<?xml 
version="1.0" encoding="utf-8"?>
<rss version="2.0" 
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
>

<channel xml:lang="fr">
	<title>FoxyLounge</title>
	<link>https://www.foxylounge.com/</link>
	<description>Arts, musiques, cin&#233;ma, litt&#233;rature, jeux-vid&#233;o, pop et contre culture.</description>
	<language>fr</language>
	<generator>SPIP - www.spip.net</generator>

	<image>
		<title>FoxyLounge</title>
		<url>https://www.foxylounge.com/local/cache-vignettes/L144xH49/siteon0-42fdb.png?1665648881</url>
		<link>https://www.foxylounge.com/</link>
		<height>49</height>
		<width>144</width>
	</image>



<item xml:lang="fr">
		<title>Jeux vid&#233;o : F5/F9</title>
		<link>https://www.foxylounge.com/Jeux-video-F5-F9</link>
		<guid isPermaLink="true">https://www.foxylounge.com/Jeux-video-F5-F9</guid>
		<dc:date>2012-03-29T22:40:58Z</dc:date>
		<dc:format>text/html</dc:format>
		<dc:language>fr</dc:language>
		<dc:creator>DrNoze</dc:creator>


		<dc:subject>Jeux vid&#233;o</dc:subject>
		<dc:subject>glitches</dc:subject>
		<dc:subject>conf&#233;rences</dc:subject>
		<dc:subject>Technologies et futurs proches</dc:subject>
		<dc:subject>game studies</dc:subject>
		<dc:subject>Mathieu Triclot</dc:subject>

		<description>
&lt;p&gt;Le 3 mars 2012, Mathieu Triclot &#224; donn&#233; une conf&#233;rence intitul&#233;e Jeux vid&#233;o : F5/F9 au centre Pompidou dans le cadre de JeuX, un cycle de conf&#233;rences en six parties propos&#233; par &#201;lie During. &lt;br class='autobr' /&gt; Mathieu Triclot est un philosophe sp&#233;cialis&#233; dans l'&#233;pist&#233;mologie et l'histoire des sciences et des techniques, et l'auteur de l'excellent livre Philosophie des jeux vid&#233;o, que j'ai tent&#233; de vous pr&#233;senter ici. &lt;br class='autobr' /&gt;
Voir la conf&#233;rence en vid&#233;o : &lt;br class='autobr' /&gt; Ci-dessous la pr&#233;sentation de la conf&#233;rence par le (&#8230;)&lt;/p&gt;


-
&lt;a href="https://www.foxylounge.com/Noze-1" rel="directory"&gt;Dirt Noze&lt;/a&gt;

/ 
&lt;a href="https://www.foxylounge.com/video_games" rel="tag"&gt;Jeux vid&#233;o&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/glitches" rel="tag"&gt;glitches&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/conferences" rel="tag"&gt;conf&#233;rences&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/technologies" rel="tag"&gt;Technologies et futurs proches&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/game-studies" rel="tag"&gt;game studies&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/Mathieu-Triclot" rel="tag"&gt;Mathieu Triclot&lt;/a&gt;

		</description>


 <content:encoded>&lt;img src='https://www.foxylounge.com/local/cache-vignettes/L150xH112/arton320-e989f.jpg?1775239760' class='spip_logo spip_logo_right' width='150' height='112' alt=&#034;&#034; /&gt;
		&lt;div class='rss_chapo'&gt;&lt;p&gt;Le 3 mars 2012, &lt;strong&gt;Mathieu Triclot&lt;/strong&gt; &#224; donn&#233; une conf&#233;rence intitul&#233;e &lt;i&gt;Jeux vid&#233;o : F5/F9&lt;/i&gt; au &lt;a href=&#034;http://www.centrepompidou.fr/Pompidou/Manifs.nsf/0/D064451BCDF4CE1DC12579510038875E?OpenDocument&amp;sessionM=&amp;L=1&amp;view=&#034; class=&#034;spip_out&#034; rel=&#034;external&#034;&gt;centre Pompidou&lt;/a&gt; dans le cadre de &lt;strong&gt;&lt;a href=&#034;http://www.centrepompidou.fr/Pompidou/Manifs.nsf/0/E8EC76122E2BF5D6C125795100343A91?OpenDocument&amp;sessionM=&amp;L=1&#034; class=&#034;spip_out&#034; rel=&#034;external&#034;&gt;JeuX&lt;/a&gt;&lt;/strong&gt;, un cycle de conf&#233;rences en six parties propos&#233; par &#201;lie During.&lt;/p&gt;&lt;/div&gt;
		&lt;div class='rss_texte'&gt;&lt;p&gt;&lt;strong&gt;Mathieu Triclot&lt;/strong&gt; est un philosophe sp&#233;cialis&#233; dans l'&#233;pist&#233;mologie et l'histoire des sciences et des techniques, et l'auteur de l'excellent livre &lt;i&gt;Philosophie des jeux vid&#233;o&lt;/i&gt;, que j'ai tent&#233; de vous pr&#233;senter &lt;a href='https://www.foxylounge.com/Mathieu-Triclot-Philosophie-des' class=&#034;spip_in&#034;&gt;ici&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Voir la conf&#233;rence en vid&#233;o :&lt;/strong&gt;&lt;/p&gt;
&lt;div class=&#034;video&#034;&gt;
&lt;iframe frameborder=&#034;0&#034; width=&#034;480&#034; height=&#034;270&#034; src=&#034;http://www.dailymotion.com/embed/video/xpcnyv&#034;&gt;&lt;/iframe&gt;
&lt;/div&gt;&lt;hr class=&#034;spip&#034; /&gt;
&lt;p&gt;Ci-dessous la pr&#233;sentation de la conf&#233;rence par le Centre Pompidou :&lt;/p&gt;
&lt;blockquote class=&#034;spip&#034;&gt;
&lt;p&gt;&#034;F5 pour enregistrer une partie, F9 pour revenir au point de sauvegarde. La combinaison F5/F9 dissimule l'un des plaisirs les plus puissants des jeux vid&#233;o : la possibilit&#233; de revenir en arri&#232;re, de recommencer une s&#233;quence jusqu'&#224; la perfection. Un plaisir que l'on aurait bien de la peine &#224; &#233;prouver avec un livre ou avec un film, un plaisir qui tient &#224; la nature informatique du m&#233;dium. Mais comment approcher les plaisirs du jeu vid&#233;o ? Comment &#171; mettre en th&#233;orie &#187; les jeux sans escamoter aussit&#244;t leur dimension ludique, sans les pr&#233;senter comme &#233;tant &#171; toujours plus que de simple jeux &#187; ? Ce tour de passe-passe nous renvoie &#224; la n&#233;cessit&#233; de consid&#233;rer le jeu comme un &#233;tat, une exp&#233;rience, plut&#244;t que comme une collection d'objets ou un ensemble de r&#232;gles.&lt;/p&gt;
&lt;p&gt;Mathieu Triclot est ma&#238;tre de conf&#233;rences en philosophie &#224; l'Universit&#233; de Technologie de Belfort-Montb&#233;liard. Ses recherches portent sur la cybern&#233;tique et l'histoire du concept d'information. Il est l'auteur de Philosophie des jeux vid&#233;o, Zones, 2010.&#034;&lt;/p&gt;
&lt;/blockquote&gt;&lt;/div&gt;
		
		</content:encoded>


		

	</item>
<item xml:lang="fr">
		<title>Jeux vid&#233;o et culture</title>
		<link>https://www.foxylounge.com/Les-jeux-video-et-la-culture</link>
		<guid isPermaLink="true">https://www.foxylounge.com/Les-jeux-video-et-la-culture</guid>
		<dc:date>2011-06-28T12:23:07Z</dc:date>
		<dc:format>text/html</dc:format>
		<dc:language>fr</dc:language>
		<dc:creator>DrNoze</dc:creator>


		<dc:subject>Jeux vid&#233;o</dc:subject>
		<dc:subject>game studies</dc:subject>

		<description>
&lt;p&gt;Tel le cin&#233;matographe ou la photographie en leurs temps, cette forme d'expression relativement jeune qu'est le le jeu vid&#233;o n'est toujours pas reconnu comme une forme d'art, ni par les institutions ni m&#234;me par une partie des joueurs (et des game designers), et tente, ces temp-ci, de se faire une place au sein de la respectable culture &#224; papa. &lt;br class='autobr' /&gt;
Une tripot&#233; de passionn&#233;s postent des mini essais et autres bouts de r&#233;flexions plus ou moins pertinantes sur le sujet via les plateformes d'&#233;changes (&#8230;)&lt;/p&gt;


-
&lt;a href="https://www.foxylounge.com/Noze-1" rel="directory"&gt;Dirt Noze&lt;/a&gt;

/ 
&lt;a href="https://www.foxylounge.com/video_games" rel="tag"&gt;Jeux vid&#233;o&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/game-studies" rel="tag"&gt;game studies&lt;/a&gt;

		</description>


 <content:encoded>&lt;img src='https://www.foxylounge.com/local/cache-vignettes/L150xH94/arton257-c3ae8.jpg?1665649998' class='spip_logo spip_logo_right' width='150' height='94' alt=&#034;&#034; /&gt;
		&lt;div class='rss_texte'&gt;&lt;p&gt;Tel le cin&#233;matographe ou la photographie en leurs temps, cette forme d'expression relativement jeune qu'est le le jeu vid&#233;o n'est toujours pas reconnu comme une forme d'art, ni par les institutions ni m&#234;me par une partie des joueurs (et des game designers), et tente, ces temp-ci, de se faire une place au sein de la respectable culture &#224; papa.&lt;/p&gt;
&lt;p&gt;Une tripot&#233; de passionn&#233;s postent des mini essais et autres bouts de r&#233;flexions plus ou moins pertinantes sur le sujet via les plateformes d'&#233;changes de vid&#233;o. En compl&#233;ment du billet sur le bouquin de Mathieu Triclot, &lt;i&gt;&lt;a href='https://www.foxylounge.com/Mathieu-Triclot-Philosophie-des' class=&#034;spip_in&#034;&gt;Philosophie des jeux vid&#233;o&lt;/i&gt;&lt;/a&gt;, je vous colle ci dessous une petite s&#233;lection de ces vid&#233;os.&lt;/p&gt;
&lt;p&gt;&lt;small&gt;Image : &lt;i&gt;Long March : Restart&lt;/i&gt; par Feng Mengbo&lt;/small&gt;&lt;/p&gt;
&lt;h2 class=&#034;spip&#034;&gt;&lt;i&gt;Le jeu vid&#233;o est il l'avenir de l'art ?&lt;/i&gt; par Usul&lt;/h2&gt;&lt;div class=&#034;video&#034;&gt;&lt;iframe width=&#034;480&#034; height=&#034;390&#034; src=&#034;http://www.youtube.com/embed/bhZ91kb2iSI&#034; frameborder=&#034;0&#034; allowfullscreen&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;h2 class=&#034;spip&#034;&gt;&lt;i&gt;Video Games and Storytelling&lt;/i&gt; de Daniel Floyd&lt;/h2&gt;&lt;div class=&#034;video&#034;&gt;&lt;iframe width=&#034;480&#034; height=&#034;390&#034; src=&#034;http://www.youtube.com/embed/1jdG2LHair0&#034; frameborder=&#034;0&#034; allowfullscreen&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;h2 class=&#034;spip&#034;&gt; &lt;i&gt;Videogames are Art&lt;/i&gt; de lukeprog&lt;/h2&gt;&lt;div class=&#034;video&#034;&gt;&lt;iframe width=&#034;480&#034; height=&#034;390&#034; src=&#034;http://www.youtube.com/embed/BeaBbxrVMzM&#034; frameborder=&#034;0&#034; allowfullscreen&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;/div&gt;
		
		</content:encoded>


		

	</item>
<item xml:lang="fr">
		<title>Mathieu Triclot : Philosophie des jeux vid&#233;o</title>
		<link>https://www.foxylounge.com/Mathieu-Triclot-Philosophie-des</link>
		<guid isPermaLink="true">https://www.foxylounge.com/Mathieu-Triclot-Philosophie-des</guid>
		<dc:date>2011-06-24T10:30:32Z</dc:date>
		<dc:format>text/html</dc:format>
		<dc:language>fr</dc:language>
		<dc:creator>DrNoze</dc:creator>


		<dc:subject>Jeux vid&#233;o</dc:subject>
		<dc:subject>Livres</dc:subject>
		<dc:subject>philosophie</dc:subject>
		<dc:subject>game studies</dc:subject>
		<dc:subject>Mathieu Triclot</dc:subject>

		<description>
&lt;p&gt;De nos jours, quand on veut lire sur les jeux vid&#233;o on se retrouve la plupart du temps face &#224; une critique qui n'en est pas vraiment une et qui produit malheureusement des choses plus proches des tests de guide d'achat (comme on pourrait en faire pour des articles d'&#233;lectrom&#233;nager) que de v&#233;ritables articles critiques comme on peut en trouver couramment pour le cin&#233;ma ou la litt&#233;rature. &lt;br class='autobr' /&gt;
Malgr&#232;s quelques tentatives timides mais salutaires, l'&#233;tat de la critique, dans le domaine, est (&#8230;)&lt;/p&gt;


-
&lt;a href="https://www.foxylounge.com/Noze-1" rel="directory"&gt;Dirt Noze&lt;/a&gt;

/ 
&lt;a href="https://www.foxylounge.com/video_games" rel="tag"&gt;Jeux vid&#233;o&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/Livres" rel="tag"&gt;Livres&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/philosophie" rel="tag"&gt;philosophie&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/game-studies" rel="tag"&gt;game studies&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/Mathieu-Triclot" rel="tag"&gt;Mathieu Triclot&lt;/a&gt;

