Games | Game Design | Game Studies. Gundolf S. Freyermuth

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Games | Game Design | Game Studies - Gundolf S. Freyermuth

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only to then look back on the earlier audiovisual rivalries between theater and film as well as between film and television and to discuss which of the two historical models the relationship between games and film will most closely come to resemble (Intermezzo-2 Audiovisual Rivalries). Foundational for the aesthetic relationship between audiovisual media in general and between games and film in particular proves to be their highly different affordances for the manipulation of time and space in the representation of narrative processes (Intermezzo-3 Modes of Audiovisual Storytelling).

      MAKING GAMES—GAME DESIGN

      Whoever develops digital games today is historically privileged: they are confronted with the opportunity, as only very few generations before them, to actively help shape the important beginnings and to set the course of a radically new medium. Contributing to this opportunity is the fact that since the turn of the century no other medium has made progress that was as speedy—both in an economic as well as a technical-aesthetic respect.

      In the last decade, the extreme development of distribution channels for digital games has correlated with equally strong changes in how they are financed. Promoted as well through ubiquitous digital networking, a variety of alternative economic approaches, processes, and funding models came about. Disruptive were, for one, Free-to-Play (F2P) and freemium models, based on micropayments in games that started off free, and for another pre-financing through so-called crowdfunding, i.e., the collecting of a large number of small contributions by future users of technical or medial products that had yet to be produced.

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