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Deus Ex (2000) by Ion Storm Inc
A zeitgeist game is reflective of its corresponding social climate. Titles that gain zeitgeist status have in some way challenged the norms of their associated era and revolutionised a pre-established genre by bending traditional conventions. Thus, zeitgeist titles are also timeless. They transcend time, remaining popular and famous due to the societal standpoints they raise and the impact their innovation has on the wider gaming communities and markets. Sci-Fi cyberpunk FPS/RPG Deus Ex (2000) by Ion Storm Inc. is an example of one such title that has built upon its sociological, artistic and technical influences to create a game that resonates innovation through its unique application of emergent gameplay; driven by character interaction and choice. Through analysis of these three fundamental influences in relation to the unique emergent gameplay construction of Deus Ex and correspondingly by comparing the game with its peers gives insight into how this game achieved zeitgeist status. Deus Ex was not the first game to challenge the norm by hybridising FPS/RPG genres. It was inspired by the gameplay of previous FPS/RPG 90’s games Ultima Underworld (1992) and System Shock (1994) by Looking Glass. (Spector, 2000). However, Spector also states he wanted to build upon the foundation laid by these games. He goes on to say his influence for the setting of the game came from his research into millennial conspiracies and his wife’s obsession with the X-Files. (2000). The game world of Deus Ex acts as a basis for the innovative success of its emergent gameplay. Without a lively game world gameplay choices would feel uninspiring. -
Abstract the Goal of This Project Is Primarily to Establish a Collection of Video Games Developed by Companies Based Here In
Abstract The goal of this project is primarily to establish a collection of video games developed by companies based here in Massachusetts. In preparation for a proposal to the companies, information was collected from each company concerning how, when, where, and why they were founded. A proposal was then written and submitted to each company requesting copies of their games. With this special collection, both students and staff will be able to use them as tools for the IMGD program. 1 Introduction WPI has established relationships with Massachusetts game companies since the Interactive Media and Game Development (IMGD) program’s beginning in 2005. With the growing popularity of game development, and the ever increasing numbers of companies, it is difficult to establish and maintain solid relationships for each and every company. As part of this project, new relationships will be founded with a number of greater-Boston area companies in order to establish a repository of local video games. This project will not only bolster any previous relationships with companies, but establish new ones as well. With these donated materials, a special collection will be established at the WPI Library, and will include a number of retail video games. This collection should inspire more people to be interested in the IMGD program here at WPI. Knowing that there are many opportunities locally for graduates is an important part of deciding one’s major. I knew I wanted to do something with the library for this IQP, but I was not sure exactly what I wanted when I first went to establish a project. -
Thiefds Pc Man Fre 18/5/04 3:18 Pm Page 2
ThiefDS_pc_man_fre 18/5/04 3:18 pm Page 2 2 ThiefDS_pc_man_fre 18/5/04 3:18 pm Page 3 Sommaire Démarrage........................................................................4 Lancer Dark Project : Deadly Shadows..............................5 Commandes .....................................................................6 L'histoire...........................................................................8 Ecrans de jeu ....................................................................9 Gérer vos parties ............................................................10 Jouer à Dark Project : Deadly Shadows ...........................11 Utiliser l'ATH...................................................................11 Se déplacer.....................................................................12 Regarder alentour ...........................................................13 Utiliser les armes et les objets ........................................13 Décocher des flèches et lancer des projectiles ................14 Se battre et mourir..........................................................15 Crocheter des serrures ....................................................16 Carte de la Ville ..............................................................17 Trouver et vendre du butin .............................................18 Se faire discret................................................................19 Afficher les objectifs de mission......................................20 Accomplir des missions ..................................................20 -
The Role of Audio for Immersion in Computer Games
