The Inkwell Quarterly Issue 14.3: Spring 2020
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Tricks, Empty Rooms, and Basic Trap Design
Tricks, Empty Rooms, & Basic Trap Design By Courtney C. Campbell PREFACE From the Dungeon Master’s Guide, page 171 Table V. F.: Chamber or Room Contents 1-12 Empty 13-14 Monster Only 15-17 Monster and Treasure 18 Special 19 Trick/Trap 20 Treasure And right there is the heart of the issue. Gygax lays out the essence of role-playing games in that single table. He provides methods of producing flowcharts (the random dungeon generator) and fills each node with an encounter: Empty rooms, monsters, traps, treasure and “special”. This system maps to any role playing game since. There is a scene: either nothing happens, you have an antagonist, you deal with a threat, or you receive a reward. There are a selection of options of which scene to reach next (often depending on the events in the first scene). One is selected, you move onto the next scene (room) and repeat the process again. What a wonderful concept! Brilliant in the way it cuts right to the heart of what makes a role-playing game fun. Immediately after (or before in the case of the Monster Manual) and in the years following several of these items were given great support. Across the various iterations of Dungeons and Dragons there are literally thousands of monsters and dozens of books and tables devoted to traps. But what about the other 70% of the table? I’ve already addressed the treasure entry, in my document “Treasure”, available at http://hackslashmaster. blogspot.com/2010/11/treasure-update.html giving you the tools to create tons of interesting treasure. -
Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles
Salvation: Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles A Senior Project Presented To: the Faculty of the Liberal Arts and Engineering Studies Department California Polytechnic State University, San Luis Obispo In Partial Fulfillment of the Requirements for the Degree Bachelor of Arts in Liberal Arts and Engineering Studies by Zachary Griffith June 2017 © Zachary Griffith 2017 Griffith 1 Table of Contents Introduction .................................................................................................................................................. 2 How to Play................................................................................................................................................... 3 Blending Eurogames and 4X ........................................................................................................................ 3 Eurogames ....................................................................................................................................... 3 4X Strategy ....................................................................................................................................... 4 Putting it All Together ...................................................................................................................... 4 Influences ..................................................................................................................................................... 4 The Game Design Process ........................................................................................................................... -
ISSUE #163 February 2021 February CONTENTS 2021 163
The VOICE of the FAMILY in GAMING TM Final Fantasy XVI, Monster Hunter Rise, Slide Stars, and more this is- sue. Survey Says: “Fam- ily Feud Video Game for Fami- lies!” ISSUE #163 February 2021 February CONTENTS 2021 163 Links: Home Page Section Page(s) Editor’s Desk 4 Female Side 5 Comics 7 Sound Off 8 - 10 Look Back 12 Quiz 13 Devotional 14 In The News 16 - 23 We Would Play That! 24 Reviews 25 - 37 Sports 38 - 41 Developing Games 42 - 67 Now Playing 68 - 83 Last Minute Tidbits 84 - 106 “Family Friendly Gaming” is trademarked. Contents of Family Friendly Gaming is the copyright of Paul Bury, and Yolanda Bury with the exception of trademarks and related indicia (example Digital Praise); which are prop- erty of their individual owners. Use of anything in Family Friendly Gaming that Paul and Yolanda Bury claims copyright to is a violation of federal copyright law. Contact the editor at the business address of: Family Friendly Gaming 7910 Autumn Creek Drive Cordova, TN 38018 [email protected] Trademark Notice Nintendo, Sony, Microsoft all have trademarks on their respective machines, and games. The current seal of approval, and boy/girl pics were drawn by Elijah Hughes thanks to a wonderful donation from Tim Emmerich. Peter and Noah are inspiration to their parents. Family Friendly Gaming Page 2 Page 3 Family Friendly Gaming Editor’s Desk FEMALE SIDE million that got infected with it. That was one propaganda artist trying to do damage con- Ups and Downs third of the human population at the time. -
DECONSTRUCTING the INVISIBLE WALL: How Policy Changes by the Trump Administration Are Slowing and Restricting Legal Immigration
