Software Meets the Movies: Making Wing Commander I and 11
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Theescapist 055.Pdf
in line and everything will be just fine. two articles I fired up Noctis to see the Which, frankly, is about how many of us insanity for myself. That is the loneliest think to this day. With the exception of a game I’ve ever played. For those of you who fell asleep during very brave few. the classical mythology portion of your In response to “Development in a - Danjo Olivaw higher education, the stories all go like In this issue of The Escapist, we take a Vacuum” from The Escapist Forum: this: Some guy decides he no longer look at the stories of a few, brave souls As for the fact that thier isolation has In response to “Footprints in needs the gods, sets off to prove as in the game industry who, for better or been a benefit to them rather than a Moondust” from The Escapist Forum: much and promptly gets smacked down. worse, decided that they, too, were hindrance, that’s what I discussed with I’d just like to say this was a fantastic destined to make their dreams a reality. Oveur (Nathan Richardsson) while in article. I think I’ll have to read Olaf Prometheus, Sisyphus, Icarus, Odysseus, Some actually succeeded, while others Vegas earlier this year at the EVE the stories are full of men who, for crashed and burned. We in the game Gathering. The fact that Iceland is such whatever reason, believed that they industry may not have jealous, angry small country, with a very unique culture were not bound by the normal gods against which to struggle, but and the fact that most of the early CCP constraints of mortality. -
Fantasy Gamer #1
Publisher: Steve Jackson Premier Issue Editor: Aaron Allston Assistant Editor: Chris Frink AUGUST/SEPTEMBER 1983 Art Directors: Denis Loubet Pat Mueller Advertising Manager: Tonya Cross Contributing Editors: W.G. Armintrout COMPLETE GAME William A. Barton Ronald Pehr Slasher Flick * Donald Saxman Nick Schuessler The designer of Superhero: 2044 takes a stab at cinema slaughter. 15 Business Manager: Elton Fewell Circulation Manager: Shirley Miri Production Manager: Scott Haring ARTICLES Production: Liana Brumley Detroit Origins * Diverse Hands J. David George New releases and awards nominations for the Origins '83 show . 2 Elisabeth B. Zakes Alternate Uses for Experience * Henry Woodbury How to make your AD&D characters more versatile. 10 ART IN THIS ISSUE Useless Table Contest Results Cover: "Ogre My Dead Body" by Winners of one of our more popular fantasy contests 31 Denis Loubet. Line Art: Steve Crompton, 10. J. David George: 22, 23. Denis Loubet: REVIEWS 32. Paul McCall: 15, 16, 17, 18, 19, 25, 26, 27, 28. Bob Schochet — mailer Rolemaster * Ronald Pehr 6 cover. George Webber: 6, Questworld * Steve List 11 Photographs: Courtesy Chaosium: Earthwood * David Ladyman 13 11. Courtesy Grenadier: 40, Courtesy Capsule Reviews 35 Iron Crown Enterprises: 7, 8, 9. Cour- tesy Palladium Press: 2. Courtesy Tri- SUPPLEMENTS: Against the Cult of the Reptile God, Beyond the Crystal Caves, Tac: 2. Blizzard Pass, Daredevil Adventures Vol. 2 No. 1, Treasure of the Unicorn Gold, The Warrior-Lords of Darok. COMPUTER GAMES: Dungeon! PLAY-BY-MAIL: Arena Combat. MINIATURES: Call of Cthulhu Adventurers and Creatures, Fantasy Trademark Notice Lords, Steam Cannon, Traps and Treasures. Most game names are trademarks of the companies publishing those games. -
Module 2 Roleplaying Games
Module 3 Media Perspectives through Computer Games Staffan Björk Module 3 Learning Objectives ■ Describe digital and electronic games using academic game terms ■ Analyze how games are defined by technological affordances and constraints ■ Make use of and combine theoretical concepts of time, space, genre, aesthetics, fiction and gender Focuses for Module 3 ■ Computer Games ■ Affect on gameplay and experience due to the medium used to mediate the game ■ Noticeable things not focused upon ■ Boundaries of games ■ Other uses of games and gameplay ■ Experimental game genres First: schedule change ■ Lecture moved from Monday to Friday ■ Since literature is presented in it Literature ■ Arsenault, Dominic and Audrey Larochelle. From Euclidian Space to Albertian Gaze: Traditions of Visual Representation in Games Beyond the Surface. Proceedings of DiGRA 2013: DeFragging Game Studies. 2014. http://www.digra.org/digital- library/publications/from-euclidean-space-to-albertian-gaze-traditions-of-visual- representation-in-games-beyond-the-surface/ ■ Gazzard, Alison. Unlocking the Gameworld: The Rewards of Space and Time in Videogames. Game Studies, Volume 11 Issue 1 2011. http://gamestudies.org/1101/articles/gazzard_alison ■ Linderoth, J. (2012). The Effort of Being in a Fictional World: Upkeyings and Laminated Frames in MMORPGs. Symbolic Interaction, 35(4), 474-492. ■ MacCallum-Stewart, Esther. “Take That, Bitches!” Refiguring Lara Croft in Feminist Game Narratives. Game Studies, Volume 14 Issue 2 2014. http://gamestudies.org/1402/articles/maccallumstewart ■ Nitsche, M. (2008). Combining Interaction and Narrative, chapter 5 in Video Game Spaces : Image, Play, and Structure in 3D Worlds, MIT Press, 2008. ProQuest Ebook Central. https://chalmers.instructure.com/files/738674 ■ Vella, Daniel. Modelling the Semiotic Structure of Game Characters. -
