1/10/2023 0 Comments Games similar to virtual city![]() In this excerpt from that work, the author considers the issues at stake in videogamic representations of colonial Saint Domingue and its denizens, particularly for their depiction of the prehistory of the Haitian Revolution. This article comes out of a longer project looking at digital commemorations of slave rebellion. We provide a critical appraisal of the experience that Odyssey offers and link it to this question: in the Assassin's Creed series, do we engage in meaningful play with the past, or are we simply assassinating our way through history? This review discusses the narrative, world, and gameplay of the latest Assassin's Creed within the series more broadly. These trends continued in 2018's Assassin's Creed: Odyssey, set in Greece during the Peloponnesian War. With it, Ubisoft also launched its Discovery Tour, allowing players to explore the game's setting at their leisure and without combat. The 2017 release of Assassin's Creed: Origins, which entailed a massive reconstruction of Hellenistic Egypt, pushed the series even further back in time. With a new game released on an annual basis-each full of distinct historical places, events, and people-the series has unfolded across post-classical history, from the Levant during the Third Crusade to Victorian-era London. Ubisoft's Assassin's Creed series is one the entertainment industry's most popular titles set in the past. Given the forceful affective qualities of postmemory, however, the balance of power between designer intent and user imagination is demonstrated to be problematic, as individuals are manipulated through their exposure to, and co-creation of, these virtual landscapes. Individual position and imagination had a significant effect on participants' understanding of those landscapes, creating postmemories of the material environment being represented, going beyond the intent of the designers. Twenty-five participants were asked to undertake an exploration exercise within a virtual recreation of 19th century London and subsequently interviewed about their landscape experiences. Postmemories, formed of secondhand accounts combined with the imagination of individuals, can shape our responses to the world around us, having similar affective force to memories of situations directly witnessed. ![]() ![]() In this paper, we propose the use of postmemory as a framework for analysing virtual landscapes. Virtual landscapes are brought into being through the interaction of users and these virtual environments. They are used within urban design, medicine, the military, entertainment and a wide range of other sectors, having increasing significance within our everyday lives. Virtual environments are becoming ubiquitous, designed to do work in the material world.
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