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Geralt's Third Sword : Representation of sex in The Witcher 3: Wild HuntLynn Angerer, Lynn, Christiansen, Mette January 2023 (has links)
This paper examines the representation of sex in the game The Witcher 3: Wild Hunt in terms of quest design, narrative, and sex scenes. Examining this topic is relevant to identifying misogynistic tropes in games and finding out where the portrayal of sex might be lacking or even harmful, for designers as well as consumers. The research was conducted through the close reading method, with two researchers playing and analyzing the game. The paper has found a tendency to use sex as a reward for the player. This is done through the quest design, and the framing of the sex scenes, which use and objectify women’s bodies to create an erotic spectacle for the male player. All this constructs a power fantasy for said player through identification with the protagonist, which is encouraged by the framing of cut scenes and the game medium
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Odens Vilda Jakt : En studie över den Vilda Jaktens status under 1800-talets samhällsförändringar / Odins Wild Hunt : A study over the Wild Hunt’s status during the societal changes ofthe 1800s.Norling, Samuel January 2023 (has links)
During stormy nights, be careful if you're out on your own, because you might encounter Odin, the hunter of the night, and he may decide to force you along with his phantom armyacross the sky. Cursed by the christian God for breaking his laws, Odin hunts the creatures ofdarkness. A motif in folklore appearing all across Europe it has been discussed many timesover by many different scholars in regard to its origin and potential connection topre-christian mythologies. This essay discusses and explains the Wild Hunt’s status in 1800sSwedish culture and how the drastically changing society of that time changed the Wild Hunt.Using archival material discussing the Wild Hunt this is mainly using memory theory andfolkloristic narrative analysis as the method. This essay aims to understand the history of theWild Hunt, and understand what purpose it served for the people who lived with it, focusingon the individual memories of the Hunt that may have been forgotten by time. A lot ofdiscussions regarding the Hunt centres on its connection to norse asatru, however while thisessay will bring this up, that is not the focus, as it is something that has been discussed bymany other scholars before. The Wild Hunt itself was a bright example of living culture, howstories change and adapt and how different parts are remembered throughout culture. In theend it seems like urbanisation is what led to the fall of the Wild Hunt in Sweden as the naturalphenomena that may have inspired it were no longer present in the modern cities
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The 40 Seconds Rule and Points of Interest in The Witcher 3: Wild HuntJaber, Maher, Cojanu, Andrei January 2021 (has links)
The Witcher 3: Wild Hunt is one of the best selling open world video games in recent years. Thanks to the game’s popularity, other game designers might want to replicate its world design methods. In an interview from 2017, the game’s developers have explained that they have used a system called “the rule of 40 seconds” to ensure that the player stumbles upon something interesting every 40 seconds of exploration. In this research, the authors conducted a test to check how accurately the rule was implemented; they did this by analysing footage of gameplay from four different YouTube content creators, on two of the game’s maps. The research found that a Rule does exist, however, it is greatly influenced by playstyles and only accurate for certain players. It concludes that designers looking to implement the rule, can reliably do so, but they should take playing styles and player movement speed into consideration when testing their rule. / The Witcher 3: Wild Hunt är ett av de bäst säljande öppna världsspel de senaste åren. Tack vare spelets popularitet kanske andra speldesigners vill kopiera dess värld designmetoder. I en intervju från 2017 har spelets utvecklare förklarat att de har använt ett system som kallas ”regeln om 40 sekunder” för att säkerställa att spelaren snubblar på något intressant var fjärde sekund av utforskningen. I denna forskning genomförde författarna ett test för att kontrollera hur korrekt regeln implementerades; de gjorde det genom att analysera bilder från fyra olika innehållsskapare på YouTube på två av spelets kartor. Forskningen visade att det finns en regel, men den påverkas av spelstilar och är endast korrekt för vissa spelare. Det drar slutsatsen att designers som vill implementera regeln kan göra det på ett tillförlitligt sätt, men de bör ta hänsyn till spelstilar och spelarens rörelsehastighet när de testar deras regel.