		</description>


 <content:encoded>&lt;img src='https://www.foxylounge.com/local/cache-vignettes/L150xH76/arton256-42ec6.png?1665653942' class='spip_logo spip_logo_right' width='150' height='76' alt=&#034;&#034; /&gt;
		&lt;div class='rss_chapo'&gt;&lt;p&gt;De nos jours, quand on veut lire sur les jeux vid&#233;o on se retrouve la plupart du temps face &#224; une critique qui n'en est pas vraiment une et qui produit malheureusement des choses plus proches des tests de guide d'achat (comme on pourrait en faire pour des articles d'&#233;lectrom&#233;nager) que de v&#233;ritables articles critiques comme on peut en trouver couramment pour le cin&#233;ma ou la litt&#233;rature.&lt;/p&gt;
&lt;p&gt;Malgr&#232;s quelques tentatives timides mais salutaires, l'&#233;tat de la critique, dans le domaine, est toujours relativement pauvre, et ce malgr&#232;s le fait que le jeu vid&#233;o prenne de plus en plus de place culturellement.&lt;/p&gt;
&lt;p&gt;Force est de constater que la critique vid&#233;o-ludique manque cruellement d'outils th&#233;oriques. Le champ est encore tr&#232;s largement &#224; d&#233;fricher et &lt;i&gt;Philosophie des jeux vid&#233;o&lt;/i&gt; est une bien belle entr&#233;e en mati&#232;re dont je vous colle quelques extraits ci-dessous.&lt;/p&gt;&lt;/div&gt;
		&lt;div class='rss_texte'&gt;&lt;p&gt;&lt;strong&gt;Mathieu Triclot&lt;/strong&gt;, gamer et philosophe, nous propose avec son livre &lt;i&gt;Philosophie des jeux vid&#233;o&lt;/i&gt; (Zones) de nous questionner sur l'&#233;tat vid&#233;o ludique. Quel est donc cet &#233;tat si particulier et en quoi est-il propre aux jeux vid&#233;o ?&lt;/p&gt;
&lt;p&gt;D&#233;&#231;u par ce que proposent les &#034;game studies&#034; anglo-saxonnes, qu'il trouve trop acc&#232;s sur le jeu et ses syst&#232;mes de r&#232;gles, l'auteur nous propose une nouvelle approche, les &#034;play studies&#034; qui seraient plus centr&#233;es sur le &#034;jouer&#034; et le joueur :&lt;/p&gt;
&lt;blockquote class=&#034;spip&#034;&gt;
&lt;p&gt;&#192; c&#244;t&#233; des game studies qui s'occupent des param&#232;tres formels des syst&#232;mes de jeu, dans une sorte de double en miroir de l'activit&#233; professionnelle de game design, il nous faut inventer des play studies, tourn&#233;es vers la fabrique des exp&#233;riences, les positions de sujets avec lesquelles jouent les jeux.&lt;/p&gt;
&lt;/blockquote&gt;&lt;div class='spip_document_711 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L460xH261/triclot-915d5.jpg?1527414112' width='460' height='261' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;
&lt;p&gt;Il faut donc essayer de comprendre ce qu'est ce &#034;jouer&#034; propre aux jeux vid&#233;o et pour cela l'auteur va chercher les travaux du psychanalyste &lt;strong&gt;Donald Winnicott&lt;/strong&gt; (&lt;i&gt;Jeu et r&#233;alit&#233;&lt;/i&gt;) :&lt;/p&gt;
&lt;blockquote class=&#034;spip&#034;&gt;
&lt;p&gt;O&#249; situer donc le lieu du jeu ? Ni tout &#224; fait du c&#244;t&#233; du joueur ni tout &#224; fait du c&#244;t&#233; de l'&#233;cran, mais dans un entre-deux. Il se trouve que la psychanalyse nous offre, avec le travail de Winnicott, une description absolument remarquable de ce lieu du jeu, comme lieu interm&#233;diaire. Une description qui nous en apprend plus sur les jeux vid&#233;o que toutes les consid&#233;rations sur les syst&#232;mes de r&#232;gles. Il faut dire que la psychanalyse est une des rares traditions intellectuelles dans lesquelles existe un int&#233;r&#234;t pour les jeux en tant que tels, en relation avec l'&#233;tude de la petite enfance. L'analyse consiste ici &#224; prendre un ph&#233;nom&#232;ne consid&#233;r&#233; comme insignifiant, le jeu, et &#224; montrer qu'il poss&#232;de une logique propre que l'on peut d&#233;chiffrer, &#224; l'instar du r&#234;ve ou du lapsus. L'exemple le plus c&#233;l&#232;bre est sans doute, chez Freud, l'analyse du jeu de l'enfant qui jette inlassablement un petit objet, une bobine, que l'adulte doit ramasser.&lt;/p&gt;
&lt;p&gt;Mais, dans cette tradition et sur la question du jeu, les &#233;tudes de Winnicott occupent une place exceptionnelle. Chez le praticien anglais, il ne s'agit plus de produire la psychanalyse d'un jeu en particulier, ou m&#234;me d'un ensemble de jeux, mais de proposer une analyse du ph&#233;nom&#232;ne du jeu en lui-m&#234;me. &#171; Ce qui m'importe avant tout, c'est de montrer que jouer c'est une exp&#233;rience, une forme fondamentale de la vie &#187;, &#233;crit Winnicott. Nous avons affaire ici &#224; une psychanalyse du play plut&#244;t que des games, o&#249; &#171; ce qui compte n'est pas tant le contenu, mais l'&#233;tat, proche du retrait, qu'on retrouve dans la concentration &#187;.&lt;/p&gt;
&lt;p&gt;Le point de d&#233;part de l'analyse consiste &#224; situer le jeu dans un espace interm&#233;diaire, dans la zone des ph&#233;nom&#232;nes dits &#171; transitionnels &#187;. &#171; Si le jeu n'est ni dedans ni dehors, o&#249; est-il ? &#187; Le jeu n'est ni un ph&#233;nom&#232;ne du moi, du psychisme &#224; l'&#233;tat pur, ni un ph&#233;nom&#232;ne qui rel&#232;verait simplement de l'ext&#233;riorit&#233;, du dehors, du non-moi. &lt;cs_jaune&gt;L'espace du jeu s'instaure dans une forme de relation magique entre le sujet et l'ext&#233;riorit&#233;, avec des objets ext&#233;rieurs qui sont en quelque sorte habit&#233;s, envahis par la subjectivit&#233;.&lt;/cs&gt; Le r&#233;el du jeu n'est plus le r&#233;el de la perception ordinaire, celui de la complaisance soumise &#224; une r&#233;alit&#233; ext&#233;rieure &#224; laquelle il faut s'ajuster et s'adapter. Ce n'est pas encore le r&#233;el irr&#233;el de l'hallucination ou du d&#233;lire, dans lequel la r&#233;alit&#233; ext&#233;rieure dispara&#238;t pour devenir ph&#233;nom&#232;ne subjectif. L'&#233;tat du jeu appartient &#224; un espace potentiel dans lequel une fraction de la r&#233;alit&#233; se trouve soumise &#224; une forme de contr&#244;le magique, qui maintient l'objet dans un &#233;tat suspendu, ni compl&#232;tement ma cr&#233;ation ni &#233;v&#233;nement simplement ext&#233;rieur. Le jeu instaure des objets &#233;tranges, des &#171; objets subjectifs &#187; pour reprendre l'expression de Winnicott, qui ne sont ni tout &#224; fait du moi ni tout &#224; fait du non-moi, mais rel&#232;vent d'un m&#233;lange entre l'int&#233;riorit&#233; et l'ext&#233;riorit&#233;.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Dans sa volont&#233; de tenter une description de l'&#233;tat vid&#233;o ludique, Mathieu Triclot va &#233;galement chercher du c&#244;t&#233; du cin&#233;ma avec &lt;strong&gt;Christian Metz&lt;/strong&gt; (&lt;i&gt;Le Signifiant imaginaire&lt;/i&gt;) et ses textes sur l'&#233;tat filmique :&lt;/p&gt;
&lt;blockquote class=&#034;spip&#034;&gt;
&lt;p&gt;Comment comprendre le fait que l'irr&#233;alit&#233; du signifiant (un peu de lumi&#232;re &#224; travers la pellicule) s'accompagne d'un surcro&#238;t de r&#233;alit&#233; pour le spectateur ? C'est que la m&#233;canique de l'immersion dans l'image de cin&#233;ma rel&#232;ve d'une forme de laisser-aller, de retrait dans la perception, que favorise la salle obscure. Tout est fait au cin&#233;ma pour engendrer une forme de surinvestissement dans le regard. Nous y retrouvons un &#233;tat qui se caract&#233;rise par un m&#233;lange de sous-motricit&#233; et de toute perception qui n'a sans doute d'&#233;quivalent que dans les exp&#233;riences de la toute petite enfance. L'&#233;nergie qui se serait d&#233;pens&#233;e en actions est en quelque sorte retourn&#233;e vers l'int&#233;rieur, focalis&#233;e dans l'acte du regard. Une situation que l'on peut d&#233;crire selon Metz comme la production d'une hallucination paradoxale : les conditions du cin&#233;ma font que nous pouvons nous laisser aller &#224; y r&#234;ver &#224; demi &#233;veill&#233;s le r&#234;ve d'un autre. &#171; Le spectateur adulte, membre d'un groupe social o&#249; l'on assiste aux films assis et silencieux, ne se trouve nullement &#224; l'abri, si le film le touche profond&#233;ment, s'il est en &#233;tat de fatigue, de turbulence affective, etc., de ces courts instants de basculement mental dont chacun de nous a l'exp&#233;rience, et qui lui font faire un pas en direction de l'illusion vraie, le rapprochant d'un type fort de croyance au r&#233;cit, un peu comme dans ces esp&#232;ces d'&#233;tourdissements instantan&#233;s et aussit&#244;t r&#233;tablis que connaissent les conducteurs de voiture vers la fin d'une longue &#233;tape nocturne (et le film en est une). Dans les deux situations, lorsque prend fin l'&#233;tat second, le bref tournoiement psychique, le sujet, et non par hasard, a le sentiment de &#8220;se r&#233;veiller&#8221; : c'est qu'il &#233;tait furtivement engag&#233; dans l'&#233;tat de sommeil et de r&#234;ve. Le spectateur, ainsi, aura r&#234;v&#233; un petit morceau du film : non que ce morceau f&#238;t d&#233;faut et qu'il l'ait imagin&#233; : il figurait vraiment dans la bande et c'est lui, non un autre, que le sujet a vu ; mais il l'a vu en r&#234;ve. Le cin&#233;ma produit une hallucination paradoxale : hallucination par la tendance &#224; confondre des niveaux de r&#233;alit&#233; distincts, par un l&#233;ger flottement temporaire dans le jeu de l'&#233;preuve de r&#233;alit&#233; en tant que fonction du Moi, et paradoxale parce qu'il lui manque ce caract&#232;re, propre &#224; l'hallucination v&#233;ritable de production psychique int&#233;gralement endog&#232;ne : le sujet, pour le coup, a hallucin&#233; ce qui &#233;tait vraiment l&#224;, ce qu'au m&#234;me moment il percevait en effet : les images et les sons du film. &#187;&lt;/p&gt;
&lt;p&gt;Metz nous offre ici une description formidable de l'&#233;tat filmique, des conditions dans lesquelles le dispositif du cin&#233;ma favorise la production d'une illusion de r&#233;alit&#233; inconnue des autres formes culturelles. Mais qu'en est-il des jeux vid&#233;o ?&lt;/p&gt;
&lt;p&gt;Manifestement, le jeu vid&#233;o produit lui aussi une forme puissante d'immersion dans l'image. La revendication r&#233;aliste n'y est pas moins pr&#233;sente qu'au cin&#233;ma. Et, pourtant, la position du joueur ne ressemble gu&#232;re &#224; celle du spectateur. Si le jeu vid&#233;o produit un effet de r&#233;el, c'est assur&#233;ment par de tout autres moyens que le cin&#233;ma : non le rel&#226;chement assoupi, mais un &#233;tat d'intense tension qui exige un flux constant d'actions et de r&#233;actions. Un &#233;tat d'affairement qui se constitue dans les allers-retours sans temps mort avec l'&#233;cran.&lt;/p&gt;
&lt;/blockquote&gt;&lt;blockquote class=&#034;spip&#034;&gt;
&lt;p&gt;
L'hallucination paradoxale que produit le jeu ne repose plus sur l'organisation du laisser-aller et du retrait dans la perception, mais sur une incitation &#224; l'action dans des univers de jeu qui ne laissent pas beaucoup de place &#224; la d&#233;contraction. &lt;cs_jaune&gt;Une forme de surinvestissement dans une perception destin&#233;e &#224; l'incessant d&#233;codage d'un monde tiss&#233; de signes op&#233;rables&lt;/cs&gt;.&lt;/p&gt;
&lt;/blockquote&gt;&lt;blockquote class=&#034;spip&#034;&gt;
&lt;p&gt;
En d&#233;pit de toutes les proximit&#233;s du cin&#233;ma et du jeu vid&#233;o, ce dernier nous entra&#238;ne vers un autre r&#233;gime d'immersion dans l'image. Et ce r&#233;gime se noue au point de jonction entre une certaine attitude de joueur, de l'ordre de la concentration totale plut&#244;t que du rel&#226;chement, et une certaine qualit&#233; de l'image vid&#233;oludique. L'&#233;tat &#171; jeu vid&#233;o &#187; requiert un tout autre type d'images que l'image filmique. Et c'est l&#224;, sans doute, ce qui fait la particularit&#233; de cette forme d'exp&#233;rience subjective.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Mathieu Triclot fera &#233;galement dans son livre un parcours concis de l'histoire des jeux vid&#233;o depuis sa cr&#233;ation dans le milieu de la recherche, aux salles d'arcade, &#224; notre salon et enfin jusqu'au fond de nos poches gr&#226;ce aux console portables puis nos smartphones. Cette histoire du JV nous pose des questions : Qu'est-ce que ces diff&#233;rent lieux nous disent sur jeu ? Peut-on jouer &#224; la m&#234;me chose debout face &#224; une borne d'arcade dans une salle bruyante et enfum&#233;e o&#249; le temps de jeu est minut&#233; et payant ou confortablement affal&#233; dans son canap&#233;, face &#224; sa t&#233;l&#233; avec des heures devant soi et comment ces diff&#233;rentes fa&#231;ons de consommer des jeux ont d&#251; influencer leurs th&#233;matiques et leurs formes ?&lt;/p&gt;
&lt;p&gt;Mathieu Triclot nous parlera aussi d'immersion, des liens que le JV entretient avec le cin&#233;ma, de cette fameuse vue &#224; la premi&#232;re personne des FPS (le genre de pr&#233;dilection de l'auteur) et il nous pr&#233;sentera aussi sa vision des serious games et de la gamification.&lt;/p&gt;
&lt;div class='spip_document_712 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L400xH585/philosophie-des-jeux-video-5b75a.jpg?1527414112' width='400' height='585' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;
&lt;p&gt;Pour finir, je vous conseille d'aller au moins lire le &lt;a href=&#034;http://www.editions-zones.fr/spip.php?page=lyberplayer&amp;id_article=135#prologue&#034; class=&#034;spip_out&#034; rel=&#034;external&#034;&gt;prologue du livre&lt;/a&gt; qui tente, sous la forme d'un amusant dialogue ma&#239;eutique entre Socrate et Mario, de faire une d&#233;finition des jeux vid&#233;o.&lt;/p&gt;
&lt;p&gt;Les &#233;ditions Zones ont, en effet, judicieusement mis l'int&#233;gralit&#233; du livre de Mathieu Triclot en &lt;a href=&#034;http://www.editions-zones.fr/spip.php?page=lyberplayer&amp;id_article=135&#034; class=&#034;spip_out&#034; rel=&#034;external&#034;&gt;libre acc&#232;s sur leur site&lt;/a&gt;. Vous pouvez aller le feuilleter l&#224; bas mais je vous recommande grandement l'achat papier de cet excellent livre. Ceci m&#234;me si cette &#233;dition physique comporte quelques d&#233;fauts &#233;tranges comme un choix de police pas hyper lisible en corps de texte et une couverture particuli&#232;rement fragile. Le design de cette couverture, avec une photo promotionnelle de la console VCS d'Atari et un jeu de typo vert fluo, est, pour sa part, un &#034;perfect move&#034;.&lt;/p&gt;
&lt;p&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; &#201;coutez Mathieu Triclot dans l'&#233;mission &lt;a href=&#034;http://www.franceculture.com/emission-place-de-la-toile-philosophie-des-jeux-video-bill-2011-05-08.html&#034; class=&#034;spip_out&#034; rel=&#034;external&#034;&gt;Place de la toile&lt;/a&gt;
&lt;br /&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; &#201;coutez Mathieu Triclot chez Erwan Cario pour &lt;a href=&#034;http://www.liberation.fr/culture/06013854-silence-on-joue-un-peu-de-philo-avec-mathieu-triclot&#034; class=&#034;spip_out&#034; rel=&#034;external&#034;&gt;Silence on joue&lt;/a&gt;&lt;/p&gt;&lt;/div&gt;
		
