphic murders with sharp weapons and include movies like Scream and Halloween. Sci-fi horror films feature aspects like viruses or aliens threatening humanity in a violent way, such as Alien and The Mist. Paranormal/supernatural films involve everyday occurrences of ghosts or possessions, for example Paranormal Activity and The Amityville Horror.
A genre is a category that a film fits into, such as horror, thriller, action, western, science fiction, romance, comedy, and war. Western films typically feature cowboys, guns, horses, mountains or deserts, Indians, and stories about taming the frontier. Horror films often contain haunted or dark settings, gloomy atmospheres, isolation, and innocent people in danger. Genre boundaries can be flexible, as some films combine elements of different genres, like Terminator 2 which has elements of both action and science fiction genres.
This document discusses film genres and their defining characteristics. It identifies common genres such as science fiction, horror, western, war, comedy, romance, action, thriller, police, and musical. A genre represents a system of symbols and themes that allow an audience to recognize a particular category. For example, the western genre is typically associated with cowboys, guns, horses, mountains or deserts, Indians, and the "taming of the west" narrative. The document notes that genre boundaries can be flexible, allowing for hybrid genres like Terminator 2, which combines science fiction and action genre elements.
This document defines genre as a system that allows works to be recognized based on shared symbols and themes. It provides examples of common genres such as science fiction, horror, action, and comedy. The document notes that genre boundaries can be flexible and certain works can fit into multiple genres. It describes how audiences have "generic memory" and familiarity with conventions of different genres that allow them to anticipate elements of stories. Finally, it lists some common features of specific genres like science fiction, horror, action, and others.
This document defines genre and discusses its classifications. Genre refers to categories of artistic works that share similar characteristics. There are four main genres - literary, film/television, video games, and music - which are further divided into subgenres. The document then focuses on the horror genre, describing its goal of eliciting negative emotions through primal fears. Common elements of horror films include ghosts, monsters, and serial killers. The document concludes with conventions of the horror genre, such as isolated settings and uses of lighting, sound, and camera techniques to build tension.
This document outlines several narrative structure theories: Tzvetan Todorov's theory identifies 5 stages in narrative structure - equilibrium, disruption, recognition of disruption, attempt to repair, new/return equilibrium. Vladimir Propp identified 8 character roles and 31 narrative functions that commonly appear in folktales. Roland Barthes identified 5 narrative codes that readers use to interpret texts - action, enigma, semic, symbolic, cultural. The document applies these theories to films and tasks students with analyzing sample narratives using these conceptual frameworks.
An adventurous archeology professor tries to find the Ark Of The Covenant before the Germans in order to prevent them from using its power to take over the world. The film follows the professor as he searches for the Ark and battles against German forces. Key characters include the professor and the Germans who are trying to acquire the Ark. The film would be classified for mature audiences due to violence and wartime themes. Similar films that have inspired this idea include Raiders of the Lost Ark and Indiana Jones films.
There are three main narrative structures according to Tzvetan Todorov: circular, episodic, and linear. Todorov's theory of narrative follows the linear structure of equilibrium, disequilibrium, and a return to equilibrium. Vladimir Propp's character theory outlines that there must be at least eight types of characters. Claude Levi-Strauss proposed that narratives often feature binary oppositions such as protagonist vs antagonist or crime vs justice.
The document discusses various sub-genres of horror films, including slasher, sci-fi, and paranormal/supernatural. It provides examples of movies that fall into each sub-genre and analyzes conventions for posters within each sub-genre. Slasher films typically involve graphic murders with sharp weapons and include movies like Scream and Halloween. Sci-fi horror films feature aspects like viruses or aliens threatening humanity in a violent way, such as Alien and The Mist. Paranormal/supernatural films involve everyday occurrences of ghosts or possessions, for example Paranormal Activity and The Amityville Horror.
A genre is a category that a film fits into, such as horror, thriller, action, western, science fiction, romance, comedy, and war. Western films typically feature cowboys, guns, horses, mountains or deserts, Indians, and stories about taming the frontier. Horror films often contain haunted or dark settings, gloomy atmospheres, isolation, and innocent people in danger. Genre boundaries can be flexible, as some films combine elements of different genres, like Terminator 2 which has elements of both action and science fiction genres.
This document discusses film genres and their defining characteristics. It identifies common genres such as science fiction, horror, western, war, comedy, romance, action, thriller, police, and musical. A genre represents a system of symbols and themes that allow an audience to recognize a particular category. For example, the western genre is typically associated with cowboys, guns, horses, mountains or deserts, Indians, and the "taming of the west" narrative. The document notes that genre boundaries can be flexible, allowing for hybrid genres like Terminator 2, which combines science fiction and action genre elements.
This document defines genre as a system that allows works to be recognized based on shared symbols and themes. It provides examples of common genres such as science fiction, horror, action, and comedy. The document notes that genre boundaries can be flexible and certain works can fit into multiple genres. It describes how audiences have "generic memory" and familiarity with conventions of different genres that allow them to anticipate elements of stories. Finally, it lists some common features of specific genres like science fiction, horror, action, and others.
This document defines genre and discusses its classifications. Genre refers to categories of artistic works that share similar characteristics. There are four main genres - literary, film/television, video games, and music - which are further divided into subgenres. The document then focuses on the horror genre, describing its goal of eliciting negative emotions through primal fears. Common elements of horror films include ghosts, monsters, and serial killers. The document concludes with conventions of the horror genre, such as isolated settings and uses of lighting, sound, and camera techniques to build tension.