Thank You All So Much for Making the Time to Come to My Early Morning Presentation
Thank you all so much for making the time to come to my early morning presentation. I’m really excited about this workshop and am happy to start it off. 1 First, a little background on what I’m doing. These are the 4 kinds of collections Henry Lowood called for in 2002. I’m sure we’re all well-versed in these different kinds of collections. 2 In 2008, I got an IMLS early career award focused on examining the creation behaviors in the videogame industry, primarily to help build models for collecting archives of documentation: what kind of documentation is created, what are some best practices for collecting and representing that documentation, what are some of the roadblocks… Towards that end, we conducted interviews with anyone who would talk to us in the industry, including producers, developers, programmers, and artists (both visual and music) – Primarily, we were interested in finding out more about their work environment, their communication methods, and how they documentated of decisions. Some of the more notable interviewees were: • Tarn Adams (Dwarf Fortress), • Russell Lees (Interactive Designer & Playwright – the Dark Eye), • Gordon Walton (Bioware / Playdom), • Bobby Prince (music & sound effects Commander Keen, Wolfenstein, Doom), • Harvey Smith (Deus Ex) A project partner was the Videogame Archive at the Center for American History at the University of Texas at Austin, and the transcribed interviews, as well as the sound files from those interviews are available there. 3 The videogame archive at UT Austin was the brain child of Warren Spector, primarily, with Richard Garriott taking a secondary interest. -
Origin Systems Article
'Standing, left to right: Ken Arnold, Mike Ward, Laurie Thatcher, James Van Artsdalen, Helen Garriott, John Van Artsdalen Seated: Richard Garriott, Robert Garriott, Chuck Bueche. ORIGIN SYSTEMS As unlikely a pair as Chuck Bueche and Richard Garriott seem to be, novation to the marketplace. the synthesis of their personalities is the fuel for Origin Systems . One of the areas to watch is Garriott's Ultima series, The soul of Chuck Bueche, who prefers the moniker "Chuckles," and Richard Ultima has had four incarnations, beginning with Akalabeth and currently Garriott, better known in Apple circles as Lord British, are the principal existing in Exodus: Ultima III. Despite the apparent one-dimensional players of Origin Systems. Garriott's brother Robert, who likes to be theme, each Ultima seems like a completely different game, since each called "Robert," handles the business end of the company . differs so markedly from the last. The differences between scenarios Anyone familiar with Chuckles and Lord British only through their isn't much by choice, but rather because Garriott keeps finding more works would never picture the two working together. Chuckles is a car- ways to enhance the game by teaching the computer to perform more toon; British is a fantasy hero. Chuckles is Papa Smurf; British is Kull tricks, Eventually, Garriott hopes to develop the ultime Ultima setup the Conqueror. One is cotton candy and ice cream; the other is roast and then develop scenarios using that setup. pheasant and ale, New Company's New Idea. One area of computer games that has Misnomer. Origin Systems can be labeled a newcomer to the com- been explored minimally, if at all, is Steve Jackson microgames. -
Game Developer Magazine
>> INSIDE: 2007 AUSTIN GDC SHOW PROGRAM SEPTEMBER 2007 THE LEADING GAME INDUSTRY MAGAZINE >>SAVE EARLY, SAVE OFTEN >>THE WILL TO FIGHT >>EXCLUSIVE INTERVIEW MAKING SAVE SYSTEMS FOR CHANGING GAME STATES HARVEY SMITH ON PLAYERS, NOT DESIGNERS IN PANDEMIC’S SABOTEUR POLITICS IN GAMES POSTMORTEM: PUZZLEINFINITE INTERACTIVE’S QUEST DISPLAY UNTIL OCTOBER 11, 2007 Using Autodeskodesk® HumanIK® middle-middle- Autodesk® ware, Ubisoftoft MotionBuilder™ grounded ththee software enabled assassin inn his In Assassin’s Creed, th the assassin to 12 centuryy boots Ubisoft used and his run-time-time ® ® fl uidly jump Autodesk 3ds Max environment.nt. software to create from rooftops to a hero character so cobblestone real you can almost streets with ease. feel the coarseness of his tunic. HOW UBISOFT GAVE AN ASSASSIN HIS SOUL. autodesk.com/Games IImmagge cocouru tteesyy of Ubiisofft Autodesk, MotionBuilder, HumanIK and 3ds Max are registered trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. © 2007 Autodesk, Inc. All rights reserved. []CONTENTS SEPTEMBER 2007 VOLUME 14, NUMBER 8 FEATURES 7 SAVING THE DAY: SAVE SYSTEMS IN GAMES Games are designed by designers, naturally, but they’re not designed for designers. Save systems that intentionally limit the pick up and drop enjoyment of a game unnecessarily mar the player’s experience. This case study of save systems sheds some light on what could be done better. By David Sirlin 13 SABOTEUR: THE WILL TO FIGHT 7 Pandemic’s upcoming title SABOTEUR uses dynamic color changes—from vibrant and full, to black and white film noir—to indicate the state of allied resistance in-game. -
