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Strategy Games Big Huge Games • Bruce C
04 3677_CH03 6/3/03 12:30 PM Page 67 Chapter 3 THE EXPERTS • Sid Meier, Firaxis General Game Design: • Bill Roper, Blizzard North • Brian Reynolds, Strategy Games Big Huge Games • Bruce C. Shelley, Ensemble Studios • Peter Molyneux, Do you like to use some brains along with (or instead of) brawn Lionhead Studios when gaming? This chapter is for you—how to create breathtaking • Alex Garden, strategy games. And do we have a roundtable of celebrities for you! Relic Entertainment Sid Meier, Firaxis • Louis Castle, There’s a very good reason why Sid Meier is one of the most Electronic Arts/ accomplished and respected game designers in the business. He Westwood Studios pioneered the industry with a number of unprecedented instant • Chris Sawyer, Freelance classics, such as the very first combat flight simulator, F-15 Strike Eagle; then Pirates, Railroad Tycoon, and of course, a game often • Rick Goodman, voted the number one game of all time, Civilization. Meier has con- Stainless Steel Studios tributed to a number of chapters in this book, but here he offers a • Phil Steinmeyer, few words on game inspiration. PopTop Software “Find something you as a designer are excited about,” begins • Ed Del Castillo, Meier. “If not, it will likely show through your work.” Meier also Liquid Entertainment reminds designers that this is a project that they’ll be working on for about two years, and designers have to ask themselves whether this is something they want to work on every day for that length of time. From a practical point of view, Meier says, “You probably don’t want to get into a genre that’s overly exhausted.” For me, working on SimGolf is a fine example, and Gettysburg is another—something I’ve been fascinated with all my life, and it wasn’t mainstream, but was a lot of fun to write—a fun game to put together. -
Bit Y Aparte | N.º 1
SELLO ARSGAMES | Nº 1 | Enero 2014 Revista interdisciplinar de estudios videolúdicos EDITORIAL ARTE En el bit de Bit y aparte Hibridaciones contempo- / pág. 7 ráneas: el nuevo ambiente estético / pág. 8 María Luján Oulton / Eurídice Cabañes Martínez #ÍNDICE COMITÉ CIENTÍFICO ARTE EDUCACIÓN GÉNERO Implicaciones de aprender a God of War: consecuencias de Género y sexualidad más allá FLAVIO ESCRIBANO (España). Doctor por la Universidad Complu- crear videojuegos / pág. 22 la violencia a través de héroe de lo humano / pág. 50 tense de Madrid con la tesis doctoral “El videojuego como he- griego/ pág. 36 rramienta para la pedagogía artística. Innovación y creatividad”. Jacinto Quesnel Alvarez Juan Francisco Belmonte Ávila Begoña Cadiñanos Martínez / GRACIELA ESNAOLA (Argentina). Docente del Programa de Doc- Ruth García Martín torado “Formación del Profesorado en Entornos Virtuales”. Uni- versidad de Valencia. BIT Y APARTE GONZALO FRASCA (Uruguay). Catedrático de Videojuegos de la Facultad de Comunicación y Diseño de la Universidad ORT. Revista interdisciplinar de estudios videolúdicos ÓCAR GARCÍA PANELLA (España). Director del Grado en Vi- deojuegos de ENTIUB, del Máster en Gamificación ENTIUB y del Edita: Asociación ARSGAMES Máster en Gamifiación Online y Transmedia Storytelling de IEBS. Ilustración de la portada: PATRICIA GOUVEIA (Portugal). Profesora en el master de Arte digi- Juan Díaz-Faes GAME STUDIES GAME STUDIES INNOVACIÓN tal en la Faculdade de Ciências Sociais e Humanas. Universidade Evolución histórica de los CRPG Aprendizaje en MMOG Videojuegos, machinima y cine Diseño de portada, ilustración y Nova de Lisboa. (Computer Role-Playing Games) / pág. 84 clásico / pág. 94 producción gráfica: / pág. 64 MAR MARCOS MOLANO (España). Profesora Titular en la Facultad de SELLO ARSGAMES Ruth S. -
Stubbs the Zombie: Rebel Without 21 Starship Troopers PC Continues to Set the Standard for Both Technology and Advancements in Gameplay
