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Establishing Hyrule
- Date Issued:
- 2012
- Summary:
- Shigeru Miyamoto's The Legend of Zelda : Ocarina of Time pushed the boundaries of video game design in 1998 by introducting players to one of the first virtual worlds fully-rendered in three-dimensions. The shift from rendering game worlds in two-dimensions to rendering them in three-dimensions required the development of new techniques for constructing virtual worlds. This thesis focuses on the construction of the virtual realm in Ocarina of Time, particularly the ways by which players are presented with cosmology of the virtual world and the divine ordering of the races that dwell there. In addition, this thesis explores how the process of building the virtual worldof Hyrule is mimicked in the design of the game's individual levels, in terms of the spaces that players explore, the rules they are bound by, and the goals that they must reach while progressing through the central plot.
Title: | Establishing Hyrule: analyzing the construction of the world and levels in Shigeru Miyamoto's Ocarina of Time. |
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Name(s): |
Hollingsworth, Douglas A. Harriet L. Wilkes Honors College |
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Type of Resource: | text | |
Genre: | Thesis | |
Issuance: | multipart monograph | |
Date Issued: | 2012 | |
Publisher: | Florida Atlantic University | |
Physical Form: |
electronic electronic resource |
|
Extent: | v, 45 p. ; 29 cm. | |
Language(s): | English | |
Summary: | Shigeru Miyamoto's The Legend of Zelda : Ocarina of Time pushed the boundaries of video game design in 1998 by introducting players to one of the first virtual worlds fully-rendered in three-dimensions. The shift from rendering game worlds in two-dimensions to rendering them in three-dimensions required the development of new techniques for constructing virtual worlds. This thesis focuses on the construction of the virtual realm in Ocarina of Time, particularly the ways by which players are presented with cosmology of the virtual world and the divine ordering of the races that dwell there. In addition, this thesis explores how the process of building the virtual worldof Hyrule is mimicked in the design of the game's individual levels, in terms of the spaces that players explore, the rules they are bound by, and the goals that they must reach while progressing through the central plot. | |
Identifier: | 818755094 (oclc), 3359295 (digitool), FADT3359295 (IID), fau:1423 (fedora) | |
Note(s): |
by Douglas A. Hollingsworth. Thesis (B.A.)--Florida Atlantic University, Honors College, 2012. Includes bibliography. Electronic reproduction. Boca Raton, Fla., 2012. Mode of access: World Wide Web. |
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Subject(s): |
Miyamoto, Shigeru Video games (Philosophy) Legend of Zelda (Game) Computer games -- Psychological aspects |
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Held by: | FBoU FAUER | |
Persistent Link to This Record: | http://purl.flvc.org/FAU/3359295 | |
Use and Reproduction: | Copyright © is held by the author, with permission granted to Florida Atlantic University to digitize, archive and distribute this item for non-profit research and educational purposes. Any reuse of this item in excess of fair use or other copyright exemptions requires permission of the copyright holder. | |
Host Institution: | FAU |