DECONSTRUCTING THE INVISIBLE WALL: How Policy Changes by the Trump Administration Are Slowing and Restricting Legal Immigration #AILAStandsWithImmigrants AILA Doc. No. 18031933. (Posted 3/19/18) Deconstructing The Invisible Wall Introduction For decades, our country has reaped the extensive benefits of our legal immigration system. Immigrants living and working in the United States based on close family ties, employer sponsorship, humanitarian protection, and the Diversity Immigrant Visa program have made our nation stronger, better, and more vibrant by building strong family support systems and culturally enriched communities, and contributing to our shared economic growth by launching businesses, fueling entrepreneurship, driving innovation, and strengthening the U.S. labor force. U.S. history is full of immigrant success stories that confirm how you come to the United States is less important than what you accomplish once you arrive.1 No less than 43 percent of Fortune 500 companies were founded or co-founded by an immigrant or the child of an immigrant, and that figure rises to 57 percent among the Fortune 500 Top 35.2 In Silicon Valley, more than half of new tech start-up companies were founded by foreign-born individuals.3 Some of the most prominent immigrants who have helped launch successful U.S.-based businesses include Arianna Huffington (Huffington Post), Pierre Omidyar (eBay), Sergey Brin (Google), Elon Musk (Tesla, SpaceX), Jerry Yang (Yahoo), Hamdi Ulukaya (Chobani), and Jan Koum (WhatsApp). John Tu, co-founder of Kingston Technology and number 87 on the Forbes 400 list, immigrated to the United States based on sponsorship by his U.S. -
The Invisible Wall: Public Charge Policy Impacts on Immigrant Families
NYLS Law Review Vols. 22-63 (1976-2019) Volume 65 Issue 2 Volume 65, Issue 2, 2020/21: A CENTURY OF TARGETING IMMIGRANTS: FROM Article 3 THE RED SCARE TO THE TRAVEL BAN January 2020 The Invisible Wall: Public Charge Policy Impacts on Immigrant Families Claire R. Thomas New York Law School, [email protected] Follow this and additional works at: https://digitalcommons.nyls.edu/nyls_law_review Part of the Law Commons Recommended Citation Claire R. Thomas, The Invisible Wall: Public Charge Policy Impacts on Immigrant Families, 65 N.Y.L. SCH. L. REV. 197 (2020-2021). This Article is brought to you for free and open access by DigitalCommons@NYLS. It has been accepted for inclusion in NYLS Law Review by an authorized editor of DigitalCommons@NYLS. NEW YORK LAW SCHOOL LAW REVIEW VOLUME 65 | 2020/21 VOLUME 65 | 2020/21 CLAIRE R. THOMAS Te Invisible Wall: Public Charge Policy Impacts on Immigrant Families 65 N.Y.L. Sch. L. Rev. 197 (2020–2021) ABOUT THE AUTHOR: Claire R. Thomas directs the Asylum Clinic at New York Law School, where she also teaches immigration law as an Adjunct Professor of Law. Her research and writing focus on migration and human rights. J.D. New York Law School, 2011; M.S. New York University, 2008; B.A. University of Chicago, 2004. https://digitalcommons.nyls.edu/nyls_law_review 197 THE INVISIBLE WALL NEW YORK LAW SCHOOL LAW REVIEW VOLUME 65 | 2020/21 I. INTRODUCTION In the late 1800s, my maternal great-grandfather, then a young adult, immigrated to the United States from his rural village in Poland. -
Soul of Zelda: a Memoir of an Ephemeral Being Mitchell Kopitch A
Soul of Zelda: A Memoir of an Ephemeral Being Mitchell Kopitch A thesis submitted in partial fulfillment of the requirements for the degree of Master of Fine Arts University of Washington 2018 Committee: Ted Hiebert Sarah Dowling Program Authorized to Offer Degree: Interdisciplinary Arts and Sciences ©Copyright 2018 Mitchell Kopitch University of Washington Abstract Soul of Zelda: A Memoir of an Ephemeral Being Mitchell Kopitch Chair of the Supervisory Committee: Ted Hiebert School of Interdisciplinary Arts and Sciences Hybrid document of memoir and fiction concerning fantasy, video games, and the ways in which game design nuance can be found in every day life. Particular attention is put on The Legend of Zelda from 1986, the first 3D Zelda installment, Ocarina of Time in 1998, and Dark Souls from 2011. This is a fictional story heavily inspired by those games and many others, but the story and characters are original, including a queer/gender bending protagonist. The story-line is a creative work that emulates the underlining philosophy of fantasy video games such as Zelda and Dark Souls, re-imagining video game design and personal gaming experiences as prose. 1 ~ Soul of Zelda ~ A Memoir of an Ephemeral Muse by Mitchell Kopitch Turn Page1 1 Book Equivalent of “Press Start”. 2 WORLD SELECTION: Poetics Statement Introduction: By the Author World I I-I: Intro Cinematic Interlude #1 - On Psychiatry I-II: Opening Interlude #2 - A Connection I-III: Character Creator Interlude #3 - Consumption World II II-I: Tutorial Interlude #4 - The Universe as Game II-II: Fast Travel Interlude #5 - On Labors of Love II-III: Mod Interlude #6 - Deprived World III III-I: Open World Interlude #7 - Extremity III-II: Dungeon Crawl Interlude #8 - The Male in the Room III-III: Boss Battle Interlude #9 - Of Demons and Memories Additional Content Attunement Exam 3 Poetics Statement When I parted ways with one of my roommates in college, he gave me his copy of Dark Souls (2011) as a parting gift. -