		</content:encoded>


		

	</item>
<item xml:lang="fr">
		<title>Game Design in the Coffee - Swery @ GDC</title>
		<link>https://www.foxylounge.com/Game-Design-in-the-Coffee-Swery-GDC</link>
		<guid isPermaLink="true">https://www.foxylounge.com/Game-Design-in-the-Coffee-Swery-GDC</guid>
		<dc:date>2011-03-31T10:40:30Z</dc:date>
		<dc:format>text/html</dc:format>
		<dc:language>fr</dc:language>
		<dc:creator>DrNoze</dc:creator>


		<dc:subject>Jeux vid&#233;o</dc:subject>
		<dc:subject>game studies</dc:subject>
		<dc:subject>Swery 65</dc:subject>

		<description>
&lt;p&gt;Swery, le cr&#233;ateur du jeu Deadly Premonition, a donn&#233; une conf&#233;rence lors de la GDC 2011 o&#249; il explique ses m&#233;thodes de game design. Il a post&#233; le d&#233;tail de cette conf&#233;rence sur le site de Access Games, le voici, recopi&#233;, ci-dessous. &lt;br class='autobr' /&gt; DESCRIPTION &lt;br class='autobr' /&gt;
While it's been said to have the worst graphics and controls, the unique, appealing characters and unpredictable complicated storyline have successfully grasped audiences. In this session, DEADLY PREMONITION's Game Designer, SWERY, explains his (&#8230;)&lt;/p&gt;


-
&lt;a href="https://www.foxylounge.com/Trouves-sur-le-web" rel="directory"&gt;Sur le web&lt;/a&gt;

/ 
&lt;a href="https://www.foxylounge.com/video_games" rel="tag"&gt;Jeux vid&#233;o&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/game-studies" rel="tag"&gt;game studies&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/Swery-65" rel="tag"&gt;Swery 65&lt;/a&gt;

		</description>


 <content:encoded>&lt;img src='https://www.foxylounge.com/local/cache-vignettes/L150xH90/arton236-8f60e.png?1665653942' class='spip_logo spip_logo_right' width='150' height='90' alt=&#034;&#034; /&gt;
		&lt;div class='rss_chapo'&gt;&lt;p&gt;&lt;strong&gt;Swery&lt;/strong&gt;, le cr&#233;ateur du jeu &lt;i&gt;&lt;a href='https://www.foxylounge.com/Deadly-Premonition' class=&#034;spip_in&#034;&gt;Deadly Premonition&lt;/a&gt;&lt;/i&gt;, a donn&#233; une conf&#233;rence lors de la GDC 2011 o&#249; il explique ses m&#233;thodes de game design. Il a post&#233; le d&#233;tail de cette conf&#233;rence sur le site de &lt;a href=&#034;http://www.accessgames.co.jp/news/nws_gdc2011ss1_e.html&#034; class=&#034;spip_out&#034; rel=&#034;external&#034;&gt;Access Games&lt;/a&gt;, le voici, recopi&#233;, ci-dessous.&lt;/p&gt;&lt;/div&gt;
		&lt;div class='rss_texte'&gt;&lt;p&gt;&lt;strong&gt;DESCRIPTION	&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;While it's been said to have the worst graphics and controls,&lt;br class='autobr' /&gt;
the unique, appealing characters and unpredictable&lt;br class='autobr' /&gt;
complicated storyline have successfully grasped audiences.&lt;br class='autobr' /&gt;
In this session, DEADLY PREMONITION's Game Designer, SWERY,&lt;br class='autobr' /&gt;
explains his unique method of architecting games.&lt;/p&gt;
&lt;p&gt;How did this awesomely strange so bad it's good game come&lt;br class='autobr' /&gt;
to life ? What processes were used to create the meticulously&lt;br class='autobr' /&gt;
calculated storyline and characters ? What exactly are&lt;br class='autobr' /&gt;
the lovable unnecessary elements that SWERY speaks of ?&lt;/p&gt;
&lt;p&gt;This talk touches upon the 7 points to check if your game's&lt;br class='autobr' /&gt;
storyline might already be dead with this a frank and candid&lt;br class='autobr' /&gt;
session.&lt;/p&gt;
&lt;p&gt;So please, relax, and join us in a roundtable-like discussion.&lt;br class='autobr' /&gt;
And if possible, please bring an aromatic fresh cup of coffee.&lt;/p&gt;
&lt;hr class=&#034;spip&#034; /&gt;&lt;h2 class=&#034;spip&#034;&gt;Game Design in the Coffee. 1&lt;/h2&gt;
&lt;p&gt; Lovable Game Design by SWERY &lt;/p&gt;
&lt;div class='spip_document_625 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L500xH187/gdc2011_01-3438d.png?1527464367' width='500' height='187' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;
&lt;p&gt;&lt;strong&gt;In GDC2011, Director SWERY of ACCESS GAMES lectured on game design philosophy on Mar 3.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Opening&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Good evening everyone. My name is Swery from Access Games.&lt;br class='autobr' /&gt;
I am the director and writer for Deadly Premonition.&lt;/p&gt;
&lt;p&gt;I am honored to be able to speak with you today.&lt;br class='autobr' /&gt;
And I'd like to express my gratitude to those who made today possible.&lt;br class='autobr' /&gt;
Thank you !&lt;/p&gt;
&lt;p&gt;And to those who took part in the video, thank you guys too !&lt;/p&gt;
&lt;p&gt;Now, today, I'd like to talk a little about what I've learned through the process of making games, specifically about some tips regarding storyline creation and game design.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Today's 7 Points'&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Point 01 &#65306; Make gamers think about your game when they aren't playing it
&lt;br /&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Point 02 &#65306; Make gamers &#034;want&#034; to play through your meticulously scripted story
&lt;br /&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Point 03 &#65306; Create a storyline for a free roaming open world game
&lt;br /&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Point 04 &#65306; Prevent players from quitting the game at the result screen
&lt;br /&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Point 05 &#65306; Make appealing characters
&lt;br /&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Point 06 &#65306; Direct voice recording sessions
&lt;br /&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Point 07 &#65306; Use what's most important ? Your...&lt;/p&gt;
&lt;h2 class=&#034;spip&#034;&gt;Point 01 : Make gamers think about your game when they aren't playing it&lt;/h2&gt;
&lt;p&gt;Games you don't remember when you aren't playing them are already dead.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;1.Main character's desire to smoke is contagious to the player in front of the TV&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Gamers who smoke have said this alot. When York lights up a cigarette, it makes them want to light up a cigarette too. So there's a cause and effect going on.&lt;/p&gt;
&lt;p&gt;Having as many of these scenes in the game that causes an effect to the player, is a good thing.&lt;/p&gt;
&lt;div class='spip_document_626 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L235xH200/gdc2011_02-55bd5.png?1527414642' width='235' height='200' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;
&lt;p&gt;&lt;b&gt;2.Main character's desire to eat, sleep, and shave (stay clean) also affect the player&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;In the same fashion, Deadly Premonition has sleeping, hunger, shaving and showering.&lt;br class='autobr' /&gt;
Though these seem totally unnecessary at first glance, help with the cause and effect, because they act as reminders to the player.&lt;br class='autobr' /&gt;
It's not about &#034;seeing the character go to sleep and so I should do the same&#034;, it's more about, having what goes on in the TV screen acting as a REMINDER to the player, like &#034;oh, I better some sleep&#034; or&#034;Oh, I better eat something&#034;. These REMINDERs in life, are interesting because they go into a special part of your brain, a place that remembers them, so the next time you shave or go to bed, it's linked in some way to Deadly Premonition.&lt;/p&gt;
&lt;div class='spip_document_627 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L294xH200/gdc2011_03-9f133.png?1527414642' width='294' height='200' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;
&lt;p&gt;&lt;b&gt;3.Memorable and Relatable&#65306;&#034;Fortune Telling Coffee&#034; and &#034;Conversations About Old Movies&#034;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Swery likes to put daily human needs, physiological, deep desires into the game because they help causing an effect to the player who is sitting outside of the TV screen. And for Deadly Premonition, we took another step forward and put in some playful elements.&lt;/p&gt;
&lt;p&gt;Fortune Telling Coffee and Conversations about old movies.&lt;/p&gt;
&lt;p&gt;People have come to us and say that they've taken deep looks into their mugs of coffee for signs of heavenly messages. Or, that they've rented one of the movies that York talks about in the car.&lt;/p&gt;
&lt;p&gt;These fun elements helped us make players, remember the game. Regardless of whether it occured days or months after they finished the game, simply having a cup of coffee or seeing an old movie, would trigger memories linked to Deadly Premonition.&lt;/p&gt;
&lt;div class='spip_document_628 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L500xH188/gdc2011_04-6e517.png?1527464368' width='500' height='188' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;&lt;h2 class=&#034;spip&#034;&gt;Point 02&#65306;Make gamers &#034;want&#034; to play through your meticulously scripted story&lt;/h2&gt;
&lt;p&gt;&lt;b&gt;1.The 3rd Method for Creating a Sense of Freedom in a Story with Deadly Premonition&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Here are 2 commonly known methods that would help, multiple endings and side quests.&lt;br class='autobr' /&gt;
In Deadly Premonition, we chose a third method.&lt;br class='autobr' /&gt;
It was experimental, and we called it the freedom of timing.&lt;br class='autobr' /&gt;
Freedom of timing, basically means allowing for a change of heart.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;2.Standard quest flow and DP's quest flow&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;While moving forward in a quest, there are times when you want to change your mind and not follow that quest. Doing so though equals failure.&lt;/p&gt;
&lt;p&gt;That's the standard game flow.&lt;/p&gt;
&lt;p&gt;But for DP, we thought that should be allowed as a player's decision.&lt;br class='autobr' /&gt;
And so we spent some time to make an extra branch so that the player can have that as an option.&lt;br class='autobr' /&gt;
This allowed players to feel better about taking a break from the game, and this allowance of a &#034;change of heart&#034; if you will, makes the player feel more comfortable, and cooperative with the story.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;3.By supporting and allowing for the player's &#034;Change of Heart&#034; we strengthen the sense of &#034;freedom&#034; and mitigate the sense of &#034;being forced to do something against our will&#034;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;In the flow in the last slide, if the player fails to move forward, he fails, and so he is given a hint and is scolded at the same time. It was like that in Spy Fiction another game that Swery made a while back. &#034;What are you doing ! Mission failed !&#034;&lt;/p&gt;
&lt;p&gt;But in DP, we wanted York to go along with the player when the player changes his mind.&lt;/p&gt;
&lt;p&gt;&#034;That's exactly what I was thinking !&#034;&lt;/p&gt;
&lt;p&gt;And when the player hears that kind of friendly response, it causes the player to feel more comfortable, more in control and hence a refreshing sense of freedom.&lt;/p&gt;
&lt;div class='spip_document_629 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L500xH233/gdc2011_05e-c52cf.png?1665653942' width='500' height='233' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;
&lt;p&gt;In Deadly Premonition, we even made one of the important characters say that you have no need to rush.&lt;br class='autobr' /&gt;
Modifiying the story to confirm that it is ok to change your mind, allows for the player's desires to be fulfulled.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;4.Earn the Player's &#034;Cooperation with the Story&#034; and &#034;Suspension of Disbelief&#034;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;So to recap.&lt;/p&gt;
&lt;div class='spip_document_630 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L500xH233/gdc2011_06e-58e55.png?1665653942' width='500' height='233' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;
&lt;p&gt;And once that's done, The gamer will &#034;cooperate&#034; with the story, if you will, and proceed along the path that you create.&lt;/p&gt;
&lt;h2 class=&#034;spip&#034;&gt;POINT 03&#65306;Create a storyline for a free roaming open world game&lt;/h2&gt;
&lt;p&gt;&lt;b&gt;1.Single Path Storyline and DP's Storyline&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Normally you'd do what's on the left. Synopsis, plot creation, character list generation, storyline creation. It's not uncommon that you'd start making the map and figure out all of the details of your character's backgrounds, after all of this has been done.&lt;/p&gt;
&lt;p&gt;But for DP we did what's on the right. Synopsis, Map and Character Details, then figured out details of the map and what the characters would be doing on a 24 hour timetable, then create the plot and the storyline.&lt;/p&gt;
&lt;p&gt;Because...&lt;/p&gt;
&lt;div class='spip_document_631 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L500xH233/gdc2011_07-86332.png?1665653942' width='500' height='233' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;
&lt;p&gt;&lt;b&gt;The characters and universe are just as important as the storyline. &lt;/b&gt;&lt;/p&gt;
&lt;p&gt;When we started DP there weren't many games that we could refer to that had open field/freeroaming game play. So we had to figure out a way to do this on our own. The player is going to be placed in this world for a long period of time, and so the &#034;stage&#034; the town of Greenvale is very important. &lt;br class='autobr' /&gt;
Then I thought we could figure out who would live there. &lt;br class='autobr' /&gt;
That way, we can have a really rich, dense or deep universe.&lt;/p&gt;
&lt;p&gt;And in hindsight, since the detailed story was written after the setting and the characters were made, one might say that it was created more like a TV series or a weekly manga magazine than a movie.&lt;/p&gt;
&lt;h2 class=&#034;spip&#034;&gt;Point 04&#65306;Prevent players from quitting the game at the result screen&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;1.Each sequence in the progression path causes a desire to quit&lt;/strong&gt;&lt;/p&gt;
&lt;div class='spip_document_632 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L500xH233/gdc2011_08e-6f037.png?1665653942' width='500' height='233' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;
&lt;p&gt;&lt;strong&gt;2.Intentionally divulge bits of the next challenge before the result screen and generate the desire to find out what happens next&lt;/strong&gt;&lt;/p&gt;
&lt;div class='spip_document_633 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L500xH233/gdc2011_09e-2c7d5.png?1665653942' width='500' height='233' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;&lt;h2 class=&#034;spip&#034;&gt;Point 05&#65306;Make appealing characters&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;1.Resume&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&#12288;You need spend quite a bit of time to make deep characters. It helps to make &lt;br class='autobr' /&gt; a resume for each.&lt;/p&gt;
&lt;p&gt;&#12288;Swery used mind mapping to get at least a fuzzy image of the character, &lt;br class='autobr' /&gt; then wrote down some notes to then generate a resume (A CV - I think for Europeans) &lt;br class='autobr' /&gt; for that character.&lt;/p&gt;
&lt;div class='spip_document_634 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L500xH233/gdc2011_10e-9baf5.png?1665653942' width='500' height='233' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;
&lt;p&gt;&#12288;It doesn't have to be final, you can change things while writing the story, &lt;br class='autobr' /&gt; but getting just the core elements locked down will be important.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2.Habits and Signature Phrases&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&#12288;It's also important that your character can be mimicked.&lt;/p&gt;
&lt;p&gt;&#12288;So having some signature poses, or signature phrases that the character would &lt;br class='autobr' /&gt; use will help. This partially goes back to the first point where I talked &lt;br class='autobr' /&gt; about having something inside the game affect the player outside and away &lt;br class='autobr' /&gt; from the game. &lt;br class='autobr' /&gt; Swery thinks it's important that your fans can copy the poses and use the phrases, &lt;br class='autobr' /&gt; and basically be able to impersonate the characters used in the game. &lt;br class='autobr' /&gt; Swery would even go so far as to say that it would be better if your fans can easily &lt;br class='autobr' /&gt; draw your characters because that way, your fans can have so much more fun &lt;br class='autobr' /&gt; with your game.&lt;/p&gt;
&lt;div class='spip_document_635 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L500xH200/gdc2011_11-2ed64.png?1527464369' width='500' height='200' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;
&lt;p&gt;&lt;strong&gt;3.We take the good. We take the bad. And...&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&#12288;So they say every rose has its thorn. &lt;br class='autobr' /&gt; Just like every old cowboy has watched the TV show Facts of Life.&lt;/p&gt;
&lt;div class='spip_document_636 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L500xH233/gdc2011_12e-7e910.png?1665653943' width='500' height='233' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;
&lt;p&gt;&#12288;The three characters here, dapper yet otaku, beautiful looks but filled &lt;br class='autobr' /&gt; with personal problems and is a bad cook, and a nice guy that has a hard time &lt;br class='autobr' /&gt; keeping his pants on.&lt;/p&gt;
&lt;div class='spip_document_637 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L500xH233/gdc2011_13e-6c948.png?1665653943' width='500' height='233' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;
&lt;p&gt;&#12288;In life when we are in love with someone we are actually in love with both the good &lt;br class='autobr' /&gt; and the bad sides of that person. We're in love with that unique blend. &lt;br class='autobr' /&gt; So don't be afraid to design your the bad side of your characters.&lt;/p&gt;
&lt;h2 class=&#034;spip&#034;&gt;Point 06&#65306;Direct voice recording sessions&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;1.Agent York's manner of speech is inspired by &#034;Liverpool Sound&#034; and &#034;British Invasion&#034;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&#12288;Yes, it makes no sense visually. And Swery cannot speak english, very well.&lt;/p&gt;
&lt;div class='spip_document_638 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L500xH362/gdc2011_14-77ae8.png?1527464369' width='500' height='362' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;
&lt;p&gt;&#12288;But I had to give directions to actors and ask for other takes and give OKs in the studio.&lt;br class='autobr' /&gt; And so instead of focusing on the actual content of what was being said, &lt;br class='autobr' /&gt; he focused on how the lines were being spoken, does it fit the character's situation, &lt;br class='autobr' /&gt; does it sound like the vocal range fits the character, and the rythm &lt;br class='autobr' /&gt; and the updowns in tone, do they work with the scene ? &lt;br class='autobr' /&gt; And so, York spoke with a good rythm, exact and light, kind of like the liverpool sound &lt;br class='autobr' /&gt; and british invasion.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2.Other Characters&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&#12288;So how does this work with other characters, George is tough and gruff, &lt;br class='autobr' /&gt; destructive and wild, but old, kind of like the hard rock of the 80s.&lt;/p&gt;
&lt;p&gt;&#12288;Emily was somewhat but not really country style, but she needed to be nostaligic &lt;br class='autobr' /&gt; but still fresh, and offer a sense of motherly relief to the player's ears.&lt;/p&gt;
&lt;p&gt;&#12288;Of course, Swery didn't use this on every character but he was able feel the emotion &lt;br class='autobr' /&gt; in what people are saying and its the emotion that is important.&lt;br class='autobr' /&gt; What I'm trying to say here is, make sure you have your own set of rules &lt;br class='autobr' /&gt; for voice recordings.&lt;/p&gt;
&lt;h2 class=&#034;spip&#034;&gt;Point 07&#65306;Use what&#8216;s most important ? Your...&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;Use all of your ideas while you can use them !&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;To create wonderful scenario and attractive characters, the most important one&#65306;&lt;br class='autobr' /&gt;
After all, it is your &#034;ideas&#034;. &lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Use all of your ideas while you can use them !&lt;br class='autobr' /&gt;
Unnoticed Ideas Explode When They Do Get Noticed !&lt;/p&gt;
&lt;div class='spip_document_639 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L500xH178/gdc2011_15-97209.png?1527464369' width='500' height='178' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;&lt;h2 class=&#034;spip&#034;&gt;Review Today's 7 Points&lt;/h2&gt;
&lt;p&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Point 01 &#65306;Make what happens in the game resonate with the player outside of the game !
&lt;br /&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Point 02 &#65306;&#034;Freedom&#034; in gameplay is the freedom of timing !
&lt;br /&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Point 03 &#65306;The story is important, but the universe and characters are just as important !
&lt;br /&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Point 04 &#65306;Incorrect&#65306;Intro, Development, Turn and Conclusion, then Result Screen - Correct&#65306;Development, Turn, Conclusion, Intro then Result Screen
&lt;br /&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Point 05 &#65306;1.Resume - 2.Habits and Signature Phrases - 3.We take the good. We take the bad. And...
&lt;br /&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Point 06 &#65306;Agent York's manner of speech is inspired by &#034;Liverpool Sound&#034; and &#034;British Invasion&#034;&lt;br class='autobr' /&gt;
Point 07 &#65306;Use all of your ideas while you can use them !&lt;/p&gt;
&lt;h2 class=&#034;spip&#034;&gt;Ending&lt;/h2&gt;
&lt;p&gt;Access games will continue to make games that challenge the boundaries of &lt;br class='autobr' /&gt;
video game designs.&lt;/p&gt;
&lt;p&gt;If given the chance, Swery would like to use the experience he has to make games &lt;br class='autobr' /&gt;
that take larger leaps than seen before, for the world wide audience. &lt;br class='autobr' /&gt;
For example a game where every character can become the main character, &lt;br class='autobr' /&gt;
and emotionally engaging games that you can dive into every season, &lt;br class='autobr' /&gt;
kind of like those tv dramas that last for seasons and seasons.&lt;/p&gt;
&lt;p&gt;So, that's it all of the time we have today.&lt;/p&gt;
&lt;p&gt;I'd like to thank everyone who showed up, and also those that helped with this session. &lt;br class='autobr' /&gt;
Thank you for the GDC staff and everyone in this room !!&lt;/p&gt;
&lt;div class='spip_document_640 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L500xH133/gdc2011_16-3a776.png?1665653943' width='500' height='133' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;&lt;/div&gt;
		&lt;div class="hyperlien"&gt;Voir en ligne : &lt;a href="http://www.accessgames.co.jp/news/nws_gdc2011ss1_e.html" class="spip_out"&gt;http://www.accessgames.co.jp/news/n...&lt;/a&gt;&lt;/div&gt;
		
