What is the current state of the Early Access version? In addition, we plan to introduce a wide range of different weapons and military equipment: from motorcycles to tanks.įinally, we are going to prepare new various game maps and modes.” “In the final version, support is expected for up to 64 players on the server with the ability to create squads.
How is the full version planned to differ from the Early Access version? “According to our estimates, POLYGON will remain in Early Access until mid-2021.” That is why your feedback is so important to us.Īpproximately how long will this game be in Early Access? The focus is on working on new features and additional content (for example, new maps), etc.Įarlier we released a game that aroused interest among a certain circle of players and we really hope that you will also like POLYGON.Įrrors, performance issues, and other issues are not ruled out during Early Access. Electronic references used to compile the corpus.“At the moment, some game mechanics do not fully correspond to the level we want to achieve. 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.
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). 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.