Issue 07 THE WAY It’s Meant To Be Played Peter Jackson’s King Kong Age Of Empires III Serious Sam 2 Blockbusters Enjoy the season’s hottest games on the hottest gaming platform Chronicles Of Narnia: The Lion, The Witch City Of Villains F.E.A.R And The Wardrobe NNVM07.p01usVM07.p01us 1 119/9/059/9/05 33:57:57:57:57 ppmm The way it’s meant to be played 3 6 7 8 Welcome Welcome to Issue 7 of The Way It’s Meant 12 13 to be Played, the magazine that showcases the very best of the latest PC games. All the 30 titles featured in this issue are participants in NVIDIA’s The Way It’s Meant To Be Played program, a campaign designed to deliver the best interactive entertainment experience. Development teams taking part in 14 19 the program are given access to NVIDIA’s hardware, with NVIDIA’s developer technology engineers on hand to help them get the very best graphics and effects into their new games. The games are then rigorously tested by NVIDIA for compatibility, stability and reliability to ensure that customers can buy any game with the TWIMTBP logo on the box and feel confident that the game will deliver the ultimate install- and-play experience when played with an Contents NVIDIA GeForce-based graphics card. Game developers today like to use 3 NVIDIA news 14 Chronicles Of Narnia: The Lion, Shader Model 3.0 technology for stunning, The Witch And The Wardrobe complex cinematic effects – a technology TWIMTBP games 15 Peter Jackson’s King Kong fully supported by all the latest NVIDIA 4 Vietcong 2 16 F.E.A.R. -
A Massively Multiplayer Online Game
Project Number. MLC1112 Broken World: A Massively Multiplayer Online Game A Major Qualifying Project Report submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degrees of Computer Science and Interactive Media and Game Development by Nathanael Thorn Mark Troutt and the Degree of Interactive Media and Game Development by Ethan Lawrence Date: April 26, 2012 Approved: Professor Mark Claypool, Major Advisor Professor Joshua Rosenstock, Major Advisor 1 Abstract Broken World is a non-violent, non-competitive MMO set in an expansive post-fuel world with an emphasis on building a community. The art style is drawn from the real world, using low-poly models. The game is built upon a unique peer-to-peer networking model, which allows for a low-resource server. It also features a terrain rendering system that utilizes PNGs to store landscape data efficiently. Along with the game, a suite of custom development tools were built to allow developers to insert game content quickly. Post-development, the game and its related technologies were evaluated for their effectiveness. 2 Table of Contents Abstract ........................................................................................................................................... 2 Table of Contents ............................................................................................................................ 3 1 Introduction ................................................................................................................................. -
This Period Contains Twenty Tossups Worth 10 Points Each
CHARTER CHALLENGE 5 (JAN 2008) ROUND 1 EDITORS: JOE BROSCH GRADES 7 AND 8 1st and 3rd periods. In these periods, your team will choose a category and be read ten questions for you to complete in ninety seconds. After each response, the moderator will indicate whether or not it was correct. Bonus Category: CROSSWORD CLUES "P" Each correct response in this category must begin with the letter "P" and must include the number of letters given in the clue, but we will accept plural forms of the answer. 1. This is the most populous U.S. state capital - 7 letters. answer: Phoenix 2. This food comes in Neapolitan, Sicilian, Chicago deep dish, and thin crust varieties - 5 letters. answer: pizza 3. The Blackfoot, Crow, Wichita, and Lakota tribes lived on this kind of land - 5 letters. answer: plain (accept: Great Plains) 4. This disciple denied that he knew Jesus three times - 5 letters. answer: Peter 5. This is the last name of Nancy, the current Speaker of the House - 6 letters answer: Pelosi 6. It's where you would find sostenuto, soft, and damper pedals - 5 letters. answer: piano 7. Also called Farsi, this is the language spoken in Iran and also describes longhaired cats - 7 letters. answer: Persian 8. This Pokemon is a tadpole found by fishing in Kanto and Johto. It has a swirl on its stomach. - 7 letters. answer: Poliwag 9. This is the last name of Jordan and Carson, brothers who work with Chad Ocho Cinco – 6 letters. answer: Palmer [on the Cincinati Bengals] 10. -
