

This results in new insights for the question of genre in video games, as it is established that genre is rooted not in game mechanics, but in game aesthetics that is, play-experiences that share a phenomenological and pragmatic quality, regardless of their technical implementation. This model is tested through the history and analysis of the First-Person Shooter genre. Evolution is linked to the processes of innovation, and so a model of innovation is laid out from a compare-and-contrast approach to literary and film genre innovation. The technological imperatives that characterize video game production are also pinpointed as relevant to the establishment and development of video game genres. After a comparative analysis, video game genres are found to differ from literary and film genres precisely on the basis of evolution. Using the concept of genre requires one to acknowledge the recent developments of genre theory in other fields of research one such development is the contestation of the idea of generic evolution. This paper provides a critical overview of the notion of genre in game studies and in the video game industry. Projected light (slide projectors, spots.Mirrors with definable reflectivity and reflectivity maps.Incredibly realistic real-time shadowing for an arbitrary number of light sources and models, including shadowing on dynamic models as well as curved surfaces.Pre-defined as well as customizable Caustic Light Effects (watery shimmer, flickering fire.Light shapes with arbitrary shapes and falloffs make the creation of completely new light effects possible.Complex, extremely detailed colored light effects (dynamic & static) with pre-defined as well as customizable light source types.



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