Current Search: Legend of Zelda Game (x)
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Title
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Linking masks with Majora: The legend of Zelda: Majora’s mask and NOH theater.
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Creator
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Osborne, Sterling Anderson, Swanstrom, Elizabeth, Florida Atlantic University, Dorothy F. Schmidt College of Arts and Letters, Department of English
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Abstract/Description
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The field of video game studies is young and requires innovation in its approach to its object of study. Despite the large number of Japanese games and game developers, most scholars in the West approach video games from a point of view that emphasizes Western thought and that is concerned with either very recent video games or the medium as a whole. The Legend of Zelda: Majora’s Mask defies Western interpretations as its inspiration and aesthetics are steeped in a Japanese theatrical...
Show moreThe field of video game studies is young and requires innovation in its approach to its object of study. Despite the large number of Japanese games and game developers, most scholars in the West approach video games from a point of view that emphasizes Western thought and that is concerned with either very recent video games or the medium as a whole. The Legend of Zelda: Majora’s Mask defies Western interpretations as its inspiration and aesthetics are steeped in a Japanese theatrical tradition that dates to the early Middle Ages, namely Noh theater. The game’s emphasis on masks and possession provides unique commentary on the experience of playing a video game while the structure of the game harkens back to traditional Noh cycles, tying in pre-modern ideas with a modern medium in order to comment on video games and the people who play them.
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Date Issued
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2014
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PURL
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http://purl.flvc.org/fau/fd/FA00004311, http://purl.flvc.org/fau/fd/FA00004311
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Subject Headings
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Aesthetics, Japanese, Legend of Zelda (Game), Nō, Theater -- Japan, Video games -- Philosophy, Video games in art
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Format
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Document (PDF)
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Title
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Establishing Hyrule: analyzing the construction of the world and levels in Shigeru Miyamoto's Ocarina of Time.
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Creator
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Hollingsworth, Douglas A., Harriet L. Wilkes Honors College
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Abstract/Description
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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...
Show moreShigeru 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.
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Date Issued
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2012
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PURL
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http://purl.flvc.org/FAU/3359295
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Subject Headings
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Criticism and interpretation, Video games (Philosophy), Legend of Zelda (Game), Computer games, Psychological aspects
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Format
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Document (PDF)