Procedural Content Generation
Procedural Content Generation 2018-03-27 Annoucements • Trajectory update • Extra credit – We've posted an optional assignment that – Meta: Game AI vs Academic, is worth up to 3 points of extra credit. It is Graphs + Search due by April 22, 11:55PM. – Assignment: competition with your fellow – Physical Acts: Movement, Steering classmates using the MOBA format from homework 5, with the addition of hero – Decide: FSMs, Plans, D&B Trees, agents. RBS, BBs, Fuzzy – Like homework 5 (and unlike homework 6), – PCG: Model, Learn and Generate the goal is to destroy the enemy base. – Note that this is a different due date than • HW6: Behavior trees. Thoughts? homework 7. – Remember to check which assignment • HW7 due Sunday, April 8 you are submitting to so that you do not accidentally submit to the wrong assignment Questions 1. Fuzzy Logic : D._._. to model V__ :: Probability theory: Model ______ 2. Three steps in fuzzy rule-based inference… 3. Example membership functions (Triangular…) 4. What is the vertical line rule? • Stolen terms (bits, space, scenarios): Procedural Content Generation for Games: A Survey • https://course.ccs.neu.edu/cs5150f13/readings/hendrikx_pcgg.pdf • Search-Based Procedural Content Generation: A Taxonomy and Survey • https://course.ccs.neu.edu/cs5150f13/readings/togelius_sbpcg.pdf • PCG in Games: A textbook and an overview of current research (2016) • http://pcgbook.com • http://pcg.wikidot.com/ Content is king! PROCEDURAL CONTENT GENERATION Procedural Content Generation • Use of computation instead of manual effort to -
The Brattle Group T:;J~~/~/~'~:/=;] Maciaone Picked up Right Where He Chris Bumn, Burun, a Team Captain, Left Off
MIT's The Weather Oldest and Largest Today: Sunny, windy, 59°F (l5°C) Tonight: Cool, cloudy, 43°F (6°C) Newspaper Tomorrow: Rainy, 52°F (11°C) Details, Page 2 Volume 119, Number 52 Cambridge, Massachusetts 02139 Friday, October 22, 1999 MIT Presents Donn I Why They Plans to Cambridge Were Cut By Laura McGrath Moulton ry "to bring about a stronger sense More Female Spom, STAFF REPOR7ER of community," he said. "In order to The new undergraduate dormito- do that, we should really house all Flat Budget Are Cause ry received a warm reception from of our freshmen on camp~s, which I the Cambridge Planning Board at its we haven't had the dormitory space I By Dana Levine meeting on Tuesday. The meeting to do. Over time, we've been I STAFF REPORTER was the first opportunity for MIT to becoming more and more of a resi- I The recent controversial cuts of present its latest'plans for the dormi- dential campus, and this is the next sub-varsity sports teams and reduc- tory to the board and for the board step in doing that." I tions in the sizes of existing varsity to solicit feedback from the I ~~~~~~~~~ tea m s Cambridge community. MIT says dorm has local benefits Chancellor Lawrence S. Bacow In addition to aiding the MIT I Analysis ~ere ~~~ , 72 led the presentation, which community, the new dormitory is I addition sought to portray the project as a designed to benefit Cambridge as of two new female varsity sports and positive addition to Cambridge as well, according to both Bacow and a flat budget, administrators say. -
Activision and Stainless Steel Studios' Empires: Dawn of the Modern World Conquers Store Shelves