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Does the game Genshin Impact follow the 40 second rule for the frequency of points of interest that is used in The Witcher 3?Krafft, Felix, Wiking, Hugo, Katsoula Johansson, Danai January 2023 (has links)
The open world game The Witcher 3: Wild Hunt (2015) has been proven to follow a 40 second rule when placing points of interest for players to explore. The developers of the game said in an interview that the rule existed, and this was proven by a study made in 2021 by Cojanu and Jaber (2021). The 40 second rule means that whichever direction the player goes in, they will encounter a point of interest within 40 seconds. This study asks the question if Genshin Impact (2020) is following the 40 second rule. The researchers analyzed footage from four YouTube content creators to see if the rule was implemented in the game. It was found that Genshin Impact (2020) follows the 40 second rule since the points of interest were about 10 seconds apart. How the player decides to play the game slightly impacts the frequency of the points of interest and could be taken into account when testing the 40 seconds rule. It was found that points of interest found were more random at the start of the game and more intentionally found by the player later in the game. / Öppen världs spelet The Witcher 3: Wild Hunt (2015) har visat sig följa en 40 sekunders regel när det gäller placeringen av intressanta platser för spelare att utforska. Spelets utvecklare sa i en intervju att regeln fanns, och detta bevisades genom en studie utförd 2021 av Cojanu och Jaber (2021). Regeln innebär att oavsett vilken riktning spelaren går i så kommer de att stöta på en intressant plats inom 40 sekunder. Denna studie undersöker om Genshin Impact (2020) följer 40 sekunders regeln. Forskarna analyserade videomaterial från fyra YouTube innehållsskapare för att se om regeln implementerades i spelet. Det visades att Genshin Impact (2020) följer 40 sekunders regeln, eftersom de intressanta platserna låg ungefär 10 sekunder ifrån varandra. Hur spelaren väljer att spela spelet påverkar lite grann frekvensen av de intressanta platser och detta kan tas i beaktning när man testar 40 sekunders regeln. Det visade sig att de intressanta platserna var mer slumpmässiga i början av spelet och mer avsiktligt hittade av spelaren senare i spelet.
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Breaking down a videogame level´s design: Deconstruction of the narrative in The Witcher III: The wild huntToumpoulidis, Charalampos January 2023 (has links)
This master's thesis aims to investigate the narrative components inherent in open-world games. In this thesis, we will extract the narrative part of a game,analyze it, and compare the narrative part with other game design elements. The focus will be on the game "The Witcher III: The Wild Hunt," with specific portions of the game studied using AutoCAD and in-game playthroughs to extract data relating to narrative components such as items, characters, and locales. Data such as buildings, cities and objects referring to main-quest, sidequest, random interaction, cutscenes-storytelling, object interaction, and recurring characters are generated from the open-world game The Witcher III:The Wild Hunt using AutoCAD. Objects are used to mark narrative components during gameplay, and these elements will be exported into Excel for analysis using Tableau. The results of the research will be coupled with other parts of the level design. The collected data will be evaluated with Tableau, and a comparative study between the narrative part and the game-level design part has been conducted to uncover patterns and trends in the open-world game. This study investigates the narrative components found in the game world, examining their importance on various scales and their relationships with other game mechanics. According to the research, item interactions become more significant on the third floor and in larger cities, whereas cut scenes and narration are more common in big cities and on the first floor of buildings. The study also emphasizes the connection between main quests and side quests, indicating their strong relationship to the game's overarching story. The use of side missions, which frequently entail interacting with city objects, becomes increasingly important for encouraging player exploration. The study emphasizes the need for game designers to tailor their use of narrative components to the scale and context of each gaming setting, ultimately helping them to possibly create more immersive and engaging game worlds.
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Srovnání fikčního světa počítačovách her a jejich literárních předloh / Comparison of fictional world of computer games and of their literary artworksKovaříková, Šárka January 2016 (has links)
The main goal of this thesis is to explain the relationship of literature and computer games. The first part deals with the definition of computer RPG genre and literary fantasy genre. It considers aspects which leads players to play computer games and connect between the literary work and the computer game. It deals also with the experience: the experience of the game and reading while specifically dealing with the flow effect and concept of immersion. A central part of this work examines both media through narrative approach. Interpretation and literary analysis of The Witcher Saga by Andrzej Sapkowski and computer game The Witcher 3: Wild Hunt follows the specifics of the construction of the story in two different media through narrative figures (events, characters and space) and their possible modifications. Furthermore, it tracks purposes and methods for these variations and their impact on the recipient.
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Život po životě. Revenanti v českých zemích raného novověku. / Life after Life. The Revenants in the Early Modern Period Bohemia Lands.Chalupová, Helena January 2015 (has links)
The master's thesis deals with one of the specifics of the cultural history of the Czech lands in the Early Modern period - i. e. the general perception of the afterlife (approximately between 1500 and 1800) and revenant issues. A revenant is meant originally a human being, who, after his death, for various reasons returns to the light of the living world, with exhibits of material (revived corpses, zombies, vampires, fexts) and immaterial (spirits, white ladies, wild hunting). In this respect, the main source are Czech demonological legends. One part of the study is to evaluate the social, religious and cultural aspects that had effect on what was said above in the specific historical period. The main emphasis is placed on the individual cases of revenants in the Czech lands, preserved in historical sources, as well as comparison with the same case in other European countries. The study will also focus on the description of biographies of historical personalities, drawing conclusions about what may have caused the conviction of being revenant.
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