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Digital Role-Playing Game and Technical Communication: A History of Bethesda, BioWare, and CD Projekt Red [Kõva köide]

(Missouri University of Science and Technology, USA), (Missouri University of Science and Technology, USA)
  • Formaat: Hardback, 344 pages, kõrgus x laius: 229x152 mm, kaal: 621 g, 63 bw illus
  • Ilmumisaeg: 20-May-2021
  • Kirjastus: Bloomsbury Academic USA
  • ISBN-10: 1501352547
  • ISBN-13: 9781501352546
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  • Formaat: Hardback, 344 pages, kõrgus x laius: 229x152 mm, kaal: 621 g, 63 bw illus
  • Ilmumisaeg: 20-May-2021
  • Kirjastus: Bloomsbury Academic USA
  • ISBN-10: 1501352547
  • ISBN-13: 9781501352546
With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton, Alberta, Canada; and CD Projekt Red in Warsaw, Poland.

Each company has used social media and technical content in the games to promote players belief that players control the companies game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications (modding) of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.

Arvustused

A timely and meticulously researched analysis of major game studios, important and influential video games, and emerging areas of practice and opportunity for technical communication. Written in an accessible and engaging style, the book is highly recommended for those interested in games and writing as well as those considering the future of our profession. * Rudy McDaniel, Professor of Technical Communication, University of Central Florida, USA * Reardon and Wright offer a comprehensive, compelling, and complex take on 3 love stories between digital role-playing game development companies and the fan-based communities they wooed with varying degrees of effectiveness. Technical Communication plays a prominent role in each of these love stories as the primary means by which developers and fans influenced one another in remarkably expansive co-creative game worlds, for better and for worse. * Rylish Moeller, Associate Professor of Technical Communication & Rhetoric, Utah State University, USA *