		</content:encoded>


		

	</item>
<item xml:lang="fr">
		<title>SWERY 65 @ GDC 2011</title>
		<link>https://www.foxylounge.com/SWERY-65-GDC-2011</link>
		<guid isPermaLink="true">https://www.foxylounge.com/SWERY-65-GDC-2011</guid>
		<dc:date>2011-03-04T11:17:10Z</dc:date>
		<dc:format>text/html</dc:format>
		<dc:language>fr</dc:language>
		<dc:creator>DrNoze</dc:creator>


		<dc:subject>Jeux vid&#233;o</dc:subject>
		<dc:subject>conf&#233;rences</dc:subject>
		<dc:subject>game studies</dc:subject>
		<dc:subject>Swery 65</dc:subject>

		<description>
&lt;p&gt;Hidetaka &#034;Swery&#034; Suehiro, le cr&#233;ateur de Deadly Premonition, est pass&#233; &#224; la GDC pour y faire une conf&#233;rence qui a eu lieu le jeudi 3 mars 2011. &lt;br class='autobr' /&gt;
Il y a d&#233;velopp&#233; 7 points qui lui semblent importants dans la conception de jeux vid&#233;o : Point 1 : Faire en sorte que le joueur repense au jeu quand il n'y joue pas. Point 2 : Donner envie au joueur de jouer au sein d'une histoire complexe. Point 3 : Cr&#233;er une narration adapt&#233;e &#224; un monde ouvert et libre. Point 4 : Emp&#234;cher les joueurs de quitter (&#8230;)&lt;/p&gt;


-
&lt;a href="https://www.foxylounge.com/Noze-1" rel="directory"&gt;Dirt Noze&lt;/a&gt;

/ 
&lt;a href="https://www.foxylounge.com/video_games" rel="tag"&gt;Jeux vid&#233;o&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/conferences" rel="tag"&gt;conf&#233;rences&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/game-studies" rel="tag"&gt;game studies&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/Swery-65" rel="tag"&gt;Swery 65&lt;/a&gt;

		</description>


 <content:encoded>&lt;img src='https://www.foxylounge.com/local/cache-vignettes/L150xH113/arton221-9bc41.jpg?1665653943' class='spip_logo spip_logo_right' width='150' height='113' alt=&#034;&#034; /&gt;
		&lt;div class='rss_texte'&gt;&lt;p&gt;&lt;strong&gt;Hidetaka &#034;Swery&#034; Suehiro&lt;/strong&gt;, le cr&#233;ateur de &lt;a href='https://www.foxylounge.com/Deadly-Premonition' class=&#034;spip_in&#034;&gt;&lt;i&gt;Deadly Premonition&lt;/i&gt;&lt;/a&gt;, est pass&#233; &#224; la &lt;strong&gt;GDC&lt;/strong&gt; pour y faire une conf&#233;rence qui a eu lieu le jeudi 3 mars 2011.&lt;/p&gt;
&lt;p&gt;Il y a d&#233;velopp&#233; 7 points qui lui semblent importants dans la conception de jeux vid&#233;o :&lt;/p&gt;
&lt;p&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Point 1 : Faire en sorte que le joueur repense au jeu quand il n'y joue pas.
&lt;br /&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Point 2 : Donner envie au joueur de jouer au sein d'une histoire complexe.
&lt;br /&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Point 3 : Cr&#233;er une narration adapt&#233;e &#224; un monde ouvert et libre.
&lt;br /&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Point 4 : Emp&#234;cher les joueurs de quitter la partie sur l'&#233;cran des r&#233;sultats.
&lt;br /&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Point 5 : Cr&#233;er des personnages attirants.
&lt;br /&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Point 6 : Les personnages devraient avoir des dialogues m&#233;morables.
&lt;br /&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Point 7 : Utilisez toutes vos id&#233;es d&#232;s que vous pouvez le faire.&lt;/p&gt;
&lt;p&gt;Pour en savoir plus, lisez le r&#233;sum&#233; par &lt;a href=&#034;http://gdc.gamespot.com/story/6302247/swerys-20-20-hindsight-on-deadly-premonition/?tag=latestheadlines;title;2&#034; class=&#034;spip_out&#034; rel=&#034;external&#034;&gt;ici&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; &lt;strong&gt;[EDIT]&lt;/strong&gt; Swery a post&#233; le d&#233;tail de sa pr&#233;sentation (avec ses slides) sur le site d'&lt;strong&gt;Access Game&lt;/strong&gt;s : &lt;strong&gt;&lt;a href='https://www.foxylounge.com/Johnny-Dowd-No-Regrets' class=&#034;spip_in&#034;&gt;Game Design in the Coffee&lt;/a&gt;&lt;/strong&gt;.&lt;/p&gt;
&lt;blockquote class=&#034;spip&#034;&gt;
&lt;p&gt;&#034;If you can't remember any of the characters' names, then that game is garbage,&#034; &lt;strong&gt;swery&lt;/strong&gt;&lt;/p&gt;
&lt;/blockquote&gt;&lt;div class='spip_document_604 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L300xH300/1379129crazyyorklarge-99b3a.jpg?1527411782' width='300' height='300' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;
&lt;p&gt;Si je trouve une vid&#233;o de cette conf&#233;rence je la posterai ici. En attendant Swery en a profit&#233; pour faire des interviews par ci par l&#224;.&lt;/p&gt;
&lt;h2 class=&#034;spip&#034;&gt;l'interview de GiantBomb&lt;/h2&gt;&lt;div class=&#034;video&#034;&gt;
&lt;object width=&#034;480&#034; height=&#034;300&#034; data=&#034;http://media.giantbomb.com/media/video/flash/flowplayer-3.2.4_10005.swf?config=%7B%22key%22%3A%22%23%40b549b3cbe0f4ce68961%22%2C%22clip%22%3A%7B%22scaling%22%3A%20%22fit%22%7D%2C%22canvas%22%3A%7B%22background%22%3A%22%23000000%22%2C%22backgroundGradient%22%3A%22none%22%7D%2C%22playlist%22%3A%5B%22http%3A%2F%2Fmedia.giantbomb.com%2Fuploads%2F2%2F23534%2F1724345-gs.png%22%2C%20%7B%22autoPlay%22%3Afalse%2C%22url%22%3A%22http%3A%2F%2Fmedia.giantbomb.com%2Fvideo%2Fvf_swery_int_030111_1500.mp4%22%7D%5D%2C%22plugins%22%3A%7B%22controls%22%3A%7B%22url%22%3A%22http%3A%2F%2Fmedia.giantbomb.com%2Fmedia%2Fvideo%2Fflash%2Fflowplayer.controls-3.2.2_10003.swf%22%2C%22autoHide%22%3A%22always%22%2C%22timeColor%22%3A%22%23cc0000%22%2C%22bufferGradient%22%3A%22none%22%2C%22volumeSliderColor%22%3A%22%23333333%22%2C%22durationColor%22%3A%22%23ffffff%22%2C%22sliderColor%22%3A%22%23333333%22%2C%22tooltipTextColor%22%3A%22%23ffffff%22%2C%22backgroundGradient%22%3A%22none%22%2C%22timeBgColor%22%3A%22%23000%22%2C%22borderRadius%22%3A%220px%22%2C%22tooltipColor%22%3A%22%23000%22%2C%22buttonColor%22%3A%22%23cc0000%22%2C%22sliderGradient%22%3A%22none%22%2C%22progressColor%22%3A%22%23cc0000%22%2C%22bufferColor%22%3A%22%23666666%22%2C%22volumeSliderGradient%22%3A%22none%22%2C%22buttonOverColor%22%3A%22%23990000%22%2C%22progressGradient%22%3A%22medium%22%2C%22backgroundColor%22%3A%22%23111111%22%7D%7D%7D&#034; type=&#034;application/x-shockwave-flash&#034;&gt;&lt;param name=&#034;movie&#034; value=&#034;http://media.giantbomb.com/media/video/flash/flowplayer-3.2.4_10005.swf?config=%7B%22key%22%3A%22%23%40b549b3cbe0f4ce68961%22%2C%22clip%22%3A%7B%22scaling%22%3A%20%22fit%22%7D%2C%22canvas%22%3A%7B%22background%22%3A%22%23000000%22%2C%22backgroundGradient%22%3A%22none%22%7D%2C%22playlist%22%3A%5B%22http%3A%2F%2Fmedia.giantbomb.com%2Fuploads%2F2%2F23534%2F1724345-gs.png%22%2C%20%7B%22autoPlay%22%3Afalse%2C%22url%22%3A%22http%3A%2F%2Fmedia.giantbomb.com%2Fvideo%2Fvf_swery_int_030111_1500.mp4%22%7D%5D%2C%22plugins%22%3A%7B%22controls%22%3A%7B%22url%22%3A%22http%3A%2F%2Fmedia.giantbomb.com%2Fmedia%2Fvideo%2Fflash%2Fflowplayer.controls-3.2.2_10003.swf%22%2C%22autoHide%22%3A%22always%22%2C%22timeColor%22%3A%22%23cc0000%22%2C%22bufferGradient%22%3A%22none%22%2C%22volumeSliderColor%22%3A%22%23333333%22%2C%22durationColor%22%3A%22%23ffffff%22%2C%22sliderColor%22%3A%22%23333333%22%2C%22tooltipTextColor%22%3A%22%23ffffff%22%2C%22backgroundGradient%22%3A%22none%22%2C%22timeBgColor%22%3A%22%23000%22%2C%22borderRadius%22%3A%220px%22%2C%22tooltipColor%22%3A%22%23000%22%2C%22buttonColor%22%3A%22%23cc0000%22%2C%22sliderGradient%22%3A%22none%22%2C%22progressColor%22%3A%22%23cc0000%22%2C%22bufferColor%22%3A%22%23666666%22%2C%22volumeSliderGradient%22%3A%22none%22%2C%22buttonOverColor%22%3A%22%23990000%22%2C%22progressGradient%22%3A%22medium%22%2C%22backgroundColor%22%3A%22%23111111%22%7D%7D%7D&#034; /&gt;&lt;param name=&#034;allowfullscreen&#034; value=&#034;true&#034; /&gt;&lt;param name=&#034;allowscriptaccess&#034; value=&#034;always&#034; /&gt;&lt;param name=&#034;whiskey-video-id&#034; value=&#034;3866&#034; site=&#034;http://media.giantbomb.com/video/&#034; /&gt;&lt;param name=&#034;wmode&#034; value=&#034;opaque&#034; /&gt;&lt;param name=&#034;bgcolor&#034; value=&#034;#000000&#034; /&gt;&lt;/object&gt;
&lt;/div&gt;&lt;h2 class=&#034;spip&#034;&gt;L'interview de Destructoid &lt;/h2&gt;&lt;div class=&#034;video&#034;&gt;&lt;object type=&#034;application/x-shockwave-flash&#034; height=&#034;300&#034; width=&#034;400&#034; id=&#034;clip_embed_player_flash&#034; data=&#034;http://www.justin.tv/widgets/archive_embed_player.swf&#034; bgcolor=&#034;#000000&#034;&gt;&lt;param name=&#034;movie&#034; value=&#034;http://www.justin.tv/widgets/archive_embed_player.swf&#034; /&gt;&lt;param name=&#034;allowScriptAccess&#034; value=&#034;always&#034; /&gt;&lt;param name=&#034;allowNetworking&#034; value=&#034;all&#034; /&gt;&lt;param name=&#034;allowFullScreen&#034; value=&#034;true&#034; /&gt;&lt;param name=&#034;flashvars&#034; value=&#034;auto_play=false&amp;start_volume=25&amp;title=Interview with Swery 65 &amp;channel=squarekitegaming&amp;archive_id=280624136&#034; /&gt;&lt;/object&gt;
&lt;p&gt;&lt;br /&gt;&lt;a href=&#034;http://www.justin.tv/squarekitegaming#r=-rid-&amp;s=em&#034; class=&#034;trk&#034; style=&#034;padding:2px 0px 4px; display:block; width: 320px; font-weight:normal; font-size:10px; text-decoration:underline; text-align:center;&#034;&gt;Watch live video from squarekitegaming on Justin.tv&lt;/a&gt;&lt;/p&gt;
&lt;/div&gt;&lt;/div&gt;
		