Activision And Stainless Steel Studios' Empires: Dawn Of The Modern World Conquers Store Shelves Santa Monica, CA - October 22, 2003 - Real-time strategy meets history's most exciting eras in Activision, Inc.'s (Nasdaq: ATVI) Empires: Dawn of the Modern World™, the latest creation from renowned game designer Rick Goodman and Stainless Steel Studios, Inc. The game challenges players to take full control over military, economic and strategic developments in a quest to build the ultimate empire with one of seven totally unique and historically accurate civilizations. Empires: Dawn of the Modern World is available now at retail outlets in North America for a suggested price of $49.99 and has been rated "T" ("Teen" - Blood, Violence - content suitable for persons ages 13 and older) by the ESRB. "Empires: Dawn of the Modern World puts the world's greatest battles in gamers' hands using traditional real-time strategy mechanics and state of the art technology," said Larry Goldberg, executive vice president of Activision Worldwide Studios. "Both novice and hard core fans will have the chance to lead some of history's mightiest nations in a quest for global dominance." A real-time strategy game of epic scope and breadth, Empires: Dawn of the Modern World spans five eras including the Medieval Age, the Gunpowder Age, the Imperial Age, World War I and World War II across seven civilizations from England/UK, China, Korea and The Franks/France, to Germany, Russia and the U.S. Players lead their nation in battles on land, sea and air utilizing the weapons and strategies from each timeframe, from longbows and charging knights in early incursions to deploying Tiger Tanks and stealthy submarines in the modern era. -
G Gam Me Spa Ace E
Gamespace Plaay & Architecture in Videoogames Georgia Leigh McGregor Doctor of Philosophy School of Media Arts, University of New South Wales 2009 ii Abstract Videogames are created for play. In videogames play takes place in an artificially constructed environment – in gamespace. Gameplay occurs in gamespace. To understand videogames, it is essential to understand how their spaces are implicated in play. This thesis asks what are the relationships between play and space in videogames? This thesis examines the relationships between space and play by looking at how architecture is constructed in gamespace and by looking at gamespace as an architectonic construct. In short, this thesis examines the architecture in and of gamespace. The relationships between space and play in videogames are examined by looking at the structure of gamespace, by looking at the differences between real space and gamespace and by analysing architectural and spatial functionality. This thesis discovers a series of important relationships between space and play, arguing that gamespace is used to create, manipulate and control gameplay, while gameplay dictates and influences the construction of gamespace. Particular forms of play call for particular constructions of gamespace. Particular types of gamespace construct play in particular ways. This thesis identifies a number of ways in which gamespace is configured for play. Finally this thesis operates as a conceptual framework for understanding gamespace and architecture in videogames. iii Contents Abstract ii Acknowledgements -
Empires: Dawn of the Modern World™ Goes Gold and Gets Ready to Conquer Retail Shelves Everywhere
Empires: Dawn Of The Modern World™ Goes Gold And Gets Ready To Conquer Retail Shelves Everywhere Santa Monica, CA – October 7, 2003 – Prepare to command legendary civilizations and create mighty empires as Activision, Inc.’s (Nasdaq: ATVI) Empires: Dawn of the Modern World™ has gone gold. Developed by acclaimed game designer Rick Goodman and Stainless Steel Studios, Empires: Dawn of the Modern World represents the only truly global RTS where players control unique civilizations across a timeline that spans from the Middle Ages to World War II. The PC game, which is scheduled for release on October 21, is rated “T”( “Teen”– blood and violence) by the ESRB and carries a suggested retail price of $49.99. Both the single-player and multiplayer demos can be downloaded at www.empiresrts.com. About Stainless Steel Studios, Inc. Stainless Steel Studios, Inc., founded by Rick Goodman in 1997 and based in Cambridge, Massachusetts previously developed the award-winning title, Empire Earth™, which was released in November 2001. Prior to founding SSSI, Rick was the co- founder