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#fae watches e3
ayrennaranaaldmeri · 3 years
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devolver digital arriving on scene to resuscitate everyone who passed out from ubisoft’s snorefest 
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bookgeekgrrl · 3 years
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My media this week (11-Jul-2021)
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🎶 MUSIC 🎶
Electro-Swing
Iron, Wrath & Metal
Just One Fix: Industrial '90s
Presenting Madonna
🎧 PODCASTS 🎧
Richmond Til We Die: A Ted Lasso Podcast - I Believe in Believe
The Atlas Obscura Podcast - Catalina Bison Herd
The Atlas Obscura Podcast - The Baalbek Trilithon
Word Of Mouth - Why is English so weird? (with Arika Okrent)
You're Wrong About - Summer Book Club: "The Satan Seller" (Part 2)
Ologies with Alie Ward - Selachimorphology (SHARKS) Encore with Chris Lowe
99% Invisible (#450) - Stuff The British Stole
Song Exploder - Fousheé "Deep End"
The BookstaGays #49 - Author Interview: Cat Sebastian
Ologies with Alie Ward - Elasmobranchology (MORE NEW SHARK STORIES) with MISS_Elasmo Shark Scientists
The Atlas Obscura Podcast - Spacecraft Cemetery
The Atlas Obscura Podcast - Sputnik IV Crash Site 
Overinvested, Ep. 220 - No Sudden Move
Stuff The British Stole - Blood Art
Stuff The British Stole - Best.Named.Dog.Ever
Stuff The British Stole - The Headhunters
Stuff The British Stole - Shots Fired
Dark Ages - 1. The New Exhibit (aka The Crown of Shadow’s Dawn) - DARK AGES is a high fantasy workplace comedy audio drama disguised as a podcast about the staff of the Rivercliffe Museum of Mostly Natural Histories, where "the only thing harder than finding new patrons is suffering each other...until a new exhibit results in a world of trouble marching up to their front gate."
Dark Ages - 2. Edmund’s Plant (aka The Venus Pride Trap)
Dark Ages - 3. Spite & Malison (aka The Alicornucopia)
📺 STUFF I WATCHED 📺
Grace & Frankie - s6, e11-13
Ghosts (BBC) - s1 & s2
Restoring Rothko [Tate]
Author Discussion: Martha Wells & Becky Chambers
Miss Fisher's Modern Murder Mysteries - s1, e3-4; s2, e1-2 - in s2 they switched to a 45 min ep format which works so much better for them
Legends Of Tomorrow - s1, e5
Gunpowder Milkshake
📚 STUFF I READ 📚
😞 👂 Cutie and the Beast (Fae Out of Water #1) (E.J. Russell, author; Joel Leslie, narrator)
🙂 Your Heart is a Castle (teenytabris) - 68K, shrunkyclunks/BBC Ghosts AU - this was fun and made me go watch BBC Ghosts
😍 👂 Unfit to Print (K.J. Charles, author; Vikas Adam, narrator)
😍 The Future of Work: Compulsory (The Murderbot Diaries #0.5) (Martha Wells)
😍 All Systems Red (The Murderbot Diaries #1) (Martha Wells)
😍Artificial Condition (The Murderbot Diaries #2) (Martha Wells)
😍 Rogue Protocol (The Murderbot Diaries #3) (Martha Wells)
😍 Exit Strategy (The Murderbot Diaries #4) (Martha Wells)
😍 Home: Habitat, Range, Niche, Territory (The Murderbot Diaries #4.5) (Martha Wells)
😍 Fugitive Telemetry (The Murderbot Diaries #6) (Martha Wells)
plus 58K of shorter fic
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kanadeamo · 5 years
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i was watching a vid earlier on e3 predictions and one of the guys was talking about how bethesda isnt going to even mention fallout’s name at all and another guy was like “no see the terrible part is todd howard is going to come out on stage with his little twisted fae trickster raccoon smile and make a terrible and offensive tone deaf joke about it” and i HATE IT BECAUSE HES RIGHT AND I ALREADY KNOW HE IS
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z-tertle-blog · 4 years
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Digital Artistry in the Blue Ocean Market: Annotated bibliography
Primary research
Ruckstuhl, F. Wellington. “What Is Art? A Definition.” The Art World, vol. 1, no. 1, 1916, pp. 21–28. JSTOR, www.jstor.org/stable/25587648.
I want to use this article as part of the argument in the definition of art and be able to bring a sense of scale to the work. Because the argument of "what is art?" is always being challenged so I would like to further iterate on it. This paper was written around the turn of the 20th century so many of the modern art forms that are commonplace now were never even considered at the time because they were not possible. Iteration id always needed as we move on in creative mediums in order to legitimise them and bring them to the general public. People make music with unorthodox methods and instruments but that is considered “outside the box” thinking. But when we try to tell a story in a video game it is considered childish and a waste of time and effort. We need to legitimise an artform for it to be taken seriously.