This document outlines several narrative structure theories: Tzvetan Todorov's theory identifies 5 stages in narrative structure - equilibrium, disruption, recognition of disruption, attempt to repair, new/return equilibrium. Vladimir Propp identified 8 character roles and 31 narrative functions that commonly appear in folktales. Roland Barthes identified 5 narrative codes that readers use to interpret texts - action, enigma, semic, symbolic, cultural. The document applies these theories to films and tasks students with analyzing sample narratives using these conceptual frameworks.
An adventurous archeology professor tries to find the Ark Of The Covenant before the Germans in order to prevent them from using its power to take over the world. The film follows the professor as he searches for the Ark and battles against German forces. Key characters include the professor and the Germans who are trying to acquire the Ark. The film would be classified for mature audiences due to violence and wartime themes. Similar films that have inspired this idea include Raiders of the Lost Ark and Indiana Jones films.
Genre refers to any category of art or entertainment based on stylistic criteria, such as literature, music, or films. There are four main genres - literary, film/television, video games, and music - which are further divided into subgenres like action, adventure, comedy, and horror. Horror films aim to elicit negative emotions in viewers by playing on primal fears using themes of the macabre and supernatural, often involving the intrusion of an evil force into the everyday world through devices like ghosts, monsters, and serial killers. Common conventions in horror films include isolated settings, interrupted communication, early killings, storms, and the use of lighting, camera angles, and sounds to build tension.
The three sentence summary is:
The storyboard depicts two soldiers taking cover behind rubble while one is wounded, and shows a cat coming to their aid by driving a toy car with a gun strapped to it, firing at enemies while the soldiers escape, with the cat ultimately taking down an enemy sniper.
The document discusses the key elements of an action adventure narrative including setting, danger, secrets, opportunities for being lost or escaping, vast natural terrain, providing an escapist experience for the audience, and contributing to a sense of spectacle. It emphasizes that an action adventure narrative is often linear, following a three-act structure from an initial problem or complication, through further problems, to a final resolution.
A genre is a type of art form that is considered a class due to shared characteristics. Subgenres further classify stories within a genre. Hybrid genres combine elements of two or more genres. The document then provides examples of conventions for several popular genres including action, horror, thriller, romance, western, and sci-fi. Conventions are common tropes or roles that help define a genre, such as heroes, villains, supernatural elements, and discoveries.
This document defines and provides examples of various film theory terminology. It discusses the denotation and connotation of words like "snake", "flag", and "gun". It also defines stereotypes for categories like gender, social class, and age. Additionally, it outlines the common iconography found in genres like Western, sci-fi, and fantasy films. Finally, it defines linear and non-linear narratives, providing film examples for each.
The document discusses codes and conventions for the crime thriller film subgenre. It outlines some typical elements like props involving weapons, common shots used, quick editing with eerie music, and high contrast or low key lighting. Example opening sequences from films like Taken, Se7en, and The Entitlement are mentioned. The document also discusses including elements like challenging lighting, editing, music, and mis-en-scene in a potential opening sequence to adhere to crime thriller conventions. Finally, it proposes using blackouts for title credits to challenge the genre.
Choice and Moral Design in Interactive StorytellingNelson Zagalo
This document discusses how choice and moral design are implemented in interactive storytelling, using the Mass Effect video game trilogy as an example. It explains that storytelling allows us to understand others, and video games add interactivity and choice. Choice can affect the representation of the story world/characters or the unfolding of events/message. Mass Effect offers choices in character creation/class, narrative path, dialogue, and moral dilemmas throughout the games that shape the overall story experience. By empowering players with meaningful choices, games can engage users in co-authoring the narrative to a degree not possible in other media.
The document discusses different models of narrative structure that can be applied to media texts, including Propp's 31 narrative functions model, Todorov's 5-stage model of narrative, and Roland Barthes' 5 codes of narrative. Propp believed narratives follow a sequence of 31 possible functions or plot points, such as one family member leaving home or a villain deceiving the victim. Todorov saw narratives as moving from an initial equilibrium, through disruption, an attempt to rectify it, to a new equilibrium. Barthes identified codes like hermeneutic (mystery), proairetic (action), and semantic (meaning).
The document describes 20 shots for a film noir chase and interrogation scene. Shot 1 establishes three characters running through a forest in dull, gloomy lighting and costumes of shirts/ties and casual clothes. Shots 2-7 continue the chase from different camera perspectives and angles. Shots 8-10 depict the characters arriving at a dark, gloomy house setting where one is tied to a chair in the interrogation room. Shots 11-19 involve the interrogators threatening and torturing the tied up character with different tools, as shot 20 zooms out from the house with screams heard inside.
The document discusses several narrative theories including those proposed by Tzvetan Todorov, Vladimir Propp, Claude Levi-Strauss, and Roland Barthes. Todorov's theory examines the stages of equilibrium, disequilibrium, and restored or new equilibrium in narratives. Propp identified character types like the hero and functions of narratives. Levi-Strauss explored binary oppositions in narratives, and Barthes studied narrative codes like enigmas that hook audiences. The document ends by discussing how aspects of these theories were applied to the authors' own film production.
The document discusses the horror genre of film and its various subgenres. It defines codes and conventions as systems of signs that create meaning and accepted ways of doing things within genres. The purpose of horror films is to frighten audiences in a safe environment. Subgenres discussed include supernatural, sci-fi horror, psychological horror, gothic, teen horror, erotic horror, comedy horror, slasher, and paranormal activity films are given as a good example of an effective horror film.