Interview with Warren Spector
Interview with Warren Spector Conducted by Carl Therrien Carl Therrien: In 2007, the Library of Congress made a significant move to integrate video games in their collection. Through a project set forth by Henry Lowood, ten video games were selected to be part of the “game canon.” New games are now added to the collection more systematically; game publishers have to give a copy of the game to the Library of Congress to complete the copyright process. If you had to go through this type of process, what selection criteria would you push forward? Is there a place for underdogs and lesser-known games in such a process? Warren Spector: I’m thrilled that the institution is taking an interest in videogames. In the long run, I think everyone, both in the industry and at the Library itself, will see the importance of this recognition. Having said that, if I were on the committee, the first thing I’d push for is a very clear definition of what the Library hoped to achieve with the growing collection. The list of games you select would vary greatly depending on the definition you select. To get an idea what I’m talking about, play the “desert island” game. You’re stuck on a desert island and can only take ten games with you – what are they? To answer the question, you have to decide what criteria you want to use. _____________________________________________________________ Kinephanos, ISSN 1916-985X History of Games International Conference Proceedings, January 2014, www.kinephanos.ca Interview with Warren Spector ▶ Do you take your ten favourite -
Life with the Romeros | Special Features | Develop
Life with the Romeros By James Batchelor (/contact/james-batchelor) June 3rd 2016 at 12:20PM (/contact/james- batchelor) John and Brenda Romero are undeniably the power couple of the games development world. James Batchelor caught up with the duo to find out how they balance their home life and work in games In December 1987, John Romero was working late at New Hampshire studio Origin Systems. He was happily coding away when COO Robert Garriott, brother of Richard Garriott, asked him for help getting the latest Ultima running on an Apple II in preparation for a visit from Sir-Tech. The studio was bringing over a demo of the new Wizardry game, and with them was Brenda Garno – the woman who would later become his wife. “John and I have this dynamic duo thing,” Brenda tells Develop when thinking back to how they first hit it off. “We both really like board games, we’ve been in the industry for a long time, but also neither one of us drinks. So what ended up happening is, when we went to conferences, we would just end up hanging out – and this happened for years.” So how do you go from being friends in the ‘80s to being a couple? “I was doing a Masters thesis on game designers,” Brenda explains. “I decided to move away from board games and focus on video game designers. I picked John because he’d done this huge range of games. Obviously he had the most success with his FPS titles, but he’d worked on a ton of different games. -
Autoduel Manual
AUTODUEL MANUAL & New Driver's Guide Game Instructions BOUT THE GAME Autoduel takes you to the freeways of the future - where the right of way Agoes to the biggest guns. You will design your own vehicle - with weap ons , armo r, power plants , tires , and suspension - and take it out on the road . You may come home an "ace ;' or crash and burn . If you survive , your abilities will improve , and you can win cash to improve your car or buy a better one . As an autoduellist you have several ways to win fame and fortune . You can fight in the arena to the cheers of the audience , pitting your car against others . You can be a courier, carrying valuable cargos from city to city along dangerous roads . You can be a vigilante , fighting the road outlaws and cycle gangs. You'll probably want to do all three .. it's up to you . As your fame and skill increase, you'll meet high placed people on both sides of the law. If you make the right choices - and keep your wheels and guns in top shape - you can become one of the real heros of this future world . How? It's up to you to find out. Good luck ... OOTING THE DISK To play Autoduel , you will need a computer and a joystick. To start the Bgame , boot Side A of your Autoduel disk, making sure that your joystick is plugged in first. The introductory graphics will appear, and continue until a key is pressed . When you press a key, the screen will clear and the opening menu will appear. -
Beyond the Serpent Pillars™