"Concrete art." Grove Art Online.  January 01, 2003. Oxford University Press,. Date of access 29 Jan. 2019, <http://www.oxfordartonline.com/groveart/view/10.1093/gao/9781884446054.001.0001/oao-9781884446054-e-7000018994>
This work looks to provide definition to how art is consumed. What it is as a technical work, as well as a product. How the average person will appreciate art. Two main points are made in this paper. Art as product and art as product. Defining the artistic skill it takes to create a great work and from what they are made. Then also saying that the art piece is useless without a person to appreciate it. You can be the most skilled painter in the world but that is useless without a person to see it and appreciate it. The piece is incomplete without a pair of eyes to see. 
Ludwig Herard, Brown v. Entertainment Merchants Association 131 S. Ct. 2729 (2011), 22 DePaul J. Art, Tech. & Intell. Prop. L. 515 (2012) Available at: https://via.library.depaul.edu/jatip/vol22/iss2/8
This is a reference to a supreme court case the protected videogame's right to free speech and declared that the medium was declared as "art"  this will add a large amount of credit to my defense of video games as art. The defence of an artform in a court case adds an immense amount of credit to the medium in the public eye. The case involved the state of California not restricting the sale of "violent video games" to minors and whatever retailers involved could be fined. Also demanding that all "violent video games" be marked 18+. The supreme court ruled against these restrictions sights first amendment rights along with the case being underinclusive. Targeting only the videogame market rather than including booksellers, cartoonists and film makers in the same claim. And being too vague to uphold as the definition of violence was not defined in court.
Chris Melissinos and Patrick O’Rourke “The Art of Video Games: From Pac-Man to Mass Effect” Welcome Books 2013
This is a companion book to the Smithsonian Museum of Art exhibit of the same name that was shown in 2012. This exhibit was a very important talking point when it came out as many people (including myself) never thought that a video game could end up in a museum. The ability to know and understand the timeline of where an artform came from so that we can always learn from them. Bother the good and the bad. There is also a certain reverence for the early works that came from the industry. They don't have much in terms of artistic appeal. But they do have a charm to them like the early cave paintings and hieroglyphics. They can show a crude facsimile of what they are supposed to be and you have to use your imagination to figure out the rest. The rules had not been set yet so playing these old games are like a time capsule. Old books and movies have artifacts of when they were made and it can be fun to see how newer creators found ways around the limitations of those that came before. As well as seeing what new technology allowed for certain scenes and effects that either were not possible before or were improved dramatically.
Rand, Harry. “The Other Side of Digital Art.” Leonardo, vol. 41, no. 5, 2008, pp. 543–547. JSTOR, www.jstor.org/stable/20206688.
This piece talks about digital artistry and discusses how the shortcuts that it creates may have cheapened the ability of the artist and, I think, can serve as a great counterpoint to the arguments that I would like to make.
Secondary Research
John Linneman, Digital Foundry  “DF Retro H2O! Water in Video Games Part #1” https://www.digitalfoundry.net/2018-07-22-df-retro-h2o-water-in-video-games-part-1
This is a single part of a two part series that looks to highlight the artistry in real time graphics when related to water. There are many points here that help to serve my argument in appreciating what it takes for real time graphics interfaces to create a visual representation of something that we are so familiar with.  And how developers got them to work on the hardware that they were given at the time. Going all the way back to the NES and early Sega consoles and how they handled the rendering of water and how that affects gameplay. Then moving onto early 3D consoles and how they handled early wave simulation on bodies of water and how they interacted with characters and reflections. The second part goes into more modern consoles and how software allows for a more accurate simulation without the artist needing to do as much work and that lets them to further tweak the simulation to create a more pleasing aesthetic.
Danny O’Dwyer, Jeremy Jayne,  Noclip, “Why did Geoff Keighley Create the Game Awards?” https://www.youtube.com/watch?v=86kxaWva7yo
In speaking with the appreciation of video games and bringing them to a wider audience, This short documentary deconstructs the most prestigious video game awards show and it’s creator Geoff Keightley  as to why he did it and why it exists. Wanting to create a sense of respect for the video game industry after he got to meet several video game developers at a show and that left an impression on him. His familiarity with show business allowed the idea to evolve into an award show that focused in on the audience that would actually care. Rather than trying to be a poor man’s imitation of the Oscars or Emmys. Inviting large names in the video game industry, like directors, musicians, actors and even esports athletes and content creators to present awards. Rather than getting Snoop Dog to read a script on stage that he does not care about. We have Ed Boon, the director of Mortal Kombat, presenting an award for the best Sports or racing game and then following it up with a surprise reveal of the next Mortal Kombat game on stage. Giving the people viewing what they want to see and giving a proper environment to let the games speak, rather than a shoe in celebrity appearance.
