Hallo zusammen,
ich suche Literatur zum Thema "Eastereggs" in Computerspielen.
Bisher habe ich zu diesem Thema fast keine Texte gefunden - wenn also jemand einen Tipp für mich hätte, wäre das großartig!
Außerdem frage ich mich, ob es eine effektive Methode gibt, Eastereggs systematisch zu sammeln. Zur Zeit durchstöber ich hauptsächlich Spiele-Foren und Fan-Seiten, was prinzipiell auch ganz gut klappt. Allerdings ist es recht mühselig und die Qualität der Daten ist zum Teil sehr schwankend.
Hat jemand vielleicht eine Idee, wie ich meine Datensammlung sowohl qualitativ als auch quantitativ verbessern könnte?
Besten Dank und allen noch ein schönes Wochenende!
Viele Grüße,
Melanie.
Eastereggs
Hi,
diesen Artikel fand ich ganz aufschlussreich und zumindest das Word-Easteregg (!) funktioniert:
http://www.pcwelt.de/know-how/unterhaltung/115221/
Grüße,
Jan
Danke
Hallo Jan,
etwas verspätet, aber: Danke für den Link! :-)
Viele Grüße,
Melanie.
Zwei kleine Hinweise zu Eastereggs
Ich dachte eigentlich mehr zum Thema zu besitzen, aber ich hab auch nur diese beiden Texte gefunden...
Aus "Rules of Play" (2004 Salen, Zimmerman) Chapter 21: Breaking the rules, S.279:
<<<
Easter Eggs
Easter eggs are secrets hidden in a game that players can discover. The first Easter egg was created by game
designer and programmer Warren Robinett for the Atari 2600 game Adventure. In defiance of Atari's refusal to give
credit to the creators of their games, Robinett programmed a secret room that could only be found with great
difficulty. When players reached it, his initials were displayed. Hidden messages, images, and spaces are now a
standard feature of digital gaming. In a mild kind of way, Easter eggs break a game's rules because they violate the
otherwise internally consistent world of a game. Part of the pleasure of finding an Easter egg is a sense of
transgressive discovery: by bending the rules of the game in just the right way, the player gets to see or experience
something that more lawful players would not.
>>>
In "the ultimate history of video games" (2001 Kent) wird das erste Osterei in Adventure noch ausführlicher beschrieben (S. 185-189)...
Und noch aus "Patterns of Game Design" (2005 Bjoerk, Holopainen; gibt es hier komplett online):
<<<
Easter Eggs
Surprises in the game that are not related to the game.
Easter Eggs are surprises put in games that do not necessarily advance the game story or even fit within the reality of the Game World. The design of Easter Eggs
started as programmers' and game designers' ways of protesting against
management but soon turned into a gameplay value, encouraging
exploration and people to replay the games.
Example: The first documented Easter Egg was the text "Created by Robinett." in Adventure
put there by the programmer Warren Robinett. To find it, players had
first to find a single dot object that had the same color as the
background of the game and was located in a room that was inaccessible
unless you used a special bridge. This dot then had to be carried to a
specific wall to let the players enter a secret room which contained
the message.
Example: Super Mario Bros. included entire levels as Easter Eggs, including an underwater world that was seemingly endless.
Example: The whole gameManiac Mansion is included as an Easter Egg in its sequel Day of the Tentacle.
Using the pattern
Designing Easter Eggs includes choosing where in the Game World they exist, what they contain, creating possible Clues to ease finding them, and making sure they are Optional Goals. Typical contents of Easter Eggs include Games within Games or Resources to modulate the Right Level of Difficulty. The use of Games within Games and other Easter Eggs that effectively change the mode of play may be more suitable in Single-Player Games, since there is no need to try and synchronize and explain changes of play mode in these types of games.
Consequences
Easter Eggs are a way of providing Surprises in games, which are extra-game rewards in addition to any other benefits they give. Knowledge about their existence provides Optional Goals of Exploration and may stimulate Social Interaction between game sessions to pass Trans-Game Information. Easter Eggs may even promote Replayability, since players can have Player Defined Goals to find all Easter Eggs even after completing a game. The Consistent Reality Logic of an Alternative Reality can be negatively affected by Easter Eggs unless they only consist of Resources or purely aesthetic effects.
Relations
Instantiates: Surprises, Trans-Game Information, Optional Goals, Replayability, Player Defined Goals
Modulates: Exploration, Game World, Right Level of Difficulty, Single-Player Games
Instantiated by: Resources, Games within Games
Modulated by: Clues
Potentially conflicting with: Consistent Reality Logic
>>>
Soweit von hier,
Björn
Danke!
Hallo Björn,
schon mal besten Dank für Deine Hinweise! Das werde ich mir dann nochmal genauer anschauen...
Ich hatte Warren Robinett schon mal um ein Interview zum Thema Eastereggs gebeten, aber leider keine Antwort erhalten...
Bin auch weiterhin für alle Tipps dankbar! :-)
Viele Grüße,
Melanie.