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Quake 4

Game

Documents about Quake 4

Cover of Counting Barrels in Quake 4: Affordances and Homodiegetic Structures in FPS Worlds
Whitepaper7 pages

Counting Barrels in Quake 4: Affordances and Homodiegetic Structures in FPS Worlds

Pinchbeck's analysis argues that first-person shooters have grown markedly more sophisticated in their presented worlds, through improved graphics, artificial intelligence, and narrative integration, while their underlying ludic structure has barely changed since the earliest days of the genre.

  • First-person shooters have grown far more sophisticated in graphics, AI, and narrative integration, yet their underlying ludic structure has barely changed since the genre's earliest days.
  • Drawing on Gibson's concept of affordances, the analysis classifies in-game objects into static, environmental, state-changing, and singular or critical types, separating those that matter to play from decorative ones.
  • A player's core actions in games like Quake 4, moving through space and acting on objects, reduce to a small, fixed set of parameterized affordances, which the author identifies as the root of tension between the depth of the game's reality and the simplicity of its play.
DiGRAJan 2007