		</content:encoded>


		

	</item>
<item xml:lang="fr">
		<title>No Clip : Fallout : New Vegas - AwesomeExMachina</title>
		<link>https://www.foxylounge.com/No-Clip-Fallout-New-Vegas</link>
		<guid isPermaLink="true">https://www.foxylounge.com/No-Clip-Fallout-New-Vegas</guid>
		<dc:date>2011-02-11T15:59:46Z</dc:date>
		<dc:format>text/html</dc:format>
		<dc:language>fr</dc:language>
		<dc:creator>DrNoze</dc:creator>


		<dc:subject>Jeux vid&#233;o</dc:subject>
		<dc:subject>post-apocalypse</dc:subject>
		<dc:subject>monde ouvert</dc:subject>
		<dc:subject>game studies</dc:subject>

		<description>
&lt;p&gt;Ce sacr&#233; AwsomeExMachina (what a nickname !) tente dans son blog des experimentations in game en revisitant des jeux tout en s'imposants de nouvelles r&#232;gles ou du role play pour essayer de repousser certaines limites. &lt;br class='autobr' /&gt;
Apr&#232;s avoir jou&#233; un Niko Belick chic type et honn&#234;te qui lui a permis de red&#233;couvrir Liberty City sous un nouvel angle, le voil&#224; qui part &#224; l'assaut de New Vegas en mode sur-hardcore. Il s'impose une s&#233;rie de r&#232;gles strictes, et notamment de n'avoir aucun affichage &#224; l'&#233;cran (&#8230;)&lt;/p&gt;


-
&lt;a href="https://www.foxylounge.com/Trouves-sur-le-web" rel="directory"&gt;Sur le web&lt;/a&gt;

/ 
&lt;a href="https://www.foxylounge.com/video_games" rel="tag"&gt;Jeux vid&#233;o&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/post-apocalypse" rel="tag"&gt;post-apocalypse&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/Rockstar-games" rel="tag"&gt;monde ouvert&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/game-studies" rel="tag"&gt;game studies&lt;/a&gt;

		</description>


 <content:encoded>&lt;img src='https://www.foxylounge.com/local/cache-vignettes/L150xH81/arton214-d90b3.png?1665653943' class='spip_logo spip_logo_right' width='150' height='81' alt=&#034;&#034; /&gt;
		&lt;div class='rss_chapo'&gt;&lt;p&gt;Ce sacr&#233; &lt;strong&gt;&lt;a href=&#034;http://www.destructoid.com/blogs/AwesomeExMachina&#034; class=&#034;spip_out&#034; rel=&#034;external&#034;&gt;AwsomeExMachina&lt;/a&gt;&lt;/strong&gt; (what a nickname !) tente dans son blog des experimentations in game en revisitant des jeux tout en s'imposants de nouvelles r&#232;gles ou du role play pour essayer de repousser certaines limites.&lt;/p&gt;
&lt;p&gt;Apr&#232;s avoir jou&#233; un Niko Belick &lt;a href=&#034;http://www.foxylounge.com/No-Clip-Grand-Theft-Auto-IV&#034; class=&#034;spip_out&#034; rel=&#034;external&#034;&gt;chic type et honn&#234;te&lt;/a&gt; qui lui a permis de red&#233;couvrir Liberty City sous un nouvel angle, le voil&#224; qui part &#224; l'assaut de New Vegas en mode sur-hardcore. Il s'impose une s&#233;rie de r&#232;gles strictes, et notamment de n'avoir aucun affichage &#224; l'&#233;cran (carte/radar/boussole etc...) ce qui change son exp&#233;rience du tout au tout et renforce grandement l'immersion.&lt;/p&gt;
&lt;p&gt;&#192; lire tout de suite ! (in english, daddy...)&lt;/p&gt;&lt;/div&gt;
		&lt;div class='rss_texte'&gt;&lt;p&gt;&lt;small&gt;[&lt;i&gt;No Clip is a community blog series where AwesomeExMachina applies a series of critical restrictions to a popular video game to see how it changes the gameplay experience. For this installment, he tries out his own, more difficult version of Hardcore Mode in &lt;/i&gt;Fallout : New Vegas, &lt;i&gt;and tells us how it transforms&lt;/i&gt; New Vegas &lt;i&gt;into a completely different game. &#8212; JRo&lt;/i&gt;]&lt;/small&gt;&lt;/p&gt;
&lt;p&gt;When Bethesda shared their new Hardcore mode being added to &lt;i&gt;Fallout : New Vegas&lt;/i&gt;, insane gamers around the globe cheered in unison. I was one of them. The idea of finding my character feverishly scrounging through a melted townhome for a bottle of irradiated water was exciting. It's not for everyone, but for the first time in my video game history, I might find myself dying of something other than getting shot, stabbed, blown up, or misstep off a ledge. Instead, I'd find my character starving to death in the middle of a nuclear wasteland desert and the reality of it was an unmitigated thrill.&lt;/p&gt;
&lt;p&gt;But when I finally got my hands on hardcore mode, I found myself forgetting it had ever even been switched on. I had expected dire circumstances and rationing supplies. Instead, I found a small can of uncooked beans could apparently fulfill my character's hunger for a week.&lt;/p&gt;
&lt;p&gt;Hardcore mode was a bit of a disappointment as it lacked one critical element : being &lt;i&gt;hardcore&lt;/i&gt;. The message prompt at the start of your characters game might as well have just read : &lt;i&gt;Would you like to be slightly inconvenienced from time to time ? Y/N ?&lt;/i&gt; So, I pondered a challenge. Could I turn &lt;i&gt;New Vegas&lt;/i&gt;' new mode into something infinitely more ruthless ?&lt;/p&gt;
&lt;div class='spip_document_581 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L500xH271/01-2-14e5d.jpg?1527470909' width='500' height='271' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;
&lt;p&gt;There was little hope of completing the game with what I had planned, so instead I organized an elaborate adventure course. I set up a mapped route that would take me through &lt;i&gt;New Vegas&lt;/i&gt;' more iconic areas, brush the very top of the map, and then careen back down the other side to where I began. With this ludicrous set of &#8220;realistic&#8221; principles in my game, could I survive more than a few feet ? More importantly, would it even be remotely fun ?&lt;/p&gt;
&lt;p&gt;Ignoring these nagging concerns to my sanity, I tossed together a new character, named him, selected a properly grizzled beard, and then sent him off to the most remote corner of the game, at the scenic Mojave Outpost. I dropped all my equipment save for a vault jumpsuit, a simple pistol with a single clip, and one bottle of clean drinking water. Then, finally, I set myself up with the following insane list of &#8220;hardcore&#8221; changes :&lt;/p&gt;
&lt;p&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Difficulty increased to its maximum&lt;/p&gt;
&lt;p&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Food consumption increased&lt;/p&gt;
&lt;p&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Water consumption increased&lt;/p&gt;
&lt;p&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; HUD display turned completely off&lt;/p&gt;
&lt;p&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; No VATS mode whatsoever&lt;/p&gt;
&lt;p&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Perma-death rules&lt;/p&gt;
&lt;p&gt;If anyone ever doubted the quantity of my nerd cred, I would tell them about the ridiculous charts I made for myself which, along with a little stopwatch, kept me on a regular schedule of food and water consumption. I won't bore you with the details, suffice to say it made me use up a much more realistic amount of supplies for the energy I was expending trudging through a terrible wasteland.&lt;/p&gt;
&lt;p&gt;As the journey commenced, the terror of each encounter near rivaled any intentionally-built horror game I've previously played. Fully aware of the danger each enemy represented combined with an inability to actively see my current health left me feeling outrageously helpless. When bullets started flying, I clung to cover like I was playing &lt;i&gt;Gears of War&lt;/i&gt;. Perpetually low on ammo and simultaneously unable to see a concise number telling me what was left in my clip, I silently counted shots. Without a compass, I was unable to see oncoming enemies or even easily discern if I was walking in the right direction. Panicked runs from Cazadors frequently left me off-track, desolate, and lost.&lt;/p&gt;
&lt;p&gt;There was no doubt, even within the first ten minutes, that this new hardcore mode was way over-the-top. I could scarcely fend for myself. Surprisingly, however, despite my expectations, my increased food and water consumption was the easiest to overcome. Food and water in the Fallout universe are just simply too plentiful. You'll find fresh apples laying in prime condition in musty lockers in dark corners of basements. Every merchant is just dying to get rid of his or her Potato Crisps and Dandy Cakes. Not to mention factoring sheer luck into the equation. I stumbled quite accidentally into Nipton and was welcomed by the Legion to casually loot an entire well-stocked town with bounties of food literally still on their plates in each home.&lt;/p&gt;
&lt;div class='spip_document_582 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L500xH273/02-e2db6.jpg?1665653943' width='500' height='273' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;
&lt;p&gt;Water was even easier. I had forgotten that this commodity was, quite literally, everywhere. Finding water, sometimes even fresh supplies, was a pitiful challenge. The city engineers of Las Vegas seemingly built a water pipe system that would not only survive the end of modern civilization, but continue to work for 300 years. I wonder how much making the water pipes for the toilets of the entire state out of Admantium must of cost ?&lt;/p&gt;
&lt;p&gt;After about an hour of play, I could care less about paying attention to my food and water schedule. It was a repetitive bore and did nothing to heighten the frantic scrounging I had anticipated. Instead, beyond foolhardy attempts to exaggerate scavenging, I found one decision in particular had become a maddening thing to adhere to. I hadn't even considered its impact and, in fact, it was nothing but a last-minute suggestion from my roommate. But what became increasing clear was that playing &lt;i&gt;Fallout&lt;/i&gt; without the use of a HUD does more than make the game hardcore, it rewrites the entire genre.&lt;/p&gt;
&lt;p&gt;As it stands, Fallout's HUD is pretty reduced and it may seem difficult to see how its removal would make such an impact. But it's easy to forget that &lt;i&gt;Fallout&lt;/i&gt; labels quite nearly everything. Enemies, friends, even the beasts within your proximity earnestly considering your destruction. Labels are important to the game and without everything being so easily branded for me, I could no longer make casual decisions. Other characters were no longer shown in simplistic green and red - a lone figure in the distance could be anyone. Was it a friend ? Enemy ? Stripping what seemed quite extraneous, gameplay with no HUD turned the &lt;i&gt;Fallout&lt;/i&gt; experience into a constant, white-knuckled, heart-stopper.&lt;/p&gt;
&lt;div class='spip_document_583 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L500xH313/03-3669a.jpg?1527470910' width='500' height='313' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;
&lt;p&gt;Everything had to be analyzed first. Even in the safety of towns and cities, I still had to work just as hard. I could no longer differentiate a generic bouncer from a named gambler I was sent to find. I carried on conversations with NPCs I had never even seen before. I realized how easy it was to get blinders on when sent from objective to objective. Without labels, every character had become of equal importance, which made any small odd-jobs rather difficult. I had to survey rooms, ask hotel clerks for information, and actually unsheathe my critical thinking and discern the world around me.&lt;/p&gt;
&lt;p&gt;Stealing, too, changed and drifted into an uninformed, amoral realm. Without items carefully color-coded to represent what was lootable and what wasn't, I had to assess. Is this someone's ? Is someone around to see me take it ? This departure from notifications also seemed to make stealing easier. When Fallout wasn't scolding me from the top right-hand corner, immoral acts somehow lost their potency. I suppose, that was all it took for me to find stealing accessible. Or was it just my perpetual state of desperation that made it acceptable ? Had it really just been a karma score that adhered me to morality this whole time ?&lt;/p&gt;
&lt;p&gt;I found myself spending most of the game camped out on cliff ledges, staring for huge chunks of game time, trying to assess the threat level of characters through my binoculars. Which was hard to do, since even wandering doctors are armed. I had to remember uniforms, look for NCR helmets or jackets, monitor behavior, and sometimes just avoid people entirely. With every element of the game now reduced to my own discretion, I had to give the game my full attention. In my living room, I took notes. Scribbled down common identifiers of each faction. (For the Legion, for instance, I wrote &#034;No pants&#034;) I could no longer travel roads and I didn't dare travel at night. Without the light of day, creatures and raiders got the jump on me. My sight was my life.&lt;/p&gt;
&lt;div class='spip_document_584 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L500xH275/04-3da56.jpg?1527470910' width='500' height='275' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;
&lt;p&gt;Even more still, the lack of labels led to tragic mistakes. For instance, early on, I foolishly rounded a hilltop without caution and spotted what seemed like a lone wasteland savage, standing stoically in leather, spiked armor and touting an assault rifle. I took my advantage and opened fire on the target from the safety of my hilltop. He went down quick and I strolled up to search his cargo for some much needed supplies. It was only then I discovered the kindly wasteland merchant he was guarding cowered behind the burnt husk of an old car, previously obscured by a fallen billboard. I quite literally cried out in alarm at the tragedy as the panicked merchant drew his pistol on me in presumable self-defense. I did the only thing I could and shot him down before he could kill me.&lt;/p&gt;
&lt;p&gt;My face crumpled in half-alarm and terror, I stood over the two bodies, the now lone pack-Brahmin groaning feebly beside me. I had become overly confident and made a terrible mistake. I could not reload my save and fix it. I had murdered a cowering man because I made brash decisions and careless assumptions. After this, I stopped traveling on open roads for fear of accidentally attacking another innocent traveler. Instead, I stuck to the unforgiving wastes, banishing myself to forging a single path unaided.&lt;/p&gt;
&lt;p&gt;The journey progressed that way, somewhat tedious but unfalteringly terrifying. I had previously complained that &lt;i&gt;New Vegas&lt;/i&gt; felt remarkably vacant compared to it's predecessor, but I certainly felt differently about that claim after playing through &#034;ultra-hardcore&#034; mode. After my short journey, the Wasteland felt like it was teeming with life, most if it bent on my destruction. When firefights occurred, they were fast and visceral. When enemies attacked, it was sudden and unrelenting. When food got low, things became desperate. Previous notions of playing a morally upstanding character faded a bit and the ethical lines of the game turned a little bit gray.&lt;/p&gt;
&lt;p&gt;In the end, while the attempts to increase scavenging and make enemies tougher made things harder, removing the HUD did something different. It made the game wholly dissimilar to the &lt;i&gt;Fallout : New Vegas&lt;/i&gt; I had once casually beaten. I was infinitely fearful of every living thing, terrified of the going out at night, and even further petrified of enclosed, indoor spaces. It had somehow drifted New Vegas into the realm of survival horror games. It engaged my critical thinking so unwaveringly, that I could only get to playing this character in small bits because the restrictions were so taxing. But, without a doubt, it was one of the most engaging, severe, and player-inclusive gaming experience I've ever encountered.&lt;/p&gt;&lt;/div&gt;
		&lt;div class="hyperlien"&gt;Voir en ligne : &lt;a href="http://www.destructoid.com/no-clip-fallout-new-vegas-192379.phtml" class="spip_out"&gt;http://www.destructoid.com/no-clip-...&lt;/a&gt;&lt;/div&gt;
		