Beyond the Serpent Pillars™ A Journal Describing this New World by Erstam – Mage Rendered into English by Andrew Morris – Scribe Illustrated by Glen Johnson – Artist (assisted by Gary Washington and Steve Powers) Illuminated by Al Carnley – Designer Overseen by David Ladyman – Editor CONTENTS FOREWORD...............................2 MYSTIC ARTS..........................25 Components of Casting ........25 LESSONS OF THE PAST ...........3 Spell Book ........................25 First Age of Darkness..............3 Reagents ..........................25 Second Age of Darkness .........4 Words of Power ................27 Third Age of Darkness............4 Spells....................................28 Further Ages...........................4 First Circle of Magic..........28 Ophidian History ...................6 Second Circle of Magic ......29 Runic, Ophidian & Druidic ....8 Third Circle of Magic ........29 Fourth Circle of Magic ......30 A GUIDE FOR TRAVELERS ......9 Fifth Circle of Magic .........31 Cities and Towns ....................9 Sixth Circle of Magic.........32 Other Landmarks .................10 Seventh Circle of Magic .....32 Tradesfolk and Commerce ....10 Eighth Circle of Magic.......33 Paths Through Life ...............13 Ninth Circle of Magic........34 Arms and Armour.................15 AFTERWORD...........................35 BESTIARY.................................17 CREDITS ..................................36 1 FOREWORD Locating the Serpent Pillars took considerably less eff o rt than I first expected, though even now I am still a bit dizzy from the trip. This new land beyond the Pillars is m a r velous! Here, free from the tyrannical rule of Lord British, I can further my studies in magic. I know there is still much to see, far too much to observe without re c o rd - keeping – for even my mind could not retain the memories of all I see. * * * It is perhaps best to note here what made all this investigation much simpler than I had expected. -
2006 DICE Program
Welcome to the Academy of Interactive Arts and Sciences’® fifth annual D.I.C.E. Summit™. The Academy is excited to provide the forum for the interactive enter- tainment industry’s best and brightest to discuss the trends, opportunities and chal- lenges that drive this dynamic business. For 2006, we have assembled an outstanding line-up of speakers who, over the next few days, will be addressing some of the most provocative topics that will impact the creation of tomorrow’s video games. The D.I.C.E. Summit is the event where many of the industry’s leaders are able to discuss, debate and exchange ideas that will impact the video game business in the coming years. It is also a time to reflect on the industry’s most recent accomplish- ments, and we encourage every Summit attendee to join us on Thursday evening Joseph Olin, President for the ninth annual Interactive Achievement Awards®, held at The Joint at the Academy of Interactive Hard Rock Hotel. The creators of the top video games of the year will be honored Arts & Sciences for setting new standards in interactive entertainment. Thank you for attending this year’s D.I.C.E. Summit. We hope that this year’s confer- ence will provide you with ideas that spark your creative efforts throughout the year. The Academy’s Board of Directors Since its inception in 1996, the Academy of Interactive Arts and Sciences has relied on the leadership and direction of its board of directors. These men and women, all leaders of the interactive software industry, have volunteered their time and resources to help the Academy advance its mission of promoting awareness of the art and science of interactive games and entertainment. -
U7-Alt-Manual
~=,=================================='~~e :»~ Ultima VII Map Ref ere nee Guide The hook of ================== Use the following grid to help establish the latitude and longitude of the areas of Brittania. FELLOWSHIP ad written by Battin ofBritain I .}'./ _r-:;, 90 //" \.:=:.:: ::~; ~ I ~ \·, 1'1'L. R + ·-·- ---- - - - ~-- - -- ~--11 60 1:..., ...,,Ill ~- •' ..... :~~:·--~l __. -/ / ,_::.--- --.... 30 0 ......., - ··-""I{" ., 1............... - .'"""""......_."i 30 II Ultima!ZII~ .... ~ ' i;zJ ~ Iii 60 i. Salutations to the Traveller Good morning to thee, gentle friend and traveller! 90 o matter what time of day it might be when thou art reading this- no matter what the hour of the clock-I say good morning to thee because this very momem brings to thee the coming of the dawn. The dawn, as everyone knows, is the mo 120 ment when illumination comes. The dawn marks the end of the long dark night, and a new beginning. lt is my humble hope that these words may be for thee a 150 dawning, or at least, a type of awakening. I call thee "traveller" no matter if thou hast never left thy home town, no matter if thou wilst never again leave thy room, because all of us are travellers. l call thee 60 30 0 30 60 90 1 20 1 50 1 80 traveller for truly all of us travel a spiritual or philosophical path-even if it is sim ply by living the life that we choose to live, or by searching for a new life when our currem one fails to satisfy our needs as thinking spiritual beings. lt is past time that I imroduce myself Lo thee, gemle f1iend and traveller.