9781943208661.epub

Ultima and World-Building in the Computer Role-Playing Game is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its lasting impact on the RPG genre and video game industry. Through archival and popular media sources, ex...

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Γλώσσα:English
Έκδοση: Amherst College Press 2024
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spelling oapen-20.500.12657-886232024-04-09T00:00:00Z Ultima and Worldbuilding in the Computer Role-Playing Game Kocurek, Carly Payne, Matthew Thomas Hobbies, quizzes and games;Role-playing, war games and fantasy sports;Computer games / online games: strategy guides thema EDItEUR::W Lifestyle, Hobbies and Leisure::WD Hobbies, quizzes and games thema EDItEUR::W Lifestyle, Hobbies and Leisure::WD Hobbies, quizzes and games::WDH Hobbies::WDHW Role-playing, war games and fantasy sports thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides Ultima and World-Building in the Computer Role-Playing Game is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its lasting impact on the RPG genre and video game industry. Through archival and popular media sources, examinations of fan communities, and the game itself, this book historicizes the games and their authors. By attending to the salient moments and sites of game creation throughout the series’ storied past, authors Carly A. Kocurek and Matthew Thomas Payne detail the creative choices and structural forces that brought Ultima’s celebrated brand of role-playing to fruition. This book first considers the contributions of series founder and lead designer, Richard Garriott, examining how his fame and notoriety as a pioneering computer game auteur shaped Ultima’s reception and paved the way for the evolution of the series. Next, the authors retrace the steps that Garriott took in fusing analog, tabletop role-playing with his self-taught lessons in computer programming. Close textual analyses of Ultima I outline how its gameplay elements offered a foundational framework for subsequent innovations in design and storytelling. Moving beyond the game itself, the authors assess how marketing materials and physical collectibles amplified its immersive hold and how the series’ legions of fans have preserved the series. Game designers, long-time gamers, and fans will enjoy digging into the games’ production history and mechanics while media studies and game scholars will find Ultima and World-Building in the Computer Role-Playing Game a useful extension of inquiry into authorship, media history, and the role of fantasy in computer game design. 2024-03-18T13:10:36Z 2024-03-18T13:10:36Z 2024 book 9781943208654 https://library.oapen.org/handle/20.500.12657/88623 eng application/epub+zip Attribution-NonCommercial-NoDerivatives 4.0 International 9781943208661.epub Amherst College Press 10.3998/mpub.14371469 10.3998/mpub.14371469 bd61c84b-c01e-472d-a7b1-a72ad38700ed 9781943208654 194 open access
institution OAPEN
collection DSpace
language English
description Ultima and World-Building in the Computer Role-Playing Game is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its lasting impact on the RPG genre and video game industry. Through archival and popular media sources, examinations of fan communities, and the game itself, this book historicizes the games and their authors. By attending to the salient moments and sites of game creation throughout the series’ storied past, authors Carly A. Kocurek and Matthew Thomas Payne detail the creative choices and structural forces that brought Ultima’s celebrated brand of role-playing to fruition. This book first considers the contributions of series founder and lead designer, Richard Garriott, examining how his fame and notoriety as a pioneering computer game auteur shaped Ultima’s reception and paved the way for the evolution of the series. Next, the authors retrace the steps that Garriott took in fusing analog, tabletop role-playing with his self-taught lessons in computer programming. Close textual analyses of Ultima I outline how its gameplay elements offered a foundational framework for subsequent innovations in design and storytelling. Moving beyond the game itself, the authors assess how marketing materials and physical collectibles amplified its immersive hold and how the series’ legions of fans have preserved the series. Game designers, long-time gamers, and fans will enjoy digging into the games’ production history and mechanics while media studies and game scholars will find Ultima and World-Building in the Computer Role-Playing Game a useful extension of inquiry into authorship, media history, and the role of fantasy in computer game design.
title 9781943208661.epub
spellingShingle 9781943208661.epub
title_short 9781943208661.epub
title_full 9781943208661.epub
title_fullStr 9781943208661.epub
title_full_unstemmed 9781943208661.epub
title_sort 9781943208661.epub
publisher Amherst College Press
publishDate 2024
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