The document outlines several conventions of horror films including setting, cinematography, iconography, narrative, characters, and themes. Settings often involve isolated, dark urban areas like alleys or abandoned buildings. Cinematography uses unnatural camera movements, point-of-view shots, handheld shots, and close-ups to create tension. Common iconography includes dark colors, low lighting, weapons, and monsters. Narratives usually follow the classic structure with an antagonist and protagonist battling for survival. Characters include victims, villains, creepy children, and corrupted officers. Popular themes involve good vs evil, religion, childhood issues, science gone wrong, zombies, insanity, envy, and suicide.
The document outlines several conventions of horror films, including common settings like isolated or run-down urban areas with dark histories, the use of unnatural camerawork like POV shots and handheld footage to add realism, and iconic visual styles employing dark colors, low lighting, and frightening props. It also discusses narrative structures featuring protagonists battling antagonists, familiar character archetypes, and themes involving good versus evil, religion, childhood trauma, science, and mental instability that exploit human fears.
What Happens When A Training Exercise Becomes the Real Thing?Bob Mayer
Dragon SIM-13 is an elaborate computerized command post exercise to test the readiness of the U.S. Special Operations Command (USSOCOM). The scenario calls for a U.S. Army Special Forces strike against a strategic target in China. But when thousands of students are massacred in Tiananmen Square during democracy protests, the rules change. Meng, the computer genius behind the SIM program, sees a way to avenge a hatred that had been festering for over 20 years, and tip the scales of freedom. With the push of a button on his master computer, simulation becomes a reality: the Dragon mission is actually launched.
The document discusses film genres, defining genre as a system of symbols that allow a film to be recognized as belonging to a particular category. It notes that there is an understanding between filmmakers and audiences regarding genres, allowing filmmakers to subvert expectations. Genre boundaries can be flexible, with some films blending genres. Examples of common genres are provided, along with typical features of horror, western, and science fiction films.
The document discusses film genres, defining genre as a system of symbols that allow a film to be recognized as belonging to a particular category. It notes that there is an understanding between filmmakers and audiences regarding genres, allowing filmmakers to subvert expectations. Genre boundaries can be flexible, with some films blending elements of multiple genres. The document lists common features and tropes of genres like horror, westerns, and science fiction films.
The document discusses several narrative theories and how they are portrayed in film openings. It explains Tzvetan Todorov's theory of narrative equilibrium, Vladimir Propp's 8 character types, Roland Barthes' 5 codes including enigma and action codes, Chris Vogler's 12 stages of the hero's journey, and Claude Levi-Strauss' concept of binary oppositions. Examples are given of how Terminator 2 and American Beauty use elements of Barthes' and Levi-Strauss' theories in their openings through enigma codes and binary oppositions.
Codes and Conventions of Horror/Thriller FilmsWelling School
Technical conventions like canted angles, long tracking shots, and POV shots are used to create confusion, tension, and show what characters see. Symbolic conventions employ colors like black and red or props like weapons to represent death, evil, danger, and violence. Characters typically include a main protagonist hero or victim, an antagonist villain like a monster or killer, careless teenagers often killed first, and creepy children or authority figures. Common themes involve good versus evil, revenge, the supernatural, religion, living dead, experiments gone wrong, insanity, nightmares, and lust.
This document discusses thriller and horror genres in film. It outlines various subgenres of thrillers like crime, mystery, and psychological thrillers and provides examples. It also discusses subgenres of horror like body horror, comedy horror, and slasher horror along with examples. Finally, it identifies common themes, characters, and conventions found within both thriller and horror films.
This document analyzes the thriller and fantasy genres. It outlines several key conventions and characteristics of each genre, including exotic locations, fast pacing, heroes/villains, and false endings for thrillers. It also discusses sub-genres like psychological, spy, and supernatural thrillers. For fantasy, it mentions elements like magic, mythical beings, and medieval settings. The document explains that these genres were chosen for the film project because the story of Hansel and Gretel incorporates both fantasy and thriller elements, such as the characters running away in fear to create suspense.
This document provides a summary of sci-fi works and reviews created by two high school students for a Forms of Fiction class. It includes brief summaries and external reviews of 14 works across 4 major themes: time travel, space, apocalyptic, and aliens/military. The creators encourage other students to contribute to expand the database of sci-fi knowledge.
Genre refers to any category of art or entertainment based on stylistic criteria, such as literature, music, or films. There are four main genres - literary, film/television, video games, and music - which are further divided into subgenres like action, adventure, comedy, and horror. Horror films aim to elicit negative emotions in viewers by playing on primal fears using themes of the macabre and supernatural, often involving the intrusion of an evil force into the everyday world through devices like ghosts, monsters, and serial killers. Common conventions in horror films include isolated settings, interrupted communication, early killings, storms, and the use of lighting, camera angles, and sounds to build tension.
The three sentence summary is:
The storyboard depicts two soldiers taking cover behind rubble while one is wounded, and shows a cat coming to their aid by driving a toy car with a gun strapped to it, firing at enemies while the soldiers escape, with the cat ultimately taking down an enemy sniper.
The document discusses the key elements of an action adventure narrative including setting, danger, secrets, opportunities for being lost or escaping, vast natural terrain, providing an escapist experience for the audience, and contributing to a sense of spectacle. It emphasizes that an action adventure narrative is often linear, following a three-act structure from an initial problem or complication, through further problems, to a final resolution.
A genre is a type of art form that is considered a class due to shared characteristics. Subgenres further classify stories within a genre. Hybrid genres combine elements of two or more genres. The document then provides examples of conventions for several popular genres including action, horror, thriller, romance, western, and sci-fi. Conventions are common tropes or roles that help define a genre, such as heroes, villains, supernatural elements, and discoveries.