		</content:encoded>


		

	</item>
<item xml:lang="fr">
		<title>No Clip : Grand Theft Auto IV - AwesomeExMachina</title>
		<link>https://www.foxylounge.com/No-Clip-Grand-Theft-Auto-IV</link>
		<guid isPermaLink="true">https://www.foxylounge.com/No-Clip-Grand-Theft-Auto-IV</guid>
		<dc:date>2010-12-09T10:39:47Z</dc:date>
		<dc:format>text/html</dc:format>
		<dc:language>fr</dc:language>
		<dc:creator>DrNoze</dc:creator>


		<dc:subject>Jeux vid&#233;o</dc:subject>
		<dc:subject>monde ouvert</dc:subject>
		<dc:subject>Rockstar Games</dc:subject>
		<dc:subject>game studies</dc:subject>

		<description>
&lt;p&gt;Et si Niko Bellic &#233;tait un bon gars ? AwesomeExMachina, sur son blog, essaie de r&#233;pondre &#224; la question en reprenant Grand Theft Auto IV depuis le d&#233;but tout en essayant de la jouer &#034;honn&#234;te homme&#034;... (en anglais) &lt;br class='autobr' /&gt; No Clip is a new blog series. An experiment in player interaction, I dig out old games and play them with a set of critical restrictions to rethink what we thought we knew. A repost of my first edition, lost in the New Destructoid revert, with a second edition to follow in the (&#8230;)&lt;/p&gt;


-
&lt;a href="https://www.foxylounge.com/Trouves-sur-le-web" rel="directory"&gt;Sur le web&lt;/a&gt;

/ 
&lt;a href="https://www.foxylounge.com/video_games" rel="tag"&gt;Jeux vid&#233;o&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/Rockstar-games" rel="tag"&gt;monde ouvert&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/Rockstar-Games,105" rel="tag"&gt;Rockstar Games&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/game-studies" rel="tag"&gt;game studies&lt;/a&gt;

		</description>


 <content:encoded>&lt;img src='https://www.foxylounge.com/local/cache-vignettes/L150xH67/arton195-65acd.jpg?1665653943' class='spip_logo spip_logo_right' width='150' height='67' alt=&#034;&#034; /&gt;
		&lt;div class='rss_chapo'&gt;&lt;p&gt;Et si Niko Bellic &#233;tait un bon gars ? AwesomeExMachina, sur son blog, essaie de r&#233;pondre &#224; la question en reprenant &lt;i&gt;Grand Theft Auto IV&lt;/i&gt; depuis le d&#233;but tout en essayant de la jouer &#034;honn&#234;te homme&#034;... (en anglais)&lt;/p&gt;&lt;/div&gt;
		&lt;div class='rss_texte'&gt;&lt;p&gt;&lt;strong&gt;No Clip is a new blog series. An experiment in player interaction, I dig out old games and play them with a set of critical restrictions to rethink what we thought we knew. A repost of my first edition, lost in the New Destructoid revert, with a second edition to follow in the upcoming week.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;To most gamers, Niko Bellic is a typhoon of destruction. The name is synonymous with exaggerated violence, brazen criminal acts, and a gruff Eastern European accent all wrapped up in a smoldering tale of vengeance. The protagonist for the critically acclaimed &lt;i&gt;Grand Theft Auto IV&lt;/i&gt;, Niko is the lightning rod for Rockstar's tale of embellished crime and desperation in their loving recreation of a real life New York City.&lt;/p&gt;
&lt;p&gt;Following the series typical arch for their characters, Niko begins as a small time nobody and climbs his way over dead gang bosses to an inevitable spot at the top. This is the way of the Grand Theft Auto series. But I recall feeling something different about this fourth installation during my original playthrough. Niko didn't seem like the usual crime-infatuated character. Rockstar painted him with some depth and a bit more character than previous incarnations, filling his background with vague worn-torn tragedies and consuming his present day decisions with a struggle to preserve himself from these same past mistakes.&lt;/p&gt;
&lt;p&gt;This slight moral compass made Niko a tragic character to me. I felt rather plagued with guilt as I guided him away from his convictions and back into the life of a petty thief and mobster. I felt responsible for Niko falling off the wagon and I wondered how things could have played out differently. What if Niko Bellic refused to kill ? What if he really did try and keep his head above water and his hands clean ? Could Niko really have any other life but one of a criminal ?&lt;/p&gt;
&lt;div class='spip_document_526 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L500xH194/41522-188760-41522187386NikoHeader2jpg620xjpg-noscale-b00f6.jpg?1665653944' width='500' height='194' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;
&lt;p&gt;I knew going into this idea that the only way to keep Niko completely law-abiding was to never turn the game on the first place. The narrative leads down a rather inevitable path. The only mission in the story arch that doesn't involve some sort of criminal act is driving your drunk cousin back to his apartment after disembarking the cargo ship at the very start. Heck, even that's only true if you respect traffic lights and restrain yourself from slamming into every car you see. With Roman soon in debt to loan sharks, I knew Niko's ethics would have to be a little flexible. But I held true to one principle : In my game, Niko would never take a life.&lt;/p&gt;
&lt;p&gt;That first car ride home was a major test of patience. Holding true to even simple traffic laws was inexplicably painful at first. Waiting for stoplights was pulling teeth. But I respected traffic laws to the best of my ability. After countless hours in single player and free roam with the accelerator to the floor at all times, driving slow was like trying to tell myself not to chew my own nails. I kept catching myself falling back into old habits. Red lights, stop signs, speed limits, the fact that I can't ramp over cars if they happen to be in my way.&lt;/p&gt;
&lt;p&gt;It was hard to think this way. But forcing myself into this compulsory reality brought something with it. A slow realization that Rockstar's game wasn't just a set of buildings in which to have your explosions, but a living, breathing city. Walking the streets, I heard near hours of conversation, insults, and quips from the civilians walking the streets that I'd never heard. Things I certainly would have missed careening down streets and top speed and shooting back at cops in pursuit behind me. I saw billboards I never knew existed, buildings I had no idea I could enter. I watched a man on a bench flip through the fully rendered pages of an actual book, a store owner meticulously clean a sidwalk, and watched a police officer place someone in the back of his cruiser after an elaborate foot pursuit.&lt;/p&gt;
&lt;p&gt;It didn't take long before the simple act of parking my car like a normal human being or calling a cab rather than stealing some poor guy's beat-up sedan stopped being a nuisance. It started becoming a normal, even enjoyable, routine. After a few in-game hours in Liberty City, I started to take pleasure in the slow-paced walks to my cousin's cab depot. Even more so, rewriting the pace of the game like this made every deviation so much more interesting. When you spend your time waiting impatiently behind a bus to take a right on red, a car chase through the city became a riveting switch-up. Rather than par-for-the-course, every infraction, no matter how slight, becomes a thrilling crescendo moment.&lt;/p&gt;
&lt;div class='spip_document_527 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L500xH239/41522-188760-41522187386NikoAccidentjpg620xjpg-noscale-1a380.jpg?1527558375' width='500' height='239' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;
&lt;p&gt;This made the missions themselves nerve-wracking experiences. I knew I had to carefully tread through the early missions of the campaign because my cousin needed my help. Nice or not, it wasn't in Niko's design to just leave Roman hanging. But I didn't really know when it was one of the nefarious characters I began working for were going to ask me to take a gun and fall back on old habits.&lt;/p&gt;
&lt;p&gt;At first, it was small things. Though I took no pleasure in smashing the window of a china shop, it didn't require me to hurt the owner. So I did so to help my cousin. When some &#8216;debt-collectors' jumped him in a basketball court, I beat the ever-loving piss out of them. Niko could handle himself. But as I justified each mission, I kept allowing myself to step further and further from my design. If I let myself smash a car window for protection money, how long before I'm smashing teeth ?&lt;/p&gt;
&lt;p&gt;This ethical conflict came to a head when I took off in pursuit of Roman's debt-collector at the tail end of the mission, leading a white-knuckled chase through Bohan's industrial district. Caught up in the usual adrenaline-fueled sequences, I let myself forget what I was doing for a moment. I blew through lights and took corners sharply, nearly running down a few pedestrians. Eventually, I found myself spamming the A button in a dead sprint, intent on catching up to this sleazy loan shark as I chased him into the second story of an abandoned warehouse.&lt;/p&gt;
&lt;p&gt;It was easy to disarm him. I'd become quite impeccable at the hand-to-hand combat as I'd previously worked towards the Finish Him achievement. But I didn't even see what I was doing as I caught him in a combo maneuver. I was too focused on the timing of the disarm. The kinetic force of the mission's pace had put me right back into the mindset of victory, regardless of the conditions. I nearly didn't catch myself as I pulled the knife from The Albanian's hands and readied it for a finishing move. I stood for a moment, paused as the clumsy gangster struggled back to his feet. I frantically unequipped the knife as he stood and instead knocked the son of a bitch out with nothing more than a solid kick to the gut.&lt;/p&gt;
&lt;p&gt;Stepping out onto the scaffolding, The Albanian lay bloodied behind me, but he was still breathing. The mission was over, the loan shark thoroughly defeated. But I was amazed at how efficiently Rockstar had pulled me from my original intentions. I had made a multitude of compromises just to make it only a few missions into the story. I hadn't killed anyone yet, but with nothing more than a flimsy car chase premise and an object marker on my radar, I'd nearly taken a life without thinking twice. It didn't' feel far off from the realizations in Shadow of the Colossus, a game which drove your character to brutally destroy gorgeous lumbering creatures as you followed obediently to nothing more than a glint of light on your sword.&lt;/p&gt;
&lt;p&gt;I attempted a mission or two beyond that, but I didn't get far. After the game had taught me how to fight, it was only a matter of time before it passed me a pistol and asked me to take out a few gangsters. After the incident in the warehouse, I was done with the game's attempts to breach my ethical code. Vlad was satisfied enough with the work I'd done so far and I'd dealt with the majority of Roman's debt-collectors. So, with a level of restraint the game didn't seem to want me to have, I turned my phone to silent and refused all subsequent missions. Instead, I did the only thing I could do ; worked my day job and kept my head down.&lt;/p&gt;
&lt;div class='spip_document_528 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L500xH368/41522-188760-41522187386nikobellichombre1jpg620xjpg-noscale-78afd.jpg?1527558375' width='500' height='368' alt='' /&gt;
&lt;/figure&gt;
&lt;/div&gt;
&lt;p&gt;Niko became an average Joe, running a life that became not unlike playing a stripped down version of The Sims. I woke up in the morning and went to work taking cab fares around the city for my cousin. I outfitted the gruff, intense, brooding ex-mobster in the most unassuming outfit possible, complete with a pair of scholarly glasses. I went on dates with Michelle, which became progressively more hilarious since I was no longer worthy of her under-cover investigation. The most interesting thing to report on my Mr. Bellic was how deft of a bowler he'd become.&lt;/p&gt;
&lt;p&gt;After numerous hours plodding around the city in my cousin's taxi, occasionally going out for drinks with Roman, watching television, or nailing the high score in CUB3D, I unceremoniously ended my game. Without a storyline cut scene to cap it, I was forced to apply my own victory conditions. I'd made a fair sum of money from working a successful job and not bleeding cash in hospital bills and gun stores. Had the game left in some of the previous games' intricacy of buying property, I could've bought Niko a decent apartment, or maybe invested in crummy night club to turn a profit.&lt;/p&gt;
&lt;p&gt;But, sans any real assets, my version of Niko was otherwise victorious. He was a part of Liberty City. Bulgarin would never find him. He was able to manage a day job. The police never became acquainted with his ruthless prowess with a handgun and he scarcely put a dent in his cousin's taxi. The citizens of Liberty City were sparred a vicious spree of crime and destruction. No one detonated buses in the center of Times Square and no helicopters were shot out of the air over busy downtown Alderney.&lt;/p&gt;
&lt;p&gt;Grand Theft Auto IV had no achievement to award me for this victory, no gamerscore came from being an unassuming citizen. But in my story, Niko stuck to his moral compass and managed to flee his criminal past. His cousin kept his cab depot and no one shot his friends. It wasn't in the design to progress this way and it constantly tried to buck me from my new goal. But, despite everything, it is nonetheless unreservedly possible for Niko Bellic to just be a nice guy.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;AwesomeExMachina&lt;/strong&gt;&lt;/p&gt;&lt;/div&gt;
		&lt;div class="hyperlien"&gt;Voir en ligne : &lt;a href="http://www.destructoid.com/blogs/AwesomeExMachina/no-clip-grand-theft-auto-iv-188760.phtml" class="spip_out"&gt;http://www.destructoid.com/blogs/Aw...&lt;/a&gt;&lt;/div&gt;
		
