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This thesis details the importance and evidence of medieval and modern fantasy’s influence on modern video gaming. This influence is examined through the lens of three primary themes found in fantasy: magic, the bestiary, and chivalry. These themes are traced using medieval texts including The Prose Edda, The Quest for

This thesis details the importance and evidence of medieval and modern fantasy’s influence on modern video gaming. This influence is examined through the lens of three primary themes found in fantasy: magic, the bestiary, and chivalry. These themes are traced using medieval texts including The Prose Edda, The Quest for the Holy Grail, and The Death of King Arthur, modern texts including A Wizard of Earthsea, The Eye of the World, and The Way of Kings, and modern video games including The Witcher 3: Wild Hunt, God of War, and Elden Ring. The reasons why they are so prevalent and useful for developers and companies is a constant question that this thesis seeks to answer with primary attention focused on increasing gameplay length and player immersion as key strategies that allow for advanced monetization. The overall consensus of this thesis is that not only is fantasy an influential genre but that its primary themes lend themselves very well to the format of video games and that game developers and companies are using this to increase their chances of creating successful video games.
ContributorsFoley, Ethan (Author) / Cruse, Markus (Thesis director) / Jakubczak, Laura (Committee member) / Barrett, The Honors College (Contributor) / School of Human Evolution & Social Change (Contributor)
Created2023-12
Description

This project includes an outline of a prospective fantasy novel whose story is described through chapter summaries, a bit of sample writing, and an accompanying explanatory essay that acts as the novel's afterword. It follows the story of Hikari Hinata, a princess of a fictional nation in which gods and

This project includes an outline of a prospective fantasy novel whose story is described through chapter summaries, a bit of sample writing, and an accompanying explanatory essay that acts as the novel's afterword. It follows the story of Hikari Hinata, a princess of a fictional nation in which gods and fate rule the lives of mortals. Her tale is a representative one--it seeks to call to mind the experiences of second-generation Asian Americans through its characterization, plot, and background inspirations. Two key concepts it focuses on are intergenerational trauma and combining that with ancient world mythologies, in a way that breathes new life into past narratives and explores modern-age experiences.

ContributorsChangcoco, Shinyi (Author) / Bolmarcich, Sarah (Thesis director) / Kuo, Karen (Committee member) / Barrett, The Honors College (Contributor) / College of Integrative Sciences and Arts (Contributor)
Created2023-05
Description

"A Stitch in Time" is a creative project that centered around a creative writing project. The story explores the experiences of a witch named Elio who helps people solve issues in their real lives through the power of dreams. However, he must come to terms with the issues that are

"A Stitch in Time" is a creative project that centered around a creative writing project. The story explores the experiences of a witch named Elio who helps people solve issues in their real lives through the power of dreams. However, he must come to terms with the issues that are present in his own past -- and continue to affect him in the present -- in order to fully reach his potential as a witch. The completed version of this thesis project was two written chapters and a full detailed outline.

ContributorsSaifi, Abigail (Author) / LaCroix, Kristin (Thesis director) / Mara, Andrew (Committee member) / Barrett, The Honors College (Contributor) / Department of English (Contributor) / Department of Psychology (Contributor)
Created2023-05
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Description

“The Garden and Her Secrets” is a young adult novella focused on creating a fantastical world using ASU buildings as inspiration for the key landmarks in this magical landscape. The story centers around a giftless woman, Fiona, striving to make herself extraordinary by breaking hundreds of years of rules and

“The Garden and Her Secrets” is a young adult novella focused on creating a fantastical world using ASU buildings as inspiration for the key landmarks in this magical landscape. The story centers around a giftless woman, Fiona, striving to make herself extraordinary by breaking hundreds of years of rules and wielding the musical talent of Belle, the unmagical woman who plays at the local piano bar. Fiona’s quest for both love and unlove means finding where the Secret Garden is hiding within her university, the Philomathian, and exploring her newfound feelings for Belle. Should the Secret Garden choose to remove her hood, there are certainly gifts to be had and secrets to rebury.

ContributorsTobin, Grace (Author) / Jakubczak, Laura (Thesis director) / McNally, T. M. (Committee member) / Barrett, The Honors College (Contributor) / School of International Letters and Cultures (Contributor) / Department of English (Contributor)
Created2022-05
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Description

The aim of my thesis is to expand the placemaking analysis strategies that I learned in my previous thesis pathway course, HON 493: Placemaking in Middle Earth and Earthsea to my favorite fantasy setting, the land of Skyrim in the Elder Scrolls Universe. During the course, the class was encouraged

