11/23/2023 0 Comments Age of empires 3 warchiefsThe time loop in takes on the form of a spiral story structure where its two main characters stuck in the time loop discover their own cycles of repeated behavior, much in a manner of a video game design, to find the right strategy to break the cycle. utilizes the science fiction trope of the time loop to create a series that combines science fiction with mystery, drama, comedy, and even metaphysics. The critically acclaimed and popular web television series (Netflix, 2019-present) is an effective case study of how complexity of concept and storyline featured in the open end serial drama in the United States is employed towards finding a niche viewership among the plethora of shows available for consumption. ![]() ![]() Consider whether certain sections or corridors of the Silk Roads, through the assembly of sites within them, are distinctive from other sections of the Silk Roads, in terms of being manifestations of particular geo-cultural systems, and whether a case could be made for considering the Silk Roads as a collection of World Heritage properties, linked by a concept, instead of one single World Heritage serial property.Define the distribution of Silk Roads sites, in order to understand: o What sites are common to the whole extent of the Roads o What sites are specific to the whole Silk Roads or to certain parts of the Roads o What sites are unique or exceptional o Which sites are plentiful and how their form varies in time and space o What sites are persistent over time o What sites reflect specific periods of history, power systems or cultural traditions.Profile the distribution and distinctiveness of Silk Roads sites in order to understand how sites are manifestations of the shifting systems of power and patronage that prevailed over time along the Silk Roads, in relation to the organisation of flourishing trade and the protection of trade routes.The aim of this study is to provide an analysis of sites along the Silk Roads that could be used by States Parties participating in the Serial transnational World Heritage nominations of the Silk Roads as a basis for comparative analyses when nominating series of sites. ICOMOS thematic studies are a synthesis of current research and knowledge on a specific theme. Time will tell – if this will still be possible, then. In this, they may reflect (as other media featuring historical content as literature, film, TV, radio, comics, re-enactment, ‘living history’, LARP etc.) popular demands not satisfied by academia, or foreshadow a conceptual transition as part of the digital revolution. Thus, they effectively replave in themselves any factual history as the concept is traditionally understood in Western discourse since the middle of the 19th century with affective historicity. Both readings converge in the implication that as these games’ series seemingly stage ‘history’, they unlink history and temporality, installing a chron-alogical framing. And second, philosophically this may be taken as a prime instance of the Nietzschean ‘eternal recurrence of all things’. First, semiotically such a set of game titles is aptly described in Deleuze/Guattari-terms as an instance of the paranoid-despotic regime of signs, where signs signify nothing but other signs, bound up in an endless virtual cycle. This aside, given that players who liked one in a bundle are likely to play the rest also, the mere factuality of the series carries implications for the content worth mentioning. That they do so has many reasons that are totally unconnected with everything they represent, economic ones foremost, but also the need to meet genre- and audience-imposed expectations as well as technical limitations. ![]() Civilization (I – V), Age of Empires (I – IV), Anno (5 pts.), Monkey Island (5 pts.), Total War (7 pts.), Assassin’s Creed (I – IV), to name but a few, are heavily serialized in that they all, save for their respective first incarnations, point continuously to the other titles in their series’, be it on a structural level or with regard to content. ![]() Video games that feature historical content – what I term ‘historicizing’ video games – often come in series.
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