This document defines and provides examples of various film theory terminology. It discusses the denotation and connotation of words like "snake", "flag", and "gun". It also defines stereotypes for categories like gender, social class, and age. Additionally, it outlines the common iconography found in genres like Western, sci-fi, and fantasy films. Finally, it defines linear and non-linear narratives, providing film examples for each.
The document discusses codes and conventions for the crime thriller film subgenre. It outlines some typical elements like props involving weapons, common shots used, quick editing with eerie music, and high contrast or low key lighting. Example opening sequences from films like Taken, Se7en, and The Entitlement are mentioned. The document also discusses including elements like challenging lighting, editing, music, and mis-en-scene in a potential opening sequence to adhere to crime thriller conventions. Finally, it proposes using blackouts for title credits to challenge the genre.
Choice and Moral Design in Interactive StorytellingNelson Zagalo
This document discusses how choice and moral design are implemented in interactive storytelling, using the Mass Effect video game trilogy as an example. It explains that storytelling allows us to understand others, and video games add interactivity and choice. Choice can affect the representation of the story world/characters or the unfolding of events/message. Mass Effect offers choices in character creation/class, narrative path, dialogue, and moral dilemmas throughout the games that shape the overall story experience. By empowering players with meaningful choices, games can engage users in co-authoring the narrative to a degree not possible in other media.
The document discusses different models of narrative structure that can be applied to media texts, including Propp's 31 narrative functions model, Todorov's 5-stage model of narrative, and Roland Barthes' 5 codes of narrative. Propp believed narratives follow a sequence of 31 possible functions or plot points, such as one family member leaving home or a villain deceiving the victim. Todorov saw narratives as moving from an initial equilibrium, through disruption, an attempt to rectify it, to a new equilibrium. Barthes identified codes like hermeneutic (mystery), proairetic (action), and semantic (meaning).
The document describes 20 shots for a film noir chase and interrogation scene. Shot 1 establishes three characters running through a forest in dull, gloomy lighting and costumes of shirts/ties and casual clothes. Shots 2-7 continue the chase from different camera perspectives and angles. Shots 8-10 depict the characters arriving at a dark, gloomy house setting where one is tied to a chair in the interrogation room. Shots 11-19 involve the interrogators threatening and torturing the tied up character with different tools, as shot 20 zooms out from the house with screams heard inside.
The document discusses several narrative theories including those proposed by Tzvetan Todorov, Vladimir Propp, Claude Levi-Strauss, and Roland Barthes. Todorov's theory examines the stages of equilibrium, disequilibrium, and restored or new equilibrium in narratives. Propp identified character types like the hero and functions of narratives. Levi-Strauss explored binary oppositions in narratives, and Barthes studied narrative codes like enigmas that hook audiences. The document ends by discussing how aspects of these theories were applied to the authors' own film production.
The document discusses the horror genre of film and its various subgenres. It defines codes and conventions as systems of signs that create meaning and accepted ways of doing things within genres. The purpose of horror films is to frighten audiences in a safe environment. Subgenres discussed include supernatural, sci-fi horror, psychological horror, gothic, teen horror, erotic horror, comedy horror, slasher, and paranormal activity films are given as a good example of an effective horror film.
The document outlines several conventions of horror films including setting, cinematography, iconography, narrative, characters, and themes. Settings often involve isolated, dark urban areas like alleys or abandoned buildings. Cinematography uses unnatural camera movements, point-of-view shots, handheld shots, and close-ups to create tension. Common iconography includes dark colors, low lighting, weapons, and monsters. Narratives usually follow the classic structure with an antagonist and protagonist battling for survival. Characters include victims, villains, creepy children, and corrupted officers. Popular themes involve good vs evil, religion, childhood issues, science gone wrong, zombies, insanity, envy, and suicide.
The document outlines several conventions of horror films, including common settings like isolated or run-down urban areas with dark histories, the use of unnatural camerawork like POV shots and handheld footage to add realism, and iconic visual styles employing dark colors, low lighting, and frightening props. It also discusses narrative structures featuring protagonists battling antagonists, familiar character archetypes, and themes involving good versus evil, religion, childhood trauma, science, and mental instability that exploit human fears.
What Happens When A Training Exercise Becomes the Real Thing?Bob Mayer
Dragon SIM-13 is an elaborate computerized command post exercise to test the readiness of the U.S. Special Operations Command (USSOCOM). The scenario calls for a U.S. Army Special Forces strike against a strategic target in China. But when thousands of students are massacred in Tiananmen Square during democracy protests, the rules change. Meng, the computer genius behind the SIM program, sees a way to avenge a hatred that had been festering for over 20 years, and tip the scales of freedom. With the push of a button on his master computer, simulation becomes a reality: the Dragon mission is actually launched.
The document discusses film genres, defining genre as a system of symbols that allow a film to be recognized as belonging to a particular category. It notes that there is an understanding between filmmakers and audiences regarding genres, allowing filmmakers to subvert expectations. Genre boundaries can be flexible, with some films blending genres. Examples of common genres are provided, along with typical features of horror, western, and science fiction films.
The document discusses film genres, defining genre as a system of symbols that allow a film to be recognized as belonging to a particular category. It notes that there is an understanding between filmmakers and audiences regarding genres, allowing filmmakers to subvert expectations. Genre boundaries can be flexible, with some films blending elements of multiple genres. The document lists common features and tropes of genres like horror, westerns, and science fiction films.
The document discusses several narrative theories and how they are portrayed in film openings. It explains Tzvetan Todorov's theory of narrative equilibrium, Vladimir Propp's 8 character types, Roland Barthes' 5 codes including enigma and action codes, Chris Vogler's 12 stages of the hero's journey, and Claude Levi-Strauss' concept of binary oppositions. Examples are given of how Terminator 2 and American Beauty use elements of Barthes' and Levi-Strauss' theories in their openings through enigma codes and binary oppositions.
