Material windows and working stations. The discourse networks behind skeuomorphic interface in Pathfinder: Kingmaker
PDF (English)

Słowa kluczowe

discourse networks
intermediality
graphical user interface
media archeology
digital games

Jak cytować

Żmuda, M. D. . (2021). Material windows and working stations. The discourse networks behind skeuomorphic interface in Pathfinder: Kingmaker. Images. The International Journal of European Film, Performing Arts and Audiovisual Communication, 29(38), 73–94. https://doi.org/10.14746/i.2021.38.05

Abstrakt

The article probes the intermedial structure of the skeuomorphic interface in Pathfinder: Kingmaker. The author indicates that intermedia research in game studies is often diachronically limited, focusing on material and semiotic interactions between “old” and “new” media. He proposes to open the field onto historically aware discoursive analysis and bases his method on Friedrich Kittler’s notion of “discourse networks”. This allows him to inspect the game in relation to technologically-founded networks that embody or bring into life specific modes of though and experience. During his analysis, he discovers that the interface design is involved with navigation devices in Late Medieval and Early Renaissance periods, Alberti’s windows as objects through with narrative spaces become visible, isometric modes of objective thinking, industrial and cybernetic notions of control, and the Xerox invention of the computer as a working environment.

https://doi.org/10.14746/i.2021.38.05
PDF (English)

Bibliografia

„κυβερνήτης”, in Perseus Digital Library Project,

Alberti L.B., On Painting. A new translation and critical edition, transl. and ed. R. Sinisgalli, New York 2011

Anderson C.U., S.B. Pold, Interface Criticism, Aarhus N 2011

Ash E.H., Navigation techniques and practice in the Renaissance, [in:] The History of Cartography, vol. III, ed. J.B. Harley, D. Woodward, Chicago 1987

Beniger J.R., The Control Revolution. Technological and economical origins of the information society, Cambridge – London 1986

Campbell T., Portolan charts from the late thirteenth century to 1500, [in:] The History of Cartography, vol. I, eds. J.B. Harley, D. Woodward, Chicago 1987

Celiński P., Interfejsy. Cyfrowe technologie w komunikowaniu, Wrocław 2010

Cocozza F., Axonometry: The grip of thought on space – a short survey on the relation between the act of planning and a visionary visualization technique, “Proceedings” 2017, vol. 1, no. 9, <https://doi.org/10.3390/proceedings1090884>

Cosgrove D., Geography and Vision. Seeing, imagining and representing the world, London – New York 2008

Edgerton S., Brunelleschi’s mirror, Alberti’s window, and Galileo’s ‘perspective tube’, “Historia Ciencias Saude-manguinhos” 2006, vol. 13, p. 159, DOI https://doi.org/10.1590/S0104-59702006000500010

Ensslin A., Literary Gaming, Cambridge – London 2004

Ernst W., Media Archaeography. Method and machine versus history and narrative of media, [in:] Media Archeology. Approaches, applications, and implications, eds. E. Huhtamo, J. Parikka, Berkeley – Los Angeles – London 2011

Foucault M., The Archeology of Knowledge, transl. A.M. Sheridan Smith, New York 1972

Friedberg A., Wirtualne okno. Od Albertiego do Microsoftu, transl. A. Rejniak-Majewska, M. Pabiś-Orzeszyna, Warszawa 2012

Gaudreault A., Marion, P., The Cinema as a model for the genealogy of media, “Convergence” 2002, vol. 8, no. 4. DOI: https://doi.org/10.1177/135485650200800402

Girina I., Video game mise-en-scene remediation of cinematic codes in video games, [in:] Interactive Storytelling. ICIDS 2013. Lecture Notes in Computer Science, eds. H. Koenitz, T.I. Sezen, G. Ferri, Cham 2013

Groppo P., Narrative ludology: intermediality in adventure games, “Em Tese” 2012, vol. 18, no. 3, DOI: 18. 96. 10.17851/1982-0739.18.3.96-108

Hayles N.K., How We Became Posthuman. Virtual bodies in cybernetics, literature, and informatics, Chicago – London 1999

Huhtamo E., Dismantling the fairy engine. Media archeology as topos study, [in:] Media Archeology. Approaches, Applications, and Implications, Berkeley, Calif., 2011

Interactive Storytelling. ICIDS 2013. Lecture Notes in Computer Science, ed. H. Koenitz, T.I. Sezen, G. Ferri, Cham 2013, <https://doi.org/10.1007/978-3-319-02756-2_5>

Intermediality and Media Change, eds. J. Herkman, T. Hujanen, P. Oinonen, Tampere 2012

Järvinen A., Gran Stylissimo: The audiovisual elements and styles in computer and video games, [in:] Proceedings of Computer Games and Digital Cultures Conference, ed. F. Mäyrä. Tampere 2002