The aim of my thesis is to expand the placemaking analysis strategies that I learned in my previous thesis pathway course, HON 493: Placemaking in Middle Earth and Earthsea to my favorite fantasy setting, the land of Skyrim in the Elder Scrolls Universe. During the course, the class was encouraged to consider how historical texts, archaeological findings, and anthropological research served as the inspiration behind the worlds that J.R.R. Tolkien and Ursula Le Guin created along with the relationships that their fictional cultures had within those worlds. As the course drew to a close, I couldn’t help but start wondering what inspired the developers of Skyrim, the video game. One of Skyrim’s strongest features is its atmosphere and landscape. An analysis of the creation of place in Skyrim can teach future game developers how to create a land with stories rich enough to lose yourself in for years. I specifically wanted to focus on the burial practices and culture of the Nordic people, since most of the game is spent interacting with them and admittedly raiding the tombs of their ancestors in search of shiny trinkets and powerful artifacts. By delving into the inspirations behind Nordic burials, I hope to gain appreciation for the art of placemaking, and to broaden my knowledge of Nordic history, both fantasy and real. My research initially entailed finding stories about typical Norse burials, but since Skyrim’s burial grounds tend to be filled with the Nordic undead, known as the Draugr, I homed in on how the Norse believed that improper or disturbed burials could result in the rise of the dead. I also shifted attention to the importance of dragons in Norse culture, since they play a vital part in the existence of the Draugr in Skyrim, and I was curious if dragons perhaps played a similar role for the Norse people in the Viking Age. I found academic and historical studies about Viking myths about the origins of dragons and the undead and also studies on how these myths relate to the creation of place in Northern Europe. Lastly, I considered how the dragons and draugr in Skyrim depart from Norse mythology and how the inspirations and departures from Norse mythology deepen our sense of place in the land of Skyrim. This analysis made me realize how essential the Poetic Edda was to Norse mythology, since it’s one of the only written collections of Old Norse poems. The Norse people relied mostly on oral storytelling, which makes it extremely difficult to find any first-hand texts about their culture and lifestyles. After this project, or if I had more time, I think a read-through of the Poetic Edda would be an excellent way of educating myself on the breadth of Norse culture, as opposed to trying to find stories related to what I’ve experienced in Skyrim. I think there’s a limitless way of approaching an analysis of Old Norse culture in modern media and creative works, to the point that I felt I had to narrow my analysis to something simple, but fun, which was homing in on the dragons and draugr that I’ve had to battle thousands of with little previous thought as to their creative origins. The Norse people of the Viking Age may not have had access to our current understanding of the universe, but their speculations led to many fascinating beliefs about the unknown, like tales of dragons and draugar. Their mythology provided them with a unified sense of place and morals in a mercenary culture with loose collective cohesion. When their sense of place is brought into Skyrim and the dragons and draugar are brought to life, it’s easy to lose yourself in a depiction of their world. Skyrim was, and still is, a prime example of the importance of environmental storytelling in open-world games. Long after the graphics and gameplay become outdated, if the environment provides a living, breathing sense of place, then any fantasy game can stand the test of time. For those who aren’t convinced, I encourage them to try out Skyrim and experience their escape into another world with the iconic line, “Hey you, you’re finally awake”.

ContributorsHayashi, David (Author) / Jakubczak, Laura (Thesis director) / Cortes, Phillip (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor) / School of Accountancy (Contributor) / WPC Graduate Programs (Contributor)
Created2022-05
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Description
This creative project is a reference document explaining the fictional fantasy world of the in-progress novel Veil Us in Gold by Shepard Adkins. Using the framework of the anthropological concept of placemaking, I describe three countries featured in the manuscript, including information on history, government, daily lives, and more. These

This creative project is a reference document explaining the fictional fantasy world of the in-progress novel Veil Us in Gold by Shepard Adkins. Using the framework of the anthropological concept of placemaking, I describe three countries featured in the manuscript, including information on history, government, daily lives, and more. These descriptions were influenced by collaboration with Adkins and historical research on Ancient Rome, Ancient Greece, and Enlightenment Russia. After completing the reference document, I interviewed Adkins to see how our collaboration in worldbuilding has shaped the revision process of their novel.
ContributorsMar, Kimberley (Author) / Jakubczak, Laura (Thesis director) / Fette, Donald (Committee member) / Adkins, Shepard (Committee member) / Barrett, The Honors College (Contributor) / School of Humanities, Arts, and Cultural Studies (Contributor) / School of Music, Dance and Theatre (Contributor)
Created2022-05
Description
A novella combining fantasy and romance with art history and mythology that touches on themes of love, power, fate, religion, and hidden identities. Venus forces her son Cupid or "Beau" to make people fall in love by pricking them with a ring full of blessed myrtle

A novella combining fantasy and romance with art history and mythology that touches on themes of love, power, fate, religion, and hidden identities. Venus forces her son Cupid or "Beau" to make people fall in love by pricking them with a ring full of blessed myrtle oil. Beau dreams of being free from Venus's control and having a love story of his own, but he is emotionally guarded to prevent himself from becoming attached to the people he "falls." Eloise Rose Nightingale is a hopeless romantic who lives in an apartment with her best friend, Leo. She works as a dramaturg at Palais Garnier. Beau encounters Eloise, and, angry with Venus, decides to pursue her. But Venus is a powerful goddess unwilling to relinquish control of her son. She will force Beau to question: what is worth risking for the chance of true love?
ContributorsMarkussen, Annelise (Author) / Soares, Rebecca (Thesis director) / LaCroix-McDaniel, Kristin (Committee member) / Barrett, The Honors College (Contributor)
Created2024-05
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Description
This thesis outlines the four novels of my fantasy series in-progress, entitled Pemoki and Kenacia (named for two nations engaged in a twenty-year conflict). It details the complex workings of the universe in which the series takes place, and seeks to capture the essence of the characters’ journeys through a