Codes and Conventions of Horror/Thriller FilmsWelling School
Technical conventions like canted angles, long tracking shots, and POV shots are used to create confusion, tension, and show what characters see. Symbolic conventions employ colors like black and red or props like weapons to represent death, evil, danger, and violence. Characters typically include a main protagonist hero or victim, an antagonist villain like a monster or killer, careless teenagers often killed first, and creepy children or authority figures. Common themes involve good versus evil, revenge, the supernatural, religion, living dead, experiments gone wrong, insanity, nightmares, and lust.
This document discusses thriller and horror genres in film. It outlines various subgenres of thrillers like crime, mystery, and psychological thrillers and provides examples. It also discusses subgenres of horror like body horror, comedy horror, and slasher horror along with examples. Finally, it identifies common themes, characters, and conventions found within both thriller and horror films.
This document analyzes the thriller and fantasy genres. It outlines several key conventions and characteristics of each genre, including exotic locations, fast pacing, heroes/villains, and false endings for thrillers. It also discusses sub-genres like psychological, spy, and supernatural thrillers. For fantasy, it mentions elements like magic, mythical beings, and medieval settings. The document explains that these genres were chosen for the film project because the story of Hansel and Gretel incorporates both fantasy and thriller elements, such as the characters running away in fear to create suspense.
This document provides a summary of sci-fi works and reviews created by two high school students for a Forms of Fiction class. It includes brief summaries and external reviews of 14 works across 4 major themes: time travel, space, apocalyptic, and aliens/military. The creators encourage other students to contribute to expand the database of sci-fi knowledge.
This document outlines three potential game ideas:
1) "Chaos Brotherhood" - A 2D side-scrolling action game following four specialists fighting the undead.
2) "Infiltration Mitigation" - A top-down strategy game where two teams battle to protect or retrieve artifacts.
3) "Silent Echoes" - A first-person sci-fi survival horror game where one player controls an alien creature hunting other players.
The document describes a planned role-playing video game called Chain of Fate. It will feature 14 levels across different elemental themes like water, earth, and fire. Players will explore an open world and complete puzzles or challenges in each level. Combat will involve real-time battling using magic, skills, and special attacks. The game aims to have immersive environments, impactful characters and story, and appealing graphics. It is targeted towards both male and female RPG fans between ages 13-45.
This document provides an overview and house rules for running an AD&D campaign set in a fantasy version of ancient eastern lands resembling imperial China and feudal Japan. It summarizes the available character races, classes, equipment, and combat rules, with a focus on oriental archetypes. Guidelines are given for the political structure, culture, and geography of the fantasy Orient to help establish the setting's exotic eastern flavor.
The document discusses genres in film and literature. It defines genre as a system of symbols that allows a particular genre to be recognized, and as a contract between creators and audiences where audiences can anticipate certain elements based on generic conventions. Key genres mentioned include horror, thriller, romantic, action, science fiction, western, comedy, musical, and war. Specific films and elements of different genres are briefly outlined.
Thrillers are designed to provide tension and startle audiences, while horrors are aimed at creating intense fear and disgust. Thrillers typically involve crime and include subgenres like mystery, psychological, science, and supernatural thrillers. Horror subgenres are action, body, comedy, psychological, science fiction, and slasher. Both genres commonly feature protagonists facing death or loved ones' death, antagonists with more power, protagonists in difficult decisions, and protagonist-antagonist confrontations. Key characters include protagonists, antagonists, victims, and police/agents. Common techniques involve suspense, twists, scored soundtracks, and good vs. evil narratives.
The document discusses various fantasy authors and series that involve dragons, magic systems, vast worlds, and heroes embarking on quests to save the world. It mentions specific authors like Terry Pratchett, Robert Jordan, and Raymond Feist, as well as popular series like Dragonlance, Forgotten Realms, and Conan. The document asks readers to consider which authors and series they want to explore further and invites them to contact the email address with any other questions.
This document provides instructions and rules for playing the roleplaying game "The World of Our Lord Joe". Players take on the roles of main characters who adventure through a fantasy world created by the gamemaster (Our Lord Joe). The gamemaster is responsible for creating maps, towns, castles, and detailed event lists that describe encounters for the main characters. Main characters advance in levels by gaining experience through their adventures. The objective is for one player to be the first to reach the 10th level of ability.
Deviprasad Goenka Management college of Media Studies
http://www.dgmcms.org.in/
Subject: Literature and Creative Writing
Lesson 1 : WHAT IS LITERATURE
DRAMA
Faculty Name: Amol Jadhav
This document contains a collection of activities and prompts related to different types of intelligence as defined by Howard Gardner's theory of multiple intelligences. The activities touch on linguistic, logical, mathematical, spatial, bodily kinesthetic, interpersonal, and intrapersonal intelligence. The document provides prompts and short activities without much additional context or explanation.
The document defines the thriller genre as featuring ordinary heroes pitted against villains seeking to destroy countries or the free world. Thrillers create suspense and excitement through high stakes action, plot twists, vibrant settings, and a fast pace. The purpose is entertainment. Common conventions include an investigation of an enigma by the hero, violence, and a rational explanation of mysteries. There are many thriller subgenres like crime, disaster, and political thrillers. Character archetypes include cops, criminals, stalkers, and victims.
All contact has been lost with Crinkleton, a small town in the middle of nowhere. It would not be so disturbing except for two things:
1) there is a top secret genetic research facility in the town;
2) the secret agent we sent to examine the situation did not report back...
