Markku Reunanen has made our (Reunanen, Lankoski, Heinonen) chapter in Digirakkaus 2 available as PDF. The chapter can downloaded at http://www.kameli.net/~marq/joystickit_kuumina.pdf (in Finnish). Figure shows how our informants remembered certain titles from 1980 to 1995. When we posted questionnaire we missed some notorious games in US, such as Swedish Erotica series, that would have beenContinue reading “Joystickit kuumina PDF”
Petri Lankoski, Södertörn University Annika Waern, Stockholm University Anne Mette Thorhauge, University of Copenhagen Harko Verhagen, Stockholm University This is a reprint version of the introduction article for special issue in the Journal of Gaming and Virtual Worlds 3: 3, DOI: 10.1386/jgvw.3.3.175_7. The text contains DOI links to the special issue articles on Intellect site.
My article Player Character Engagement in Computer Games came out. Here is the abstract: This article argues how players can control a player character influence interpretation and facilitate engagement within a game. Engagement with player characters can be goal-related or empathic, where goal-related engagement depends on affects elicited by goal-status evaluations whereas characters facilitate empathicContinue reading “Player Character Engagement in Computer Games”
Lies and Seductions The game can be downloaded for free at http://www.liesandseductions.com or get with the Character-Driven Game Design. OSX and Windows versions available. Works also in Linux via Wine. Lies and Seductions is a single player game about seduction, lies, and betrayal. Are you able to guide Abby to seduce a rock star, Chris,Continue reading “Character-Driven Game Design & Lies and Seductions”
You can download the Character-Driven Game Design now. Scroll down for the actual download link (the PDF is around 2M). The print version is also available (35euros + handling) on the same page.
Introductory speech at my defense: Honoured Custos, honoured opponent, ladies and gentlemen. My research is about designing single player character-based computer games. With character-based games, I mean games such as Thief II: The Metal Age, Fahrenheit, Ico, and Half-Life. From the design point of view the player character, the character controlled by a player, isContinue reading “Lectio Praecursoria 12.5.2010”
Academic dissertation to be presented for public examination with the permission of the Research Board of the Aalto University School of Art and Design Helsinki, in Sampo auditorium (Media Centre LUME), Hämeentie 135 C on May 12th, 2010, at 12 noon. MA Petri Lankoski “Character-Driven Game Design: A Design Approach and Its Foundations in CharacterContinue reading “Public Examination of my Doctoral Thesis at May 12”
| Buy the book | Free PDF | Updated 14.5.2010: Added download link. Back cover says: In the Character-Driven Game Design, Petri Lankoski presents a theory that illuminates how game characters contribute to shaping the playing experience. Based on this theory he provides design tools for character-based games which utilize methods and theories derived fromContinue reading “Character-Driven Game Design is Out”
Inger Ekman and I wrote a chapter, Hair-Raising Entertainment: Emotions, Sound, and Structure in Silent Hill 2 and Fatal Frame, for the book Horror Video Games: Essays on the Fusion of Fear and Play edited by Bernard Perron (published by McFarland Publishing). The book should be out early October.
Frans Mäyrä and I wrote a chapter, Play in Hybrid Reality: Alternative Approaches to Game Design, to the book Digital Cityscapes: Merging Digital and Urban Playspaces (Peter Lang Publishing) edited by Souza e Silva & Sutko. The book seems to be already available at amazon.com.