Carl Therrien

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The first generation of video games are known to be tremendously challenging. On top of the classic " easy to learn, hard to master " arcade games, the development of the domestic market saw the rise of more expansive and varied game worlds, in computer RPGs or adventure games. This added complexity is often synonym with a more steep difficulty curve due to(More)
In the ongoing efforts to theorize the interactive experience proposed by video games, it is common to make a distinction between fictional elements and the gameplay in itself. E. Adams distinguished between tactical, strategic and fictional immersions. In Half-Real, J. Juul has notoriously declared that video games encompass two things: fictional worlds(More)
So why did polygons become the ubiquitous virtual bricks of videogames? Because, whatever the interesting or eccentric devices that had been thrown up along the way, videogames, as with the strain of Western art from the Renaissance up until the shock of photography, were hell-bent on refining their powers of illusionistic deception. —Stephen Poole (2000,(More)
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