This is 4mobile's new game coming October 09 to your iPhone, Android or J2ME mobile phone.
This document provides an overview of a proposed hack and slash monster fighting game. Players take the role of a government agent, monster hunter, or someone with mysterious powers to battle increasing monster attacks. The game would have melee, ranged, and mystic character types that can be customized. Players fight monsters like zombies, werewolves, vampires, and demons across different levels both solo and with others online and offline on PC. The game aims to stand out with flexible character roles without classes and an in-depth combat system.
This document provides an overview of genre theory in film. It discusses how genres have common elements and conventions that allow films to be categorized. Some key points made include:
- Genres have existed since the early days of cinema and also have roots in ancient Greek theatre.
- Genres are defined by common themes, settings, styles, and plots across multiple films.
- Several examples of genres are given like sci-fi, horror, musical, and examples of conventions for each are listed.
- The document analyzes the genre and conventions of the film "Leon" and categorizes it as an action thriller.
The document discusses the Dark Romantic literary movement in American literature. The Dark Romantics were fascinated by the human capacity for wrongdoing and evil. They wrote dark, scary, and suspenseful stories exploring these themes. Key figures like Edgar Allan Poe and Nathaniel Hawthorne created Gothic stories that examined the darker aspects of human nature and psychology. Their works helped establish Gothic literature as a genre in American letters.
I would reccomend IB students to check the presentation.
Hello, here you will find a presentation establishing the points of comparison between Othello, Dr. Faustus, A Streetcar Named Desire and Glengarry Glen Ross. The presentation starts stating the exam criteria, then there is a comparison between the heroic concept of renaissance and modern tragedies. After that, you will find an analysis of the protagonist characterisation with the dramatic technique used to create each characteristic and a couple of quotes supporting the claim. I did the same for the antagonists and secondary characters. I briefly mentioned structure and setting. At the end you will find past paper questions.
I hope you find it useful! Good luck to everyone
The document lists several classic arcade and casual games such as Robo-Killer, Planet Cruncher, Insaniquarium, Bejeweled 2, and Peggle. It also mentions a website for text-based interactive fiction games from 1977 that did not include graphics.
This document discusses common elements in video games that keep players engaged. It begins by asking why players can't put games down and why they get better as they play. It then discusses common goals players want to achieve in games, obstacles that impede progress, and tools players use to overcome obstacles. The document also covers the ability to fail and try again through mechanics like extra lives and health bars. It explains how gameplay leads to learning skills that transfer between similar games. In the end, it discusses how games create a balance between failure and success loops to teach players through mistakes in a way that keeps them progressing.
The document lists over 50 classic and notable video games from 1990 to 2011, ranging from early PC games like Monuments of Mars and Commander Keen to 3D action-adventure games like Tomb Raider, Deus Ex, and Mass Effect. Many of the listed games were pioneering and influential titles that helped define genres like first-person shooters and role-playing games.
The document provides instructions for generating a superhero character archetype by randomly assigning attributes through dice rolls. Players roll dice to determine their character's origin, power levels in various stats, two talent categories, and three power categories. They then choose a limitation for one power and a weakness to develop their character's backstory. The goal is to create a unique character by following the randomization steps and getting creative with the limitation and backstory.
This document provides information on two video games from the 1970s and 1990s - Death Race 2000 from 1976 and Mortal Kombat from 1992. It lists them under the category "ESRB" which suggests it is describing their ratings from the Entertainment Software Rating Board. The document also includes short descriptors for the types of content in Mortal Kombat, such as fantasy violence and suggestive themes. It concludes by listing two additional resources for information on video games.
This document provides a brief history of early video games, starting from some of the earliest experiments in the 1950s and 1960s and covering the evolution of games through the 1970s and 1980s as the industry began to take shape. Key developments included early experiments with oscilloscopes and mainframe computers in the 1950s and 1960s, the release of the first video game console by Magnavox in the early 1970s, the success of Pong in the mid-1970s, the rise of arcade games in the late 1970s led by Space Invaders, the introduction of home consoles like the Atari 2600 in the late 1970s and early 1980s, and the increased popularity and capabilities of home computers and consoles
The document discusses various concepts related to game design including:
- The player's main goal is to win and obtain rewards along with a sense of purpose and reason to continue playing.
- Obstacles like enemies or challenges impede the player's progress and provide a sense of accomplishment upon overcoming them.
- Tools like weapons or abilities allow the player to achieve their goals by overcoming obstacles.
- The ability to fail and try again through mechanics like extra lives keeps the game fun and engaging.
- Through gameplay, players acquire skills and knowledge that transfers to similar games.
The document provides an overview of tools and considerations for making games, including:
- 2D art is easier and faster than 3D but 3D looks better, though it requires modeling, animating, and texturing.
- Common 3D modeling tools include Blender and GIMP which are free, while professional tools like Maya, 3D Studio Max, and Lightwave cost between $300-$2000.
- Popular free and inexpensive game engines for 2D and 3D include Game Maker, Dark Basic, Blitz3D, and Ogre3D, while Torque is a fully-featured commercial engine.
- Other topics covered are sound engines, programming basics, and websites for game development
Game interfaces use symbols to convey important information to players without overloading them. Symbols represent concepts and help the brain make sense of visual information. Effective interfaces have simplistic but informative designs that allow plenty of viewing space and do not overwhelm players. They also use avatars as characters that players control and which they can personalize to be memorable representations of themselves.
This document provides information about computer programming concepts like variables, operators, conditional statements, and flowcharts. It discusses true and false values, integer and string variable types, relational operators like greater than and less than, and conditional statements using if/then/else. It also gives examples of flowcharts for simple dice games, including rules for taking or losing tokens depending on dice rolls.