of Ensemble Studios and lead designer for Microsoft's award-winning Age of Empires®. About Activision, Inc. Headquartered in Santa Monica, California, Activision, Inc. is a leading worldwide developer, publisher and distributor of interactive entertainment and leisure products. Founded in 1979, Activision posted net revenues of $864 million for the fiscal year ended March 31, 2003. Activision maintains operations in the U.S., Canada, the United Kingdom, France, Germany, Japan, Australia, Scandinavia and the Netherlands. More information about Activision and its products can be found on the company's World Wide Web site, which is located at www.activision.com. -
Procedural Content Generation
Procedural Content Generation 2019-10-28 John von Neumann Annoucements • Trajectory update • Free material here: – Meta: Game AI vs Academic, http://www.gameaipro.com/ Graphs + Search – HTN through example: – Physical Acts: Movement, Steering http://www.gameaipro.com/Game – Decide: FSMs, Plans, D&B Trees, AIPro/GameAIPro_Chapter12_Expl RBS, BBs, Fuzzy oring_HTN_Planners_through_Exa – PCG: Model, Learn and Generate mple.pdf • HW6: Behavior trees. Thoughts? • Exam thoughts? • HW7 due Sunday, Nov 10 • Stolen terms (bits, space, scenarios): Procedural Content Generation for Games: A Survey • https://course.ccs.neu.edu/cs5150f13/readings/hendrikx_pcgg.pdf • Search-Based Procedural Content Generation: A Taxonomy and Survey • https://course.ccs.neu.edu/cs5150f13/readings/togelius_sbpcg.pdf • PCG in Games: A textbook and an overview of current research (2016) • http://pcgbook.com • http://pcg.wikidot.com/ Free on website Content is king! PROCEDURAL CONTENT GENERATION Procedural Content Generation • Use of computation instead of manual effort to produce elements of gameplay. Why? – Design aspects of the game • Save development cost (?) • Save storage or main memory (“infinite games”) – Adapt aspects of the game (player models) • In what games have you seen this? What’d you think? • What sorts of problems with PCG? What’s well suited? What is Procedural Content Generation? Generating game content (levels, narrative, quests, visuals, sound, etc.) algorithmically. • Game bits (characters, visuals, sound) • Game space (levels, worlds, puzzles) • Game -
Postmortems from Game Developers.Pdf
POSTMORTEMS FROM Austin Grossman, editor San Francisco, CA • New York, NY • Lawrence, KS Published by CMP Books an imprint of CMP Media LLC Main office: 600 Harrison Street, San Francisco, CA 94107 USA Tel: 415-947-6615; fax: 415-947-6015 Editorial office: 1601 West 23rd Street, Suite 200, Lawrence, KS 66046 USA www.cmpbooks.com email: [email protected] Designations used by companies to distinguish their products are often claimed as trademarks. In all instances where CMP is aware of a trademark claim, the product name appears in initial capital letters, in all capital letters, or in accordance with the vendor’s capitalization preference. Readers should contact the appropriate companies for more complete information on trademarks and trademark registrations. All trademarks and registered trademarks in this book are the property of their respective holders. Copyright © 2003 by CMP Media LLC, except where noted otherwise. Published by CMP Books, CMP Media LLC. All rights reserved. Printed in the United States of America. No part of this publication may be reproduced or distributed in any form or by any means, or stored in a database or retrieval system, without the prior written permission of the publisher; with the exception that the program listings may be entered, stored, and executed in a computer system, but they may not be reproduced for publication. The publisher does not offer any warranties and does not guarantee the accuracy, adequacy, or complete- ness of any information herein and is not responsible for any errors or omissions. The publisher assumes no liability for damages resulting from the use of the information in this book or for any infringement of the intellectual property rights of third parties that would result from the use of this information.