Muu info

An examination of three digital role-playing game companiesBethesda, BioWare, and CD Projekt Redto show how social media and interactive game design have encouraged digital game players to believe that they are, in effect, co-creators of digital games.
List of Illustrations
ix
Foreword xi
Adam Crowley
Introduction: RPGs and the Explosion of Technical Content 1(12)
The Game That Started It All
1(2)
PCs Shrink the World
3(1)
The PC
3(1)
What You'll Find in These Pages
4(5)
References
9(4)
1 Birth Of The Drpg
13(32)
The D&D Influence
13(2)
Emergent Narrative and Early DRPGs
15(5)
Technical Communication in Early DRPGs
20(2)
Bethesda Softworks
22(1)
The Elder Scrolls: Arena
22(2)
The Elder Scrolls: Daggerfall
24(3)
The Rise of BioWare
27(3)
Technology Diffusion and Adoption
30(4)
Early Digital Marketing and Social Media
34(7)
Looking Ahead---The Party Gets Bigger
41(1)
References
41(4)
2 New Century, New Technologies, New Challenges
45(42)
Bethesda 1999
45(2)
Wikis, Forums, and Player Agency
47(5)
Bethesda Advances Emergent Narrative
52(10)
BioWare Advances Technical Communication
62(3)
Technical Communication and Morrowind
65(3)
Modeling Emerges as a Technical Communication Tool
68(1)
Communicating by Using Technology
69(1)
Providing Instructions---Technology of How to Do Something
70(1)
Emergent Narrative and Baldur's Gate II
71(1)
Game Branding and Social Media
72(4)
The Burgeoning Power of Fan Forums
76(1)
The Force Is with Bio Ware
77(3)
Looking Ahead: Communication Convergence Signals New Power
80(1)
References
80(7)
3 Crowdsourcing---The Game Changer
87(34)
Convergence Patterns in Communication
87(3)
Convergence in Social Media
90(2)
Jade Empire
92(1)
Cocreation as Technical Communication
93(1)
Restrictions of Technical Accuracy
94(3)
Technology Diffusion and Adoption 2005--6
97(3)
Modding Goes Mainstream
100(6)
Oblivion---Bethesda Raises the Bar Again
106(2)
Bethesda, Buzz, and Social Media in the Internet Age
108(7)
References
115(6)
4 At The Top Of Their Games
121(30)
Downloadable Content
121(2)
Modding Bethesda Games
123(4)
Mass Effect---BioWare Advances Emergent Narrative
127(5)
Fallout 3---Bethesda Launches Its Own Science Fiction World
132(3)
Cocreation: Customer and User Becomes Designer and Manufacturer
135(2)
DAO---Bio Ware's Fantasy Blockbuster
137(8)
Metagaming
145(1)
The Cinematic Game Trailer
146(2)
Looking Ahead: Fan Power Grows
148(1)
References
148(3)
5 A Cocreative Game World, For Better Or For Worse
151(40)
Mass Effect 2
151(3)
Technical Communication in ME2
154(1)
Emergent Narrative in ME2
155(2)
Skyrim---Bethesda Ups the Ante
157(5)
Technical Communication and Skyrim
162(3)
Dragon Age II---One Narrative Step Forward, Two Gameplay Steps Back
165(2)
Technical Communication and DAII
167(6)
The Witcher 2: Assassins of Kings---CDPR Hits the Big Time
173(1)
Emergent Narrative in The Witcher 2
174(2)
Technical Communication and The Witcher 2
176(3)
Usability Testing and Games from 2011
179(2)
Gamers and Social Media in 2011
181(2)
DAII and the Problem of Fan Critics
183(2)
Looking Ahead: All Online, All the Time
185(1)
References
186(5)
6 The Social Media Imperium
191(40)
Emergence of the MMO
191(2)
Star Wars: The Old Republic---BioWare Launches Their MMORPG
193(4)
The Social Media World Grows---and Metastasizes
197(2)
The Mass Effect 3 Marketing Campaign, or Be Careful What You Claim
199(1)
Technical Content in ME3: So Far, So Good
200(3)
The ME3 Controversy: The Power and Tyranny of Cocreation
203(13)
The Elder Scrolls Online---Bethesda Claims Their MMORPG Space
216(2)
Dragon Age: Inquisition---Bio Ware's Last Ray of Sunlight
218(3)
Technical Communication and DAT. Bigger Is Better, More Is Better
221(3)
Looking Ahead---The Wheel of Fortune Spins
224(1)
References
225(6)
7 Bigger, More, Better
231(30)
Everyone's a Cook, and Everyone Stirs the Pot
231(1)
The Witcher 3: Wild Hunt---CDPR's Big Moment
232(1)
Technical Content in The Witcher 3: Geralt, and Just Only Geralt
233(5)
Emergent Narrative 2012-15
238(2)
Fallout 4---Bethesda looks to Bio Ware
240(2)
Race, Gender, and Sexuality: The Slow Progress Toward Inclusivity
242(6)
Fallout 4: Stats and Mods
248(1)
Multiplayer Content in Single-Player Games
249(1)
Mass Effect: Andromeda
250(7)
A Look Ahead: Fortune's Fools
257(1)
References
258(3)
8 The Wheels Fall Off
261(34)
Fallout 76---Two Genres Together Are Not Better Than One
261(1)
Technical Communication, Social Media, and Fallout 76
262(3)
Emergent Narrative, Social Media, and Fallout 76
265(3)
Anthem---BioWare Leaps into the Abyss
268(1)
Technical Communication and Anthem
269(1)
Emergent Narrative, Social Media, and Anthem
270(3)
Thronebreaker---CDPR Keeps a Hand in the Game
273(2)
The Cyberpunk 2077 Launch Disaster
275(2)
Looking Ahead for the Big Three
277(8)
Conclusion---The Future of DRPGs and Technical Communication
285(3)
References
288(7)
Notes 295(6)
Index 301
DANIEL REARDON currently serves as Interim Vice Provost of Undergraduate Education at Missouri University of Science and Technology, USA, where he also is on the faculty in the Department of English & Technical Communication. He teaches Science Fiction, Fantasy Literature, technical communication, and courses in the teaching of reading and writing. He has published articles about digital games, higher education administration, and the teaching of reading and writing.

DAVID WRIGHT is the Professor of Technical Communication at Missouri University of Science and Technology, USA. His teaching and research interests include technology diffusion, digital communication, game studies, and usability studies. He has published articles on technical communication and digital communication.