CAPTIVATING SOUND THE ROLE OF AUDIO FOR IMMERSION IN COMPUTER GAMES by Sander Huiberts Thesis submitted in fulfilment of the requirements for the degree of PhD at the Utrecht School of the Arts (HKU) Utrecht, The Netherlands and the University of Portsmouth Portsmouth, United Kingdom November 2010 Captivating Sound The role of audio for immersion in computer games © 2002‐2010 S.C. Huiberts Supervisor: Jan IJzermans Director of Studies: Tony Kalus Examiners: Dick Rijken, Dan Pinchbeck 2 Whilst registered as a candidate for the above degree, I have not been registered for any other research award. The results and conclusions embodied in this thesis are the work of the named candidate and have not been submitted for any other academic award. 3 Contents Abstract__________________________________________________________________________________________ 6 Preface___________________________________________________________________________________________ 7 1. Introduction __________________________________________________________________________________ 8 1.1 Motivation and background_____________________________________________________________ 8 1.2 Definition of research area and methodology _______________________________________ 11 Approach_________________________________________________________________________________ 11 Survey methods _________________________________________________________________________ 12 2. Game audio: the IEZA model ______________________________________________________________ 14 2.1 Understanding the structure -
The Dark Project
Game Narrative Review ==================== Your name: Michel Sabbagh Your school: Worcester Polytechnic Institute Your email: [email protected] Month/Year you submitted this review: December 2016 ==================== Game Title: Thief: The Dark Project Platform: Microsoft Windows Genre: First-person stealth game Release Date: November 30, 1998 Developer: Looking Glass Studios Publisher: Eidos Interactive Writer/Project Leader/Lead Designer: Ken Levine/Greg LoPiccolo/Tim Stellmach Overview Set in a steampunk metropolis dubbed “the City,” Thief: The Dark Project puts players in the shoes of Garrett, a witty and highly disciplined master thief. After proving his abilities by stealing priceless artifacts and escaping an assassination attempt by a crime lord, Garrett is offered a fortune to retrieve a mysterious artifact known as the Eye. As he gathers the talismans necessary to access the haunted cathedral harboring this mystical relic, Garrett becomes embroiled in a conflict between the City’s two major warring factions, the technocratic Order of the Hammer and the nature-worshipping Pagans. Characters • Garrett “I guess if you’re rich enough you can build any sort of madhouse to live in.” Garrett is a sarcastic kleptomaniac whose only wish in life is to steal in peace. He spent his orphaned youth on the City’s streets surviving as a pickpocket so he could “keep his ribs from meeting his spine.” Garrett was taken in by the Keepers, a secret organization devoted to preserving balance in the City, after impressing one of their agents by attempting to rob him. He was trained in the arts of stealth and subterfuge as he grew up, but found it more enticing to make use of these skills as an independent thief than to remain with the Keepers. -
Thief.2-Manual.Pdf
EPILEPSY WARNING IMPORTANT - LIMITED WARRANTY Please read before using this video game system or allowing your Eidos Interactive Ltd reserves the right to make changes and improvements to this product at children to use it. any time and without notice. Eidos Interactive Ltd warrants to the original purchaser of this product that the physical medium on which the software program in this product is recorded Some people are susceptible to epileptic seizures or loss of consciousness when exposed to will under normal use and conditions be free from material defects in materials and certain flashing lights or light patterns in everyday life. Such people may have a seizure while workmanship for a period of ninety (90) days from the date of purchase. The entire liability of watching certain television images or playing certain video games. This may happen even if Eidos Interactive Ltd under the limited warranty set out above will be at its sole option either the person has no medical history of epilepsy or has never had any epileptic seizures. If you to repair or to replace free of charge the product provided you return it in its original condition or anyone in your family has ever had symptoms related to epilepsy (seizures or loss of to the point of purchase with a copy of your receipt. consciousness) when exposed to flashing lights, consult your doctor prior to playing. We advise that parents should monitor the use of video games by their children. If you or your THIS LIMITED WARRANTY DOES NOT AFFECT YOUR STATUTORY RIGHTS. SUBJECT child experience any of the following symptoms: dizziness, blurred vision, eye or muscle TO THE LIMITED WARRANTY ABOVE, THIS PRODUCT IS PROVIDED “AS IS” AND twitches, loss of consciousness, disorientation, any involuntary movement or convulsion, WITHOUT WARRANTY OF ANY KIND. -
Examining the Building Blocks of Stealth Centric Design