		</content:encoded>


		

	</item>
<item xml:lang="fr">
		<title>Deadly Premonition au MIT</title>
		<link>https://www.foxylounge.com/Deadly-Premonition-au-MIT</link>
		<guid isPermaLink="true">https://www.foxylounge.com/Deadly-Premonition-au-MIT</guid>
		<dc:date>2010-11-24T15:45:09Z</dc:date>
		<dc:format>text/html</dc:format>
		<dc:language>fr</dc:language>
		<dc:creator>DrNoze</dc:creator>


		<dc:subject>Jeux vid&#233;o</dc:subject>
		<dc:subject>conf&#233;rences</dc:subject>
		<dc:subject>survival</dc:subject>
		<dc:subject>Japon</dc:subject>
		<dc:subject>monde ouvert</dc:subject>
		<dc:subject>game studies</dc:subject>
		<dc:subject>Swery 65</dc:subject>
		<dc:subject>Suchis &amp; Samoura&#239;s</dc:subject>

		<description>
&lt;p&gt;Matt &#034;Sajon&#034; Weise est lead game designer au MIT pour le GAMBIT Game Lab. Il s'agit d'un projet entre le MIT et le gouvernement de Singapour qui a pour but de promouvoir l'exp&#233;rimentation et l'innovation en game design. On doit au Gambit Game Lab, notamment, &#034;elude&#034;, un jeu particulier qui prend le parti de parler de mani&#232;re m&#233;taphorique de la d&#233;pression nerveuse (on peut y jouer ici, c'est beau, court et gratos). &lt;br class='autobr' /&gt;
Matt Weise &#224; donn&#233;, le 17 septembre 2010 au MIT, une petite (&#8230;)&lt;/p&gt;


-
&lt;a href="https://www.foxylounge.com/Noze-1" rel="directory"&gt;Dirt Noze&lt;/a&gt;

/ 
&lt;a href="https://www.foxylounge.com/video_games" rel="tag"&gt;Jeux vid&#233;o&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/conferences" rel="tag"&gt;conf&#233;rences&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/survival" rel="tag"&gt;survival&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/Japon" rel="tag"&gt;Japon&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/Rockstar-games" rel="tag"&gt;monde ouvert&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/game-studies" rel="tag"&gt;game studies&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/Swery-65" rel="tag"&gt;Swery 65&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/Suchis-Samourais" rel="tag"&gt;Suchis &amp; Samoura&#239;s&lt;/a&gt;

		</description>


 <content:encoded>&lt;img src='https://www.foxylounge.com/local/cache-vignettes/L150xH84/arton187-97432.jpg?1665649961' class='spip_logo spip_logo_right' width='150' height='84' alt=&#034;&#034; /&gt;
		&lt;div class='rss_texte'&gt;&lt;p&gt;&lt;strong&gt;Matt &#034;Sajon&#034; Weise&lt;/strong&gt; est lead game designer au MIT pour le &lt;strong&gt;&lt;a href=&#034;http://gambit.mit.edu/&#034; class=&#034;spip_out&#034; rel=&#034;external&#034;&gt;GAMBIT Game Lab&lt;/a&gt;&lt;/strong&gt;. Il s'agit d'un projet entre le MIT et le gouvernement de Singapour qui a pour but de promouvoir l'exp&#233;rimentation et l'innovation en game design. On doit au Gambit Game Lab, notamment, &#034;&lt;strong&gt;&lt;a href=&#034;http://gambit.mit.edu/loadgame/summer2010/elude_play.php&#034; class=&#034;spip_out&#034; rel=&#034;external&#034;&gt;elude&lt;/a&gt;&lt;/strong&gt;&#034;, un jeu particulier qui prend le parti de parler de mani&#232;re m&#233;taphorique de la d&#233;pression nerveuse (on peut y jouer &lt;a href=&#034;http://gambit.mit.edu/loadgame/summer2010/elude_play.php&#034; class=&#034;spip_out&#034; rel=&#034;external&#034;&gt;ici&lt;/a&gt;, c'est beau, court et gratos).&lt;/p&gt;
&lt;p&gt;Matt Weise &#224; donn&#233;, le 17 septembre 2010 au MIT, une petite conf&#233;rence/pr&#233;sentation sur &lt;i&gt;Deadly Premonition&lt;/i&gt;, ce jeu original qui fait du tapage en ce moment. Il d&#233;cortique le game design du jeu pour en faire ressortir ce qui lui semble &#234;tre int&#233;ressant ou d&#233;suet.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Ci-dessous la vid&#233;o de la pr&#233;sentation de Matt Weise.&lt;/strong&gt;&lt;/p&gt;
&lt;div class=&#034;video&#034;&gt;&lt;object name=&#034;ttvplayer&#034; id=&#034;ttvplayer&#034; type=&#034;application/x-shockwave-flash&#034; allowscriptaccess=&#034;always&#034; allownetworking=&#034;all&#034; allowfullscreen=&#034;true&#034; height=&#034;288&#034; width=&#034;437&#034; data=&#034;http://www.kaltura.com/index.php/kwidget/wid/_203822/uiconf_id/1898102/entry_id/1_lye2dqgz/&#034;&gt;&lt;param name=&#034;allowScriptAccess&#034; value=&#034;always&#034;&gt;&lt;param name=&#034;allowNetworking&#034; value=&#034;all&#034;&gt;&lt;param name=&#034;allowFullScreen&#034; value=&#034;true&#034;&gt;&lt;param name=&#034;bgcolor&#034; value=&#034;#000000&#034;&gt;&lt;param name=&#034;movie&#034; value=&#034;http://www.kaltura.com/index.php/kwidget/wid/_203822/uiconf_id/1898102/entry_id/1_lye2dqgz/&#034;&gt;&lt;param name=&#034;flashVars&#034; value=&#034;autoPlay=false&#034;&gt;&lt;a href=&#034;http://ttv.mit.edu&#034;&gt;MIT Tech TV&lt;/a&gt;&lt;/object&gt;&lt;/div&gt;&lt;h2 class=&#034;spip&#034;&gt;Twin Peaks VS Shenmue&lt;/h2&gt;
&lt;p&gt;&lt;i&gt;Deadly Premonition&lt;/i&gt; (d&#233;velopp&#233; par &lt;strong&gt;Hidetaka &#034;&lt;a href=&#034;http://twitter.com/swery65&#034; class=&#034;spip_out&#034; rel=&#034;external&#034;&gt;Swery 65&lt;/a&gt;&#034; Suehiro&lt;/strong&gt;), ce serait une sorte de m&#233;lange entre &lt;i&gt;Twin Peaks&lt;/i&gt; pour l'univers, &lt;i&gt;Grand Theft Auto&lt;/i&gt; et &lt;i&gt;Shenmue&lt;/i&gt; pour le monde ouvert immersif et bacasablesque et &lt;i&gt;Silent Hill&lt;/i&gt; pour le c&#244;t&#233; survival sick, le tout avec un budget tr&#232;s r&#233;duit.&lt;/p&gt;
&lt;p&gt;M&#234;me si certaines m&#233;caniques de jeu sont particuli&#232;rement d&#233;su&#232;tes, elles semblent assum&#233;es et peuvent, ici, ajouter un plus &#224; l'ambiance g&#233;n&#233;rale, comme certains aspects tr&#232;s &#034;soap&#034; de &lt;i&gt;Twin Peaks&lt;/i&gt; peuvent donner du charme &#224; la s&#233;rie. &#201;galement, les insuffisances techniques, d&#251;t au manque de moyen (les textures sont &#224; la ramasse et le jeu est compar&#233; techniquement &#224; un jeu PS2, voir Dreamcast), paraissent presque voulues et semblent &#234;tre d&#233;tourn&#233;es &#224; l'avantage du titre en donnant au tout une unit&#233; kitch, fofolle et surann&#233;e.&lt;/p&gt;
&lt;p&gt;Autant encens&#233; pour son originalit&#233;, son humour, sa folie et son immersion que d&#233;cri&#233; pour une technique et des d&#233;fauts d'un autre temps, &lt;i&gt;Deadly Premonition&lt;/i&gt; ne fait pas l'unanimit&#233; dans les pays anglo-saxon (les notes vont de 2 &#224; &lt;a href=&#034;http://www.destructoid.com/review-deadly-premonition-165168.phtml&#034; class=&#034;spip_out&#034; rel=&#034;external&#034;&gt;10&lt;/a&gt;) et est pass&#233; compl&#232;tement &lt;a href=&#034;http://merlanfrit.wordpress.com/2010/11/16/presse-puree/&#034; class=&#034;spip_out&#034; rel=&#034;external&#034;&gt;inaper&#231;u&lt;/a&gt; en France (aucun test &#224; ce jour).&lt;/p&gt;
&lt;p&gt;Si vous ne l'avez pas d&#233;j&#224; fait, je vous conseille de lire les impressions de &lt;a href=&#034;http://merlanfrit.wordpress.com/2010/11/08/manifeste-du-surrealisme-deadly-premonition/&#034; class=&#034;spip_out&#034; rel=&#034;external&#034;&gt;Merlan Frit&lt;/a&gt; sur le jeu.&lt;/p&gt;
&lt;div class='spip_document_571 spip_document spip_documents spip_document_image spip_documents_center spip_document_center'&gt;
&lt;figure class=&#034;spip_doc_inner&#034;&gt; &lt;a href='https://www.foxylounge.com/IMG/jpg/fc5915574e-deadly-premonition-xbox360-34470.jpg' class=&#034;spip_doc_lien mediabox&#034; type=&#034;image/jpeg&#034;&gt; &lt;img src='https://www.foxylounge.com/local/cache-vignettes/L500xH281/fc5915574e-deadly-premonition-xbox360-34470-3db84.jpg?1665653944' width='500' height='281' alt='' /&gt;&lt;/a&gt;
&lt;/figure&gt;
&lt;/div&gt;
&lt;p&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Vous trouverez un r&#233;sum&#233; du contenu de la vid&#233;o (40mn) ici :&lt;br /&gt; &lt;a href=&#034;http://planetredwood.webs.com/dpatmit.htm&#034; class=&#034;spip_url spip_out auto&#034; rel=&#034;nofollow external&#034;&gt;http://planetredwood.webs.com/dpatmit.htm&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Si vous vous int&#233;ressez &#224; l'&#233;tude des jeux vid&#233;o, vous devriez lire l'excellent blog de Matt Weise :&lt;br /&gt; &lt;a href=&#034;http://outsideyourheaven.blogspot.com&#034; class=&#034;spip_url spip_out auto&#034; rel=&#034;nofollow external&#034;&gt;http://outsideyourheaven.blogspot.com&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Il faut absolument lire cette tr&#232;s interessante interview de &lt;strong&gt;Hidetaka &#034;Swery 65&#034; Suehiro&lt;/strong&gt;, d&#233;veloppeur de &lt;i&gt;Deadly Premonition&lt;/i&gt; : &lt;br /&gt;
&lt;a href=&#034;http://www.telegraph.co.uk/technology/video-games/8090073/Deadly-Premonition-developer-interview.html&#034; class=&#034;spip_url spip_out auto&#034; rel=&#034;nofollow external&#034;&gt;http://www.telegraph.co.uk/technology/video-games/8090073/Deadly-Premonition-developer-interview.html&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Une autre interview de Swery 65 sur Face Off Games : &lt;br /&gt;
&lt;a href=&#034;http://www.faceoffgames.com/section/1056389&#034; class=&#034;spip_url spip_out auto&#034; rel=&#034;nofollow external&#034;&gt;http://www.faceoffgames.com/section/1056389&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Et encore une ici (o&#249; l'on apprend notamment que les phases de donjons auraient &#233;t&#233; rajout&#233; &#224; la fin et impos&#233; par l'&#233;diteur pour s&#233;duire le public occidental) : &lt;a href=&#034;http://www.gamecritics.com/brad-gallaway/interview-with-swery-65-hidetaka-suehiro-director-of-deadly-premonition&#034; class=&#034;spip_url spip_out auto&#034; rel=&#034;nofollow external&#034;&gt;http://www.gamecritics.com/brad-gallaway/interview-with-swery-65-hidetaka-suehiro-director-of-deadly-premonition&lt;/a&gt;&lt;/p&gt;
&lt;h2 class=&#034;spip&#034;&gt;Un extrait de &lt;i&gt;Deadly Premonition&lt;/i&gt;&lt;/h2&gt;
&lt;p&gt;Pour se faire une id&#233;e de son ambiance tr&#232;s particuli&#232;re...&lt;/p&gt;
&lt;div class=&#034;video&#034;&gt;&lt;object width=&#034;480&#034; height=&#034;295&#034;&gt;&lt;param name=&#034;movie&#034; value=&#034;http://www.youtube.com/v/rp5krDoflLI?fs=1&amp;hl=fr_FR&#034;&gt;&lt;/param&gt;&lt;param name=&#034;allowFullScreen&#034; value=&#034;true&#034;&gt;&lt;/param&gt;&lt;param name=&#034;allowscriptaccess&#034; value=&#034;always&#034;&gt;&lt;/param&gt;&lt;embed src=&#034;http://www.youtube.com/v/rp5krDoflLI?fs=1&amp;hl=fr_FR&#034; type=&#034;application/x-shockwave-flash&#034; allowscriptaccess=&#034;always&#034; allowfullscreen=&#034;true&#034; width=&#034;480&#034; height=&#034;295&#034;&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;/div&gt;
		