This thesis outlines the four novels of my fantasy series in-progress, entitled Pemoki and Kenacia (named for two nations engaged in a twenty-year conflict). It details the complex workings of the universe in which the series takes place, and seeks to capture the essence of the characters’ journeys through a number of fictional texts exchanged within the universe, which I refer to as “writing within writing”. It includes a guide containing notes on the international and domestic politics, religions, technologies, magic system, and invented languages of the P&K universe; four extensive plot summaries complete with dialogue; eight instances of writing within writing, including four collections of letters, a coronation speech, two articles in conversation with one another on the subject of magic science, and a series of journal entries documenting an investigation of a suspected foreign spy; and finally, an appendix listing the names and magical abilities of the cast, as well as the fictional locations they inhabit. “Writing Within Writing” lays the groundwork for a tetralogy that, in its final published form, will explore themes of corruption, redemption, free will, death, grief, endurance, love and betrayal, among others.
ContributorsHickey, Amel (Author) / Mox, Kyle (Thesis director) / Jakubczak, Laura (Committee member) / Barrett, The Honors College (Contributor) / School of International Letters and Cultures (Contributor)
Created2024-05
Description

"Quiet, Please" is a coming-of-age speculative fiction novel about how a super-powered neurodivergent girl and her friends navigate and attempt to save a world that is equal parts beautiful and cruel.

ContributorsHsieh, Sophia (Author) / Sandoval, Mathew (Thesis director) / Van Engen, Dagmar (Committee member) / Barrett, The Honors College (Contributor) / College of Health Solutions (Contributor)
Created2023-05
Description

I love to work with numbers and data. Learning to solve equations and extrapolate points to predict outcomes will help me hone the talents I want to pursue a job based in an area I enjoy. Solving problems and creating solutions is like a puzzle or a game to me.

I love to work with numbers and data. Learning to solve equations and extrapolate points to predict outcomes will help me hone the talents I want to pursue a job based in an area I enjoy. Solving problems and creating solutions is like a puzzle or a game to me. Games are a big part of my life… from family game night to chess to computer games and math problems. This concept of problem-solving and solution-finding is what led me to this thesis. My Data Analytics and Supply Chain Management majors both involve these concepts as well, so revolving them around my thesis project helped to give me more experience that will help me in my future career. When looking into the field of games, people enjoy many different types around the world. Games can range anywhere from card and board games, to video games, and even sports and the Olympics. These are all considered games, and my goal in taking this thesis course is to become a game designer and start my journey into providing entertainment for my audience to play. Due to the already enormous amount of games in circulation today, I was creative and used the game-making skills I learned in this class when making my game. I focused on developing a strategy board game. Since I have played games all my life, I know that game development is not a simple task to undertake. That is why this Honors Thesis Course is important to me since it was beneficial to gain the skills necessary to create my own game. Making sure the game I created maintained the proper mechanics, story, aesthetic, and technology was paramount to creating an enjoyable board game. Figuring out a cohesive theme was also necessary to sufficiently market the game so people will want to add it to their collection, and more importantly, spend hours of their time playing. Those are skills I learned in my honors-directed study. I used my research by examining different genres of board games and determining which aspects in each influenced my own game design. Once I figured out the general concept of my project, I looked into how already existing games in this genre or other games that are related to my idea function and why they became popular. It was important to understand exactly how these games operate and function in order to be intuitive enough that most people can understand how to play them. I also had to make sure the game wasn’t so basic that people wouldn’t have fun playing them over and over. Once I figured these things out, I started construction of the game prototype, which served as the final deliverable for my Honors Thesis. My purchase list consists of the supplies I needed to construct my board game. I purchased a variety of materials that I needed for this project. I needed to make three copies of it, since my professor requested I give her and my second a copy if I was able. I needed a box, which turned out to be the most expensive single item on the list. The player cards I made doubled as a dice pad since I needed to use dice during the game. I bought plastic gemstones to simulate my currencies, of which I had five types. Four of those came from the same package while the diamonds I bought separately. The bags I bought are used for storage of each type of gemstone, and then they become the player bags when setting up the game. The little cubes I bought are for the quest boards so players can track their actions and certain quests. When constructing the board tiles as well as the quest boards, I needed to buy the wooden blocks, paint, brushes, glue, and lamination sheets. I first painted half of each block with either royal purple or gold to signify what tile it would become. Once I completed that, I printed and laminated the fronts of each tile and glued them together with the blocks. My goal for my thesis project was to create a board game that I would want to buy, and I believe I have accomplished this. Of course, many things will have to change when I work towards publishing my game, such as commissioning artwork, working on different marketing strategies, and lowering the cost of production per game. For a prototype though, I believe that I have done as well as I could with making as good a game as I could. Thank you for this opportunity, it was a lot of fun and I learned a lot that will help me in the future.

ContributorsRose, Dylan (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor) / Department of Supply Chain Management (Contributor)
Created2023-05