Examining the Essentials of Stealth Game Design Youssef Khatib Game Design Bachelor Thesis, 15hp Game Design and Graphics, spring semester, 2013 Supervisors: Ernest Adams, Hedda Gunneng Examiner: Steven Bachelder Abstract Through looking into the inner workings of stealth centric games, this paper aims to find out the essential components of this type of videogames. Examining the history of such games and the design principles of stealth centric games in relation to the participating player this paper will methodically examine games in the light of the arguments of industry professionals. After that a framework is extracted, identifying the principal core components of stealth centric game design. Table of contents 1. Introduction ............................................................................................................................. 1 1.1 Purpose ............................................................................................................................. 2 1.2 Question ........................................................................................................................... 2 1.3 Scope of work................................................................................................................... 2 2. Background .............................................................................................................................. 3 2.1 Avatar Means ................................................................................................................... 4 -
Playing Intelligence: on Representations and Uses of Artificial Intelligence in Videogames 2020-07-06
Repositorium für die Medienwissenschaft Martin Hennig Playing intelligence: On representations and uses of artificial intelligence in videogames 2020-07-06 https://doi.org/10.25969/mediarep/14328 Veröffentlichungsversion / published version Zeitschriftenartikel / journal article Empfohlene Zitierung / Suggested Citation: Hennig, Martin: Playing intelligence: On representations and uses of artificial intelligence in videogames. In: NECSUS_European Journal of Media Studies. #intelligence, Jg. 9 (2020-07-06), Nr. 1, S. 151– 171. DOI: https://doi.org/10.25969/mediarep/14328. Erstmalig hier erschienen / Initial publication here: https://necsus-ejms.org/playing-intelligence-on-representations-and-uses-of-artificial-intelligence-in-videogames/ Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Nicht kommerziell - Keine Bearbeitungen 4.0/ Attribution - Non Commercial - No Derivatives 4.0/ License. For Lizenz zur Verfügung gestellt. Nähere Auskünfte zu dieser Lizenz more information see: finden Sie hier: https://creativecommons.org/licenses/by-nc-nd/4.0/ https://creativecommons.org/licenses/by-nc-nd/4.0/ EUROPEAN JOURNAL OF MEDIA STUDIES www.necsus-ejms.org Playing intelligence: On representations and uses of artificial intelligence in videogames Martin Hennig NECSUS 9 (1), Spring 2020: 151–171 URL: https://necsus-ejms.org/playing-intelligence-on-representa- tions-and-uses-of-artificial-intelligence-in-videogames/ Abstract Computer games take up and extend traditional discourses on tech- nology and artificial intelligence (AI). Moreover, representations of AI in computer games include not only narrative aspects but game me- chanics as well. This contribution focuses on what distinguishes this kind of AI representation from other medial forms, and on how dif- ferent types of AI representation can be identified within the com- puter games field. -
42Pcpowerplay
42 PCPOWERPLAY THE MASTER OF IMMERSION Warren Spector talks choice and consequence, why playstyle matters, and the future of the PC’s most captivating sub-genre ORIGIN, LooKING GlASS, f I pulled out a gun in this restaurant, Spector holsters his weapon. it would be the biggest moment of “We’re the only medium that asks AND IoN STORM. ULTIMA “I my life,” says Warren Spector. We’re questions. That is the fundamental UNDERWORLD, SYSTEM having lunch on Melbourne’s Southbank difference between games and everything Promenade, overlooking the Yarra River. else. Not to do that is a sin.” SHOCK, AND DEUS EX. His hand appears from his pocket, I decide it’s probably best to ask thumb and forefinger extended in the another question. THESE ARE SOME OF THE shape of a pistol. He takes aim over MOST IMPORTANT PC my shoulder at a quiet man enjoying an PUNK PHILOSOPHY equally quiet seafood platter. Talk to people at Spector’s studio, Junction DEVEloPERS, AND THEIR “That guy is going to start screaming,” Point, and they’ll describe him as the guy MOST ENTHRAllING GAMES. he says. The man doesn’t notice. who yells all the time. Spector changes targets, acquiring a “I have very little patience for fools,” THEY All BEloNG TO A FAMILY fashionable young couple sitting behind he tells me. “If I think you’re stupid, him. “Those people over there are going to you’re going to know about it. I’m a real KNOWN AS THE IMMERSIVE draw their own guns,” he calculates. jerk, honestly.” SIMULATION. -
Uma Perspectiva Musicológica Sobre a Formação Da Categoria Ciberpunk Na Música Para Audiovisuais – Entre 1982 E 2017