The document describes Sissy Fight, a card game played at gaming conferences in 2005 and 2007 that simulates playground fights between little girls. Players choose action and target cards in secret to attack other players and reduce their self-esteem points. The goal is to be one of the last players with self-esteem points remaining. The document asks players to think about flaws in the game, what makes it fun, and how to alter the story and mechanics to create their own version.
The document provides an overview of key concepts in web games, including goals, obstacles, tools, second chances, and learning. It asks the reader questions about their favorite games and discusses the goals players want to achieve in games. The document also contains activities where readers are prompted to create game ideas using the concepts discussed, with examples like having a cake as a goal and a pencil as an obstacle.
The Unbelievable Tale of Dwayne Johnson Kidnapping: A Riveting Sagagreendigital
Introduction
The notion of Dwayne Johnson kidnapping seems straight out of a Hollywood thriller. Dwayne "The Rock" Johnson, known for his larger-than-life persona, immense popularity. and action-packed filmography, is the last person anyone would envision being a victim of kidnapping. Yet, the bizarre and riveting tale of such an incident, filled with twists and turns. has captured the imagination of many. In this article, we delve into the intricate details of this astonishing event. exploring every aspect, from the dramatic rescue operation to the aftermath and the lessons learned.
Follow us on: Pinterest
The Origins of the Dwayne Johnson Kidnapping Saga
Dwayne Johnson: A Brief Background
Before discussing the specifics of the kidnapping. it is crucial to understand who Dwayne Johnson is and why his kidnapping would be so significant. Born May 2, 1972, Dwayne Douglas Johnson is an American actor, producer, businessman. and former professional wrestler. Known by his ring name, "The Rock," he gained fame in the World Wrestling Federation (WWF, now WWE) before transitioning to a successful career in Hollywood.
Johnson's filmography includes blockbuster hits such as "The Fast and the Furious" series, "Jumanji," "Moana," and "San Andreas." His charismatic personality, impressive physique. and action-star status have made him a beloved figure worldwide. Thus, the news of his kidnapping would send shockwaves across the globe.
Setting the Scene: The Day of the Kidnapping
The incident of Dwayne Johnson's kidnapping began on an ordinary day. Johnson was filming his latest high-octane action film set to break box office records. The location was a remote yet scenic area. chosen for its rugged terrain and breathtaking vistas. perfect for the film's climactic scenes.
But, beneath the veneer of normalcy, a sinister plot was unfolding. Unbeknownst to Johnson and his team, a group of criminals had planned his abduction. hoping to leverage his celebrity status for a hefty ransom. The stage was set for an event that would soon dominate worldwide headlines and social media feeds.
The Abduction: Unfolding the Dwayne Johnson Kidnapping
The Moment of Capture
On the day of the kidnapping, everything seemed to be proceeding as usual on set. Johnson and his co-stars and crew were engrossed in shooting a particularly demanding scene. As the day wore on, the production team took a short break. providing the kidnappers with the perfect opportunity to strike.
The abduction was executed with military precision. A group of masked men, armed and organized, infiltrated the set. They created chaos, taking advantage of the confusion to isolate Johnson. Johnson was outnumbered and caught off guard despite his formidable strength and fighting skills. The kidnappers overpowered him, bundled him into a waiting vehicle. and sped away, leaving everyone on set in a state of shock and disbelief.
The Immediate Aftermath
The immediate aftermath of the Dwayne Johnson kidnappin
Top IPTV UK Providers of A Comprehensive Review.pdfXtreame HDTV
The television landscape in the UK has evolved significantly with the rise of Internet Protocol Television (IPTV). IPTV offers a modern alternative to traditional cable and satellite TV, allowing viewers to stream live TV, on-demand videos, and other multimedia content directly to their devices over the internet. This review provides an in-depth look at the top IPTV UK providers, their features, pricing, and what sets them apart.
Modern Radio Frequency Access Control Systems: The Key to Efficiency and SafetyAITIX LLC
Today's fast-paced environment worries companies of all sizes about efficiency and security. Businesses are constantly looking for new and better solutions to solve their problems, whether it's data security or facility access. RFID for access control technologies have revolutionized this.
Christian Louboutin: Innovating with Red Solesget joys
Christian Louboutin is celebrated for his innovative approach to footwear design, marked by his trademark red soles. This in-depth look at his life and career explores the origins of his creativity, the milestones in his journey, and the impact of his work on the fashion industry. Learn how Louboutin's bold vision and dedication to excellence have made his brand synonymous with luxury and style.
At Digidev, we are working to be the leader in interactive streaming platforms of choice by smart device users worldwide.
Our goal is to become the ultimate distribution service of entertainment content. The Digidev application will offer the next generation television highway for users to discover and engage in a variety of content. While also providing a fresh and
innovative approach towards advertainment with vast revenue opportunities. Designed and developed by Joe Q. Bretz
Leonardo DiCaprio House: A Journey Through His Extravagant Real Estate Portfoliogreendigital
Introduction
Leonardo DiCaprio, A name synonymous with Hollywood excellence. is not only known for his stellar acting career but also for his impressive real estate investments. The "Leonardo DiCaprio house" is a topic that piques the interest of many. as the Oscar-winning actor has amassed a diverse portfolio of luxurious properties. DiCaprio's homes reflect his varied tastes and commitment to sustainability. from retreats to historic mansions. This article will delve into the fascinating world of Leonardo DiCaprio's real estate. Exploring the details of his most notable residences. and the unique aspects that make them stand out.