Jesper A., God’s eye view, [in:] This Thing Called Theory, eds. T. Stoppani, G. Ponzo, G. Themistokleous, London 2016, e-book Jørgensen I.K.H., Media and games: an intermedial framework, in FDG ‘18: Proceedings of the 13th International Conference on the Foundations of Digital

Game, eds. S. Dahlskog, S. Deterding, J. Font, Malmö 2018, <https://doi.org/10.1145/3235765.3235794>

King G., Krzywinska T., ScreenPlay. Cinema/videogames/interfaces, London – New York 2002

Kittler F., Discourse Networks 1800/1900, transl. M. Metteer, C. Cullens, Stanford 1990

Kittler F., Gramophone, Film, Typewriter, transl. G. Winthrop-Young, M. Wutz, Stanford 1999, xli

Krikke J., Axonometry: a matter of perspective, “IEEE Computer Graphics and Applications” 2000, vol. 20, no. 4, DOI: https://doi.org/10.1109/38.851742

Kubiński P., Gry wideo. Zarys poetyki, Kraków 2016

Lancia R., Narrating built heritage by its own storytelling, “The International Journal of Virtual Reality” 2008, vol. 7, no. 2

Lippitz A., Lost in the static?: Comics in video games, [in:] Intermedia Games – Games Inter Media: Video Games and Intermediality, eds. M. Fuchs, J. Thoss. New York 2019

Manovich L., Software Takes Command, New York – London 2013

Manovich L., The Language of New Media, Cambridge – London 2011

Mueller J., Intermediality, Quo Vadis?: A brief inventory and a road map for six central future research axes, “International Journal of Semiotics and Visual Rhetoric” 2019, vol. 3, DOI: https://doi.org/10.4018/IJSVR.2019070102

Ndaliains A., Neo-Baroque Aesthetics and Contemporary Entertainment, Cambridge – London 2004

Neitzel B., Performing games: intermediality and videogames, [in:] Handbook of Intermediality, ed. G. Rippl, Berlin – Boston 2015, e-book

Owlcat Games, Pathfinder: Kingmaker, Deep Silver, PC game, 2018

Parikka J., Insect Media. An archaeology of animals and technology, Minneapolis, London 2010

Parikka J., What is Media Archeology?, Cambridge 2012

Rajewsky I.O., Intermediality, intertextuality, and remediation: a literary perspective on intermediality, “Intermédialités” 2005, vol. 6, no. 6, DOI: 10.7202/1005505ar

Raupach T., Towards an analysis of strategies of authenticity production in World War II first-person shooter games, [in:] Early Modernity and Video Games, eds. T. Winnerling, F. Kerschbaumer, Newcastle 2014

Schröter J., Discourses and models of intermediality, “CLCWeb: Comparative Literature and Culture” 2011, vol. 13. DOI: https://doi.org/10.7771/1481-4374.1790

Shannon C., A mathematical theory of communication, “The Bell System Technical Journal” 1948, vol. 27

Siegert B., Cultural Techniques: Grids, Filters, Doors, and Other Articulations of the Real, transl. G. Winthrop-Young, New York 2015

Smith D.C., C. Irby et al., Designing the star user interface, “Human-Computer Interaction” May 1990, <https://tech-insider.org/star/research/acrobat/8204.pdf>, accessed: 23.01.2020

Sutherland I.E., Sketchpad: A man-machine graphical communication system, technical report, University of Cambridge Computer Laboratory, 2003, <https://www.cl.cam.ac.uk/techreports/UCAM-CL-TR-574.pdf>, accessed: 23.01.2021

The Xerox 8010 speaks your language (brochure), in DigiBarn computer museum, <https://www.digibarn.com/friends/curbow/star/2/index.html>, accessed: 23.01.2020

Wellbery D.E., Foreword, [in:] F. Kittler, Discourse Networks 1800/1900, transl. M. Metteer, C. Cullens, Stanford 1990

Wiener N., Cybernetics or Control and Communication in the Animal and the Machine, Cambridge 1985

Wiener N., Men, machines and the world about, [in:] The New Media Reader, ed. N. Wardrip-Fruin, N. Montfort, Cambridge – London 2003

Wiener N., The Human Use of Human Beings. Cybernetics and Society, London 1989

Zhou A., Cybernetics and human-computer interaction: Case studies of modern interface design, in 2014 IEEE Conference on Norbert Wiener in the 21st Century (21CW), ed. M. Gibbs, Boston 2014, DOI: https://doi.org/10.1109/NORBERT.2014.6893925

Zielinski S., Deep Time of the Media: Toward an archaeology of hearing and seeing by technical means, trans. G. Custance, Cambridge, London 2006