Uma perspectiva musicológica sobre a formação da categoria ciberpunk na música para audiovisuais – entre 1982 e 2017 André Filipe Cecília Malhado Dissertação de Mestrado em Ciências Musicais Área de especialização em Musicologia Histórica Setembro de 2019 I Dissertação apresentada para cumprimento dos requisitos necessários à obtenção do grau de Mestre em Ciências Musicais – Área de especialização em Musicologia Histórica, realizada sob a orientação científica da Professora Doutora Paula Gomes Ribeiro. II Às duas mulheres da minha vida que permanecem no ciberespaço do meu pensamento: Sara e Maria de Lourdes E aos dois homens da minha vida com quem conecto no meu quotidiano: Joaquim e Ricardo III Agradecimentos Mesmo tratando-se de um estudo de musicologia histórica, é preciso destacar que o meu objecto, problemática, e uma componente muito substancial do método foram direccionados para a sociologia. Por essa razão, o tema desta dissertação só foi possível porque o fenómeno social da música ciberpunk resulta do esforço colectivo dos participantes dentro da cultura, e é para eles que direciono o meu primeiro grande agradecimento. Sinto-me grato a todos os fãs do ciberpunk por manterem viva esta cultura, e por construírem à qual também pertenço, e espero, enquanto aca-fã, ter sido capaz de fazer jus à sua importância e aos discursos dos seus intervenientes. Um enorme “obrigado” à Professora Paula Gomes Ribeiro pela sua orientação, e por me ter fornecido perspectivas, ideias, conselhos, contrapontos teóricos, ajuda na resolução de contradições, e pelos seus olhos de revisora-falcão que não deixam escapar nada! Como é evidente, o seu contributo ultrapassa em muito os meandros desta investigação, pois não posso esquecer tudo aquilo que me ensinou desde o primeiro ano da Licenciatura. -
Terrorism, Ethics and Creative Synthesis in the Post-Capitalist Thriller
The Post 9/11 Blues or: How the West Learned to Stop Worrying and Love Situational Morality - Terrorism, Ethics and Creative Synthesis in the Post-Capitalist Thriller Patrick John Lang BCA (Screen Production) (Honours) BA (Screen Studies) (Honours) Flinders University PhD Dissertation School of Humanities and Creative Arts (Screen and Media) Faculty of Education, Humanities & Law Date of Submission: April 2017 i Table of Contents Summary iii Declaration of Originality iv Acknowledgements v Chapter One: A Watershed Moment: Terror, subversion and Western ideologies in the first decade of the twenty-first century 1 Chapter Two: Post-9/11 entertainment culture, the spectre of terrorism and the problem of ‘tastefulness’ 18 A Return to Realism: Bourne, Bond and the reconfigured heroes of 21st century espionage cinema 18 Splinter cells, stealth action and “another one of those days”: Spies in the realm of the virtual 34 Spies, Lies and (digital) Videotape: 21st Century Espionage on the Small Screen 50 Chapter Three: Deconstructing the Grid: Bringing 24 and Spooks into focus 73 Jack at the Speed of Reality: 24, torture and the illusion of real time or: “Diplomacy: sometimes you just have to shoot someone in the kneecap” 73 MI5, not 9 to 5: Spooks, disorder, control and fighting terror on the streets of London or: “Oh, Foreign Office, get out the garlic...” 91 Chapter Four: “We can't say anymore, ‘this we do not do’”: Approaching creative synthesis through narrative and thematic considerations 108 Setting 108 Plot 110 Morality 111 Character 114 Cinematic aesthetics and the ‘culture of surveillance’ 116 The role of technology 119 Retrieving SIGINT Data - Documenting the Creative Artefact 122 ii The Section - Series Bible 125 The Section - Screenplays 175 Episode 1.1 - Pilot 175 Episode 1.2 - Blasphemous Rumours 239 Episode 1.9 - In a Silent Way 294 Bibliography 347 Filmography (including Television and Video Games) 361 iii Summary The terrorist attacks of September 11, 2001 have come to signify a critical turning point in the geo-political realities of the Western world. -
*Freedom Force Pcman
TABLE OF CONTENTS Introduction . .3 Command Reference . .4 Getting STarted . .7 Main Menu . .7 Game Screen . .8 Character Portraits . .8 Status Bar . .9 Mission Text Window . .9 Dialogue Window . .10 Result Bubbles . .10 Pointers . .10 Interacting with the World . .11 Moving Around Patriot City . .11 The Command Menu . .12 Power Commands . .14 Interacting with Objects . .14 combat . .16 Attacking . .16 Hit Points . .17 Defenses . .17 Damage . .19 Heroic Deeds . .24 The Campaign . .25 The FF Base . .25 The Team . .25 Missions . .27 Creating a Custom Character . .29 Starting a New Character . .29 Choosing a Mesh . .29 Choosing Stats . .29 Choosing Attributes . .30 Choosing Materials . .35 Choosing Powers . .35 1 Powers . .36 Attack Powers . .36 Defense Powers . .39 Special Powers . .40 Power Animations and Effects . .41 Multiplayer . .43 Multiplayer Gameplay . .43 GameSpy . .44 Scoring . .45 Heroes . .46 Minuteman . .46 Liberty Lad . .47 Manbot . .48 Alche-Miss . .49 El Diablo . .50 The Ant . .51 Eve . .52 Bullet . .53 Mentor . .54 Man O’ War . .55 Sea Urchin . .56 CREDITS . .57 This product has been rated by the Entertainment Software Rating Board. For information about the ESRB rating, or to comment about the appropriateness of the rating, please contact the ESRB at 1-800-771-3772. 2 Introduction It’s 1962. Somewhere beyond the reach of man’s fledgling space capsules, an alien warlord sits on a throne. The ultimate conqueror of dimensions, Lord Dominion, views his latest intended conquest, the planet Earth. His plan is simple. By seeding Earth’s urban areas with canisters of Energy X, the most powerful material in existence, Lord Dominion seeks to transform society’s greediest and most corrupt members into a legion of villains.