Peripheral cases (20 items): complex clippings. Features of prototypical blends (brunch, motel) and degrees of typicality. Blends & Co.: a parameter-based description of shortenings. Keywords: blend, creativity, prototypes, typicality, videogames. Moreover, blends anticipate the humorous, puzzling or creative qualities of the game they name and wink at the players' inventiveness to work out rules. Lastly, concerning the motivations for the creation of blends in this particular field, these items succeed in economically capturing key features of the game so as to awaken the interest of potential buyers. Most of them are found to be prototypical items, the most common type being the so-called "overlapping" blend (Splatoon: splat + platoon). The theoretical framework will be put into practice in the analysis of a corpus of blends naming videogames. In accordance with the principles of Prototype Theory (Lakoff 1987 Langacker 1987), the combination of values displayed by the items results in an overall degree of typicality and will allow their location in the centre or the periphery of the category. The starting point will be a multidimensional description based on a set of parameters and values drawn on previous works by, among others, Kemmer (2003), Ronneberger-Sibold (2006) and Mattiello (2013). This paper delves into the structure and motivations of blending by reporting on the results of the analysis of a corpus of 80 blends gathered from the field of videogaming.
Palabras clave: creatividad, cruce léxico, prototipos, tipicidad, videojuegos. Además, los cruces léxicos anticipan los rasgos humorísticos, intrigantes y creativos del juego al que nombran, al tiempo que hacen un guiño a la inventiva de los jugadores para descubrir las reglas. Por último, en lo concerniente a las motivaciones para la creación de cruces léxicos en este campo, dichas formaciones capturan de manera efectiva y económica rasgos clave del juego para despertar el interés de compradores potenciales. La mayor parte de ellos resultan ser elementos prototípicos, y el tipo más común es el denominado cruce léxico "solapado" (Splatoon: splat + platoon). El marco teórico se lleva a la práctica en el análisis de un corpus de cruces léxicos de nombres de videojuegos. De acuerdo con los principios de la Teoría de Prototipos (Lakoff 1987 Langacker 1987), la combinación de valores exhibidos por los ítems da como resultado un nivel global de tipicidad, lo que permite su localización en el centro o la periferia de la categoría. Shadwen can sneak, stab, climb, grapple, create diversions and lay mortal. El punto de partida es una descripción multidimensional basada en un conjunto de parámetros recogidos de estudios previos de, entre otros, Kemmer (2003), Ronneberger-Sibold (2006) y Mattiello (2013). been updated with increased polygon counts and higher resolution textures. I'd really like for you guys to succeed and make something great like Trine 2 again but now in glorious 3D.Abstract : Este trabajo profundiza en la estructura y motivaciones de los cruces léxicos a partir de los resultados del análisis de un corpus de 80 cruces léxicos del campo de los videojuegos. Hope you guys at Frozenbyte are still doing fine after how Trine 3 turned out to be. I'm also a bit concerned on why would you give a quick sneak peek of the game, when the demo is in such an incomplete state. But I guess rewinding time fixes that issue.
The grappling hook physics being ass is funny, yes, but that in a delicate sneaking game? That can turn out into an annoyance as the physics can just decide to toss you right in front of a guard. The situation where you're backed to a wall and between you and the guard are some movable crates, an option to ever so slightly move them without the guard noticing would be great. An option to spin the poison dart around and possibly giving the option to toss the bomb or the mine while hanging on a wall would be nice. The controls need some fine tuning, though. The ability to stop and rewind time is actually pretty interesting, but it takes some time to get used to. The gameplay's pretty good and stealthing through the guards is pretty fun. I take it must be more of seeing how much interest there would be in the game than giving us a demo to show off the final product.