Follow us on: Pinterest
Leonardo DiCaprio House: Malibu Beachfront Retreat
A Prime Location
His Malibu beachfront house is one of the most famous properties in Leonardo DiCaprio's real estate portfolio. Situated in the exclusive Carbon Beach. also known as "Billionaire's Beach," this property boasts stunning ocean views and private beach access. The "Leonardo DiCaprio house" in Malibu is a testament to the actor's love for the sea and his penchant for luxurious living.
Architectural Highlights
The Malibu house features a modern design with clean lines, large windows. and open spaces blending indoor and outdoor living. The expansive deck and patio areas provide ample space for entertaining guests or enjoying a quiet sunset. The house has state-of-the-art amenities. including a gourmet kitchen, a home theatre, and many guest suites.
Sustainable Features
Leonardo DiCaprio is a well-known environmental activist. whose Malibu house reflects his commitment to sustainability. The property incorporates solar panels, energy-efficient appliances, and sustainable building materials. The landscaping around the house is also designed to be water-efficient. featuring drought-resistant plants and intelligent irrigation systems.
Leonardo DiCaprio House: Hollywood Hills Hideaway
Privacy and Seclusion
Another remarkable property in Leonardo DiCaprio's collection is his Hollywood Hills house. This secluded retreat offers privacy and tranquility. making it an ideal escape from the hustle and bustle of Los Angeles. The "Leonardo DiCaprio house" in Hollywood Hills nestled among lush greenery. and offers panoramic views of the city and surrounding landscapes.
Design and Amenities
The Hollywood Hills house is a mid-century modern gem characterized by its sleek design and floor-to-ceiling windows. The open-concept living space is perfect for entertaining. while the cozy bedrooms provide a comfortable retreat. The property also features a swimming pool, and outdoor dining area. and a spacious deck that overlooks the cityscape.
Environmental Initiatives
The Hollywood Hills house incorporates several green features that are in line with DiCaprio's environmental values. The home has solar panels, energy-efficient lighting, and a rainwater harvesting system. Additionally, the landscaping designed to support local wildlife and promote
Unveiling Paul Haggis Shaping Cinema Through Diversity. .pdfkenid14983
Paul Haggis is undoubtedly a visionary filmmaker whose work has not only shaped cinema but has also pushed boundaries when it comes to diversity and representation within the industry. From his thought-provoking scripts to his engaging directorial style, Haggis has become a prominent figure in the world of film.
Barbie Movie Review - The Astras.pdffffftheastras43
Barbie Movie Review has gotten brilliant surveys for its fun and creative story. Coordinated by Greta Gerwig, it stars Margot Robbie as Barbie and Ryan Gosling as Insight. Critics adore its perky humor, dynamic visuals, and intelligent take on the notorious doll's world. It's lauded for being engaging for both kids and grown-ups. The Astras profoundly prescribes observing the Barbie Review for a delightful and colorful cinematic involvement.https://theastras.com/hca-member-gradebooks/hca-gradebook-barbie/
Orpah Winfrey Dwayne Johnson: Titans of Influence and Inspirationgreendigital
Introduction
In the realm of entertainment, few names resonate as Orpah Winfrey Dwayne Johnson. Both figures have carved unique paths in the industry. achieving unparalleled success and becoming iconic symbols of perseverance, resilience, and inspiration. This article delves into the lives, careers. and enduring legacies of Orpah Winfrey Dwayne Johnson. exploring how their journeys intersect and what we can learn from their remarkable stories.
Follow us on: Pinterest
Early Life and Backgrounds
Orpah Winfrey: From Humble Beginnings to Media Mogul
Orpah Winfrey, often known as Oprah due to a misspelling on her birth certificate. was born on January 29, 1954, in Kosciusko, Mississippi. Raised in poverty by her grandmother, Winfrey's early life was marked by hardship and adversity. Despite these challenges. she demonstrated a keen intellect and an early talent for public speaking.
Winfrey's journey to success began with a scholarship to Tennessee State University. where she studied communication. Her first job in media was as a co-anchor for the local evening news in Nashville. This role paved the way for her eventual transition to talk show hosting. where she found her true calling.
Dwayne Johnson: From Wrestling Royalty to Hollywood Superstar
Dwayne Johnson, also known by his ring name "The Rock," was born on May 2, 1972, in Hayward, California. He comes from a family of professional wrestlers, with both his father, Rocky Johnson. and his grandfather, Peter Maivia, being notable figures in the wrestling world. Johnson's early life was spent moving between New Zealand and the United States. experiencing a variety of cultural influences.
Before entering the world of professional wrestling. Johnson had aspirations of becoming a professional football player. He played college football at the University of Miami. where he was part of a national championship team. But, injuries curtailed his football career, leading him to follow in his family's footsteps and enter the wrestling ring.
Career Milestones
Orpah Winfrey: The Queen of All Media
Winfrey's career breakthrough came in 1986 when she launched "The Oprah Winfrey Show." The show became a cultural phenomenon. drawing millions of viewers daily and earning many awards. Winfrey's empathetic and candid interviewing style resonated with audiences. helping her tackle diverse and often challenging topics.
Beyond her talk show, Winfrey expanded her empire to include the creation of Harpo Productions. a multimedia production company. She also launched "O, The Oprah Magazine" and OWN: Oprah Winfrey Network, further solidifying her status as a media mogul.
Dwayne Johnson: From The Ring to The Big Screen
Dwayne Johnson's wrestling career took off in the late 1990s. when he became one of the most charismatic and popular figures in WWE. His larger-than-life persona and catchphrases endeared him to fans. making him a household name. But, Johnson had ambitions beyond the wrestling ring.
In the early 20