		</content:encoded>


		

	</item>
<item xml:lang="fr">
		<title>L'intelligence artificielle et les jeux vid&#233;o</title>
		<link>https://www.foxylounge.com/L-intelligence-artificielle-et-les-jeux-video</link>
		<guid isPermaLink="true">https://www.foxylounge.com/L-intelligence-artificielle-et-les-jeux-video</guid>
		<dc:date>2010-10-28T18:07:43Z</dc:date>
		<dc:format>text/html</dc:format>
		<dc:language>fr</dc:language>
		<dc:creator>DrNoze</dc:creator>


		<dc:subject>Jeux vid&#233;o</dc:subject>
		<dc:subject>conf&#233;rences</dc:subject>
		<dc:subject>Technologies et futurs proches</dc:subject>
		<dc:subject>game studies</dc:subject>

		<description>
&lt;p&gt;Axel Buendia &#224; donn&#233;, le 13 avril 2010 au CNAM, une conf&#233;rence passionnante sur l'intelligence artificielle, et en particulier son utilisation dans les jeux vid&#233;o. &lt;br class='autobr' /&gt;
Les jeux vid&#233;o font largement appel &#224; l'intelligence artificielle pour g&#233;rer l'interaction entre le jeu et le joueur. Son r&#244;le est essentiel pour faire vivre une histoire diff&#233;rente &#224; chaque joueur dans un univers riche. &lt;br class='autobr' /&gt;
&#8211; Voir la vid&#233;o (106 minutes)&lt;/p&gt;


-
&lt;a href="https://www.foxylounge.com/Noze-1" rel="directory"&gt;Dirt Noze&lt;/a&gt;

/ 
&lt;a href="https://www.foxylounge.com/video_games" rel="tag"&gt;Jeux vid&#233;o&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/conferences" rel="tag"&gt;conf&#233;rences&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/technologies" rel="tag"&gt;Technologies et futurs proches&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/game-studies" rel="tag"&gt;game studies&lt;/a&gt;

		</description>


 <content:encoded>&lt;img src='https://www.foxylounge.com/local/cache-vignettes/L150xH81/arton173-e5ea1.png?1665653944' class='spip_logo spip_logo_right' width='150' height='81' alt=&#034;&#034; /&gt;
		&lt;div class='rss_chapo'&gt;&lt;p&gt;Axel Buendia &#224; donn&#233;, le 13 avril 2010 au CNAM, une &lt;a href=&#034;http://media.cnam.fr/jsp/fiche_actualite.jsp?STNAV=&amp;RUBNAV=&amp;CODE=1272968774148&amp;LANGUE=0&amp;RH=med_cnam&#034; class=&#034;spip_out&#034; rel=&#034;external&#034;&gt;conf&#233;rence&lt;/a&gt; passionnante sur l'intelligence artificielle, et en particulier son utilisation dans les jeux vid&#233;o.&lt;/p&gt;&lt;/div&gt;
		&lt;div class='rss_texte'&gt;&lt;blockquote class=&#034;spip&#034;&gt;
&lt;p&gt;Les jeux vid&#233;o font largement appel &#224; l'intelligence artificielle pour g&#233;rer l'interaction entre le jeu et le joueur. Son r&#244;le est essentiel pour faire vivre une histoire diff&#233;rente &#224; chaque joueur dans un univers riche.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; &lt;strong&gt;&lt;a href=&#034;http://media.cnam.fr/mediascnam/Conferences/2010/100413_JeuxVideo_ABuendia.html&#034; class=&#034;spip_out&#034; rel=&#034;external&#034;&gt;Voir la vid&#233;o&lt;/a&gt;&lt;/strong&gt; (106 minutes)&lt;/p&gt;&lt;/div&gt;
		
		</content:encoded>


		

	</item>
<item xml:lang="fr">
		<title>MANUEL GARIN, Buster Keaton VS Mario</title>
		<link>https://www.foxylounge.com/MANUEL-GARIN-Buster-Keaton-VS</link>
		<guid isPermaLink="true">https://www.foxylounge.com/MANUEL-GARIN-Buster-Keaton-VS</guid>
		<dc:date>2010-07-22T09:55:42Z</dc:date>
		<dc:format>text/html</dc:format>
		<dc:language>fr</dc:language>
		<dc:creator>DrNoze</dc:creator>


		<dc:subject>vid&#233;o</dc:subject>
		<dc:subject>Jeux vid&#233;o</dc:subject>
		<dc:subject>Films</dc:subject>
		<dc:subject>installation multim&#233;dia</dc:subject>
		<dc:subject>1980's</dc:subject>
		<dc:subject>game studies</dc:subject>
		<dc:subject>cin&#233;ma muet</dc:subject>
		<dc:subject>d&#233;but XXe</dc:subject>
		<dc:subject>Sampling, d&#233;tournements et collages</dc:subject>

		<description>
&lt;p&gt;Manuel Garin, chercheur en communication audiovisuelle &#224; Barcelonne, avec ses montages vid&#233;os compos&#233;s sous formes de clins d'oeil, nous questionne sur les concordances entre les slapsticks d'antan et les jeux vid&#233;o de l'&#233;re 8/16bit. En juxtaposant sur un m&#234;me &#233;cran des extraits de films muets du d&#233;but du XXeme si&#232;cle et des captures de jeux vid&#233;o (principalement 2D) des ann&#233;es 80, il met en &#233;vidence, non sans humour, les parall&#232;les entre les jeunesses respectives de ces deux moyens (&#8230;)&lt;/p&gt;


-
&lt;a href="https://www.foxylounge.com/Noze-1" rel="directory"&gt;Dirt Noze&lt;/a&gt;

/ 
&lt;a href="https://www.foxylounge.com/video" rel="tag"&gt;vid&#233;o&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/video_games" rel="tag"&gt;Jeux vid&#233;o&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/Films" rel="tag"&gt;Films&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/installation-multimedia" rel="tag"&gt;installation multim&#233;dia&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/80-s" rel="tag"&gt;1980's&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/game-studies" rel="tag"&gt;game studies&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/cinema-muet" rel="tag"&gt;cin&#233;ma muet&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/debut-XXe" rel="tag"&gt;d&#233;but XXe&lt;/a&gt;, 
&lt;a href="https://www.foxylounge.com/Sampling-detournements-et-collages" rel="tag"&gt;Sampling, d&#233;tournements et collages&lt;/a&gt;

		</description>


 <content:encoded>&lt;img src='https://www.foxylounge.com/local/cache-vignettes/L150xH57/arton141-33594.png?1665649109' class='spip_logo spip_logo_right' width='150' height='57' alt=&#034;&#034; /&gt;
		&lt;div class='rss_texte'&gt;&lt;p&gt;&lt;strong&gt;&lt;a href=&#034;http://www.gameplaygag.com/info.html&#034; class=&#034;spip_out&#034; rel=&#034;external&#034;&gt;Manuel Garin&lt;/a&gt;&lt;/strong&gt;, chercheur en communication audiovisuelle &#224; Barcelonne, avec ses &lt;a href=&#034;http://www.gameplaygag.com/&#034; class=&#034;spip_out&#034; rel=&#034;external&#034;&gt;montages vid&#233;os&lt;/a&gt; compos&#233;s sous formes de clins d'oeil, nous questionne sur les concordances entre les slapsticks d'antan et les jeux vid&#233;o de l'&#233;re 8/16bit. En juxtaposant sur un m&#234;me &#233;cran des extraits de films muets du d&#233;but du XXeme si&#232;cle et des captures de jeux vid&#233;o (principalement 2D) des ann&#233;es 80, il met en &#233;vidence, non sans humour, les parall&#232;les entre les jeunesses respectives de ces deux moyens d'expressions.&lt;/p&gt;
&lt;p&gt;On y retrouve beaucoup de points communs : Utilisation massive de plans larges, frontales et fixes, scrollings/travellings latt&#233;raux, un langage tr&#232;s physique et corporel (sauts, chocs, courses, combats ...) ainsi que des th&#233;matiques issues de genres tr&#232;s cod&#233;s et manich&#233;ens (aventure, western, pirates, bandits, fantastiques...).&lt;/p&gt;
&lt;h2 class=&#034;spip&#034;&gt;Keaton Mario Scroll&lt;/h2&gt;
&lt;p&gt;Un montage comparant la s&#233;quence de fin de &lt;i&gt;Seven Chances&lt;/i&gt; (1925) de &lt;strong&gt;Buster Keaton&lt;/strong&gt; et divers extraits de la saga &lt;i&gt;Super Mario Bros&lt;/i&gt; (1985- ?), le c&#233;l&#232;bre jeu de plateforme moustachu.&lt;/p&gt;
&lt;p&gt;Cette pi&#232;ce est expos&#233;e &#224; &lt;a href=&#034;http://museogames.com/&#034; class=&#034;spip_out&#034; rel=&#034;external&#034;&gt;MuseoGames&lt;/a&gt; (jusqu'au 7 novembre 2010).&lt;/p&gt;
&lt;div class=&#034;video&#034;&gt;&lt;object width=&#034;480&#034; height=&#034;385&#034;&gt;&lt;param name=&#034;movie&#034; value=&#034;http://www.youtube.com/v/bEyfaM9pQBE&amp;hl=fr_FR&amp;fs=1&#034;&gt;&lt;/param&gt;&lt;param name=&#034;allowFullScreen&#034; value=&#034;true&#034;&gt;&lt;/param&gt;&lt;param name=&#034;allowscriptaccess&#034; value=&#034;always&#034;&gt;&lt;/param&gt;&lt;embed src=&#034;http://www.youtube.com/v/bEyfaM9pQBE&amp;hl=fr_FR&amp;fs=1&#034; type=&#034;application/x-shockwave-flash&#034; allowscriptaccess=&#034;always&#034; allowfullscreen=&#034;true&#034; width=&#034;480&#034; height=&#034;385&#034;&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;h2 class=&#034;spip&#034;&gt;Fairbanks Action Arcade&lt;/h2&gt;
&lt;p&gt;Un montage comparant les films d'action-aventure de &lt;strong&gt;Douglas Fairbanks&lt;/strong&gt; &lt;i&gt;The Mark of Zorro&lt;/i&gt; (1920), &lt;i&gt;Robin Hood&lt;/i&gt; (1922), &lt;i&gt;The Thief of Bagdad&lt;/i&gt; (1924) et plusieurs jeux d'action, de plateforme et d'arcade comme &lt;i&gt;Pitfall&lt;/i&gt;, &lt;i&gt;Prince of Persia&lt;/i&gt;, &lt;i&gt;Metroid&lt;/i&gt;, &lt;i&gt;Megaman&lt;/i&gt;, &lt;i&gt;Castlevania&lt;/i&gt;, &lt;i&gt;Kid Icarus&lt;/i&gt;, &lt;i&gt;Double Dragon&lt;/i&gt;...&lt;/p&gt;
&lt;div class=&#034;video&#034;&gt;&lt;object width=&#034;480&#034; height=&#034;385&#034;&gt;&lt;param name=&#034;movie&#034; value=&#034;http://www.youtube.com/v/uG_T1a9BUNM&amp;hl=fr_FR&amp;fs=1&#034;&gt;&lt;/param&gt;&lt;param name=&#034;allowFullScreen&#034; value=&#034;true&#034;&gt;&lt;/param&gt;&lt;param name=&#034;allowscriptaccess&#034; value=&#034;always&#034;&gt;&lt;/param&gt;&lt;embed src=&#034;http://www.youtube.com/v/uG_T1a9BUNM&amp;hl=fr_FR&amp;fs=1&#034; type=&#034;application/x-shockwave-flash&#034; allowscriptaccess=&#034;always&#034; allowfullscreen=&#034;true&#034; width=&#034;480&#034; height=&#034;385&#034;&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;h2 class=&#034;spip&#034;&gt;Early Street Fighter&lt;/h2&gt;
&lt;p&gt;Un montage comparant &lt;i&gt;Le th&#233;&#226;tre de Bob&lt;/i&gt; (1906) de &lt;strong&gt;Segundo de Chom&#243;n&lt;/strong&gt; pour &lt;strong&gt;Path&#233; Fr&#232;res&lt;/strong&gt; et des sc&#232;nes de combat de &lt;i&gt; Street Fighter II&lt;/i&gt; (1991).&lt;/p&gt;
&lt;div class=&#034;video&#034;&gt;&lt;object width=&#034;480&#034; height=&#034;385&#034;&gt;&lt;param name=&#034;movie&#034; value=&#034;http://www.youtube.com/v/OtaDZuvIMYY&amp;hl=fr_FR&amp;fs=1&#034;&gt;&lt;/param&gt;&lt;param name=&#034;allowFullScreen&#034; value=&#034;true&#034;&gt;&lt;/param&gt;&lt;param name=&#034;allowscriptaccess&#034; value=&#034;always&#034;&gt;&lt;/param&gt;&lt;embed src=&#034;http://www.youtube.com/v/OtaDZuvIMYY&amp;hl=fr_FR&amp;fs=1&#034; type=&#034;application/x-shockwave-flash&#034; allowscriptaccess=&#034;always&#034; allowfullscreen=&#034;true&#034; width=&#034;480&#034; height=&#034;385&#034;&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;
&lt;p&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Plus de vid&#233;os ici : &lt;a href=&#034;http://www.gameplaygag.com/&#034; class=&#034;spip_out&#034; rel=&#034;external&#034;&gt;gameplaygag.com&lt;/a&gt;
&lt;br /&gt;&lt;span class=&#034;spip-puce ltr&#034;&gt;&lt;b&gt;&#8211;&lt;/b&gt;&lt;/span&gt; Pour aller un peu plus loin sur le sujet, je vous conseille la lecture de l'article &lt;a href=&#034;http://www.henryjenkins.org/2009/08/on_games_and_gags_between_sile.html&#034; class=&#034;spip_out&#034; rel=&#034;external&#034;&gt;&#034;The Pickford Paradox&#034; : Between Silent Film and New Media&lt;/a&gt; de Henri Jenkins et Manuel Garin.&lt;/p&gt;&lt;/div&gt;
		&lt;div class="hyperlien"&gt;Voir en ligne : &lt;a href="http://www.gameplaygag.com/" class="spip_out"&gt;http://www.gameplaygag.com/&lt;/a&gt;&lt;/div&gt;
		
		</content:encoded>


		

	</item>



</channel>

</rss>