Danny O’Dwyer, Jeremy Jayne. Noclip . “The story of Digital Extremes / The rise of Warframe “ https://www.youtube.com/watch?v=UOE6528pwFc&list=PL-THgg8QnvU7Weo1mCM9H2AXljC7UrDm8&index=2
This is a two part documentary that outlines the story of a Canada based video game studio called Digital Extremes and their history leading up to the release of The game Warframe which has lead them down a path of great success and public praise. But only after a trail of tears and fear of the studio closing. I want to use this because it’s a wonderful underdog story that, I think, will give a new perspective to the kind of commitment that creators have to the artform. This goes over the history of the developer from the founders first few experiments in coding and game development to when they started working with another developer named “Epic Games”  (of Fortnight fae and the developer of the “Unreal” game engine” to co develop the Unreal tournament games. Then following them as they moved away from Epic and became a middle man developer that other companies would hire to develop games for them. All the while trying to sell a concept for a game that they called “Dark Sector” to a publisher. They eventually did but the publishers were so unsure of the game’s sci-fi aesthetic and tone that they demanded that many aspects be changed to the point where it didn’t resemble the original concept anymore. After that experience, Digital Extremes decided that they wanted to try their luck in the “free to play” market and use the original ideas from the “Dark Sector” concept. The developers were short on cash and out of work but they stuck to what they thought would work and what they liked. And that evolved into the game “Warframe”. Now the developers are somewhat internet famous and run a yearly convention based around this one game that they are always updating with free new content. 
Maximilian Dood. “Max’s Insane FFVII Remake Story (E3 2019)” https://www.youtube.com/watch?v=OalvWEJCZBA
This is a video journal of a popular video game streamer and his experience with a media only meeting at the Electronics Entertainment Expo 2019 that showed off the game to a very small group of people. Afterwards he talks about he met the creators of the game at the same event. Max is a massive fan of the game Final Fantasy 7. And has made several videos about how excited he was that the game was getting a remake. These videos became very popular and made their way back to the development staff. The staff told him this and how they used those videos in order to motivate the team when things got hard in development. I want to use this in order to illustrate how much these games mean to the people that play them and love them (like myself). These emotions don’t come from nothing and more people could benefit from seeing it. Using this video as an example of being open about your interests does more than validate you. But validates the work that went into the game and makes the creators so happy just knowing that what they did was appreciated.There is a massive issue of people that hide the fact that they play video games (like myself) because there is a social taboo to talk about them in a positive light. This is what can happen if you let your passion show. LANGUAGE WARNING
Thomas Morgan. Digital Foundry. “Luigi’s Mansion 3: Switch Tech Breakdown - A Playable CG Movie on Switch?” https://www.digitalfoundry.net/2019-11-05-luigis-mansion-3-switch-tech-breakdown-a-playable-cg-movie-on-switch
This video serves as a great culmination of everything that game developers need to do and the sacrifices that need to be made in order to make something look good in a digital space.The Nintendo Switch has very limited hardware power available to it but that does not reflect in what we see on screen. We see a game that could pass as an animated film from a highly respected studio like Pixar or Dreamworks combined with many different tricks that allow the world to feel real. Like physics simulation and dynamic lighting and shadows that all react to your inputs in real time. This is all broken down in several visual graphs that show the timing that each frame of the video appear and if there is a dip in the amount of unique frames that are pumped to the screen. Looking for these things, we can then find a pattern. Is there on particular process that may cause the framerate of the game to drop consistently? What could have been done to make sure the framerate did not dip? What methods were used to make the game look the way that it does? Does it come together well and is it aesthetically pleasing? What were the aims of the developers and did they achieve them? This is a wonderful critique of the final work that is achieved. Not only the looks of the game but also how well it works.
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ayrennaranaaldmeri · 3 years
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at least h i m 
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ayrennaranaaldmeri · 3 years
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me @ hollywood rn:
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ayrennaranaaldmeri · 3 years
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“we don’t have anything to show right now” THEN WHY ARE YOU HEEEERE
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ayrennaranaaldmeri · 3 years
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W O R L D  P R E M I E R E
[insert nonsensical 3 second clip for some battle royale nonsense] 
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ayrennaranaaldmeri · 3 years
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ayrennaranaaldmeri · 3 years
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they’re ending on deathloop jiog;jlkfjgdlkgjdklgjd
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ayrennaranaaldmeri · 3 years
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noooo no more surprise celebrity cameos society has moved past the need for celebrity cameos.
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ayrennaranaaldmeri · 3 years
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did we not do our marvel time in the square enix presentation
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ayrennaranaaldmeri · 3 years
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i swear to jesus there have been more mentions of fucking movies and tv shows than there have been games in a stream that’s literally called ‘SUMMER GAME FEST’ 
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ayrennaranaaldmeri · 3 years
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ah, stream lag well before the showcase begins....a good sign of things to come, i am sure
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ayrennaranaaldmeri · 3 years
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is it ubisoft without dancing
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ayrennaranaaldmeri · 5 years
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Cyberpunk 2077 — Official E3 2019 Cinematic Trailer
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