Games Worth a Thousand Words: Critical Approaches and Ludonarrative Harmony in Interactive Narratives
University of New Hampshire University of New Hampshire Scholars' Repository Honors Theses and Capstones Student Scholarship Spring 2012 Games Worth a Thousand Words: Critical Approaches and Ludonarrative Harmony in Interactive Narratives Travis Pynenburg University of New Hampshire - Main Campus Follow this and additional works at: https://scholars.unh.edu/honors Part of the Educational Methods Commons, and the Instructional Media Design Commons Recommended Citation Pynenburg, Travis, "Games Worth a Thousand Words: Critical Approaches and Ludonarrative Harmony in Interactive Narratives" (2012). Honors Theses and Capstones. 70. https://scholars.unh.edu/honors/70 This Senior Honors Thesis is brought to you for free and open access by the Student Scholarship at University of New Hampshire Scholars' Repository. It has been accepted for inclusion in Honors Theses and Capstones by an authorized administrator of University of New Hampshire Scholars' Repository. For more information, please contact [email protected]. Games Worth a Thousand Words: Critical Approaches and Ludonarrative Harmony in Interactive Narratives Travis Pynenburg Thomas Newkirk May 16, 2012 Pynenburg 1 If we are going to reach our potential when innovation dries up, we need to be important. We need to speak to the human condition. We need to make games that people care about so much, they can't not play them. —Jonathan Blow Video games stand on the precipice of artistic legitimacy in the academic community. In 2004, game designer Eric Zimmerman wrote, "Academic journals, conferences, and courses about computer-based storytelling, digital interactivity, and gaming culture have flourished like a species of virulent weed in the manicured garden of the university" (154). -
A Spoil of Office, by Hamlin Garland 1
A Spoil of Office, by Hamlin Garland 1 CHAPTER PAGE A Spoil of Office, by Hamlin Garland The Project Gutenberg EBook of A Spoil of Office, by Hamlin Garland This eBook is for the use of anyone anywhere at no cost and with almost no restrictions whatsoever. You may copy it, give it away or re-use it under the terms of the Project Gutenberg License included with this eBook or online at www.gutenberg.org A Spoil of Office, by Hamlin Garland 2 Title: A Spoil of Office A Story of the Modern West Author: Hamlin Garland Release Date: August 4, 2008 [EBook #26189] Language: English Character set encoding: ISO-8859-1 *** START OF THIS PROJECT GUTENBERG EBOOK A SPOIL OF OFFICE *** Produced by The Online Distributed Proofreading Team at http://www.pgdp.net (This file was produced from images generously made available by The Internet Archive/American Libraries.) A SPOIL OF OFFICE Hamlin Garland's Books. Uniform edition. Each, 12mo, cloth, $1.25. Wayside Courtships. Jason Edwards. A Spoil of Office. A Member of the Third House. A Little Norsk. 16mo. 50 cents. D. APPLETON & COMPANY, NEW YORK. A SPOIL OF OFFICE A STORY OF THE MODERN WEST BY A Spoil of Office, by Hamlin Garland 3 HAMLIN GARLAND AUTHOR OF JASON EDWARDS, A MEMBER OF THE THIRD HOUSE, A LITTLE NORSK, ETC. NEW AND REVISED EDITION NEW YORK D. APPLETON AND COMPANY M DCCC XCVII Copyright, 1897, by D. APPLETON AND COMPANY Copyright, 1892, by Hamlin Garland TO WILLIAM DEAN HOWELLS, THE FOREMOST HISTORIAN OF OUR COMMON LIVES AND THE MOST VITAL FIGURE IN OUR LITERATURE, I DEDICATE THIS STUDY OF THE GREAT MIDDLE WEST, ITS CONTEMPORARY LIFE AND LANDSCAPE. -
Where Storytelling and Interactivity Meet: Designing Game Mechanics That Tell a Story
Where Storytelling and Interactivity Meet: Designing Game Mechanics that Tell a Story THESIS Presented in Partial Fulfillment of the Requirements for the Degree Master of Fine Arts in the Graduate School of The Ohio State University By Sheri Larrimer Graduate Program in Industrial, Interior and Visual Communication Design The Ohio State University 2014 Master's Examination Committee: Alan Price, Advisor Maria Palazzi Dr. Katherine Borland Copyright by Sheri Larrimer 2014 Abstract Videogames quite commonly tell stories, and yet often the story development process is disconnected from the game development process. This thesis investigates the design processes needed when developing a videogame which tells a story primarily through gameplay while keeping reliance on non-interactive media to a minimum. This investigation was conducted by using reflective design practices. The creative work consists of the production of a short narrative videogame, and this paper is the documentation of that creative process. This paper outlines the background research that lead to the creative work, the iterative process used in production, and a critical analysis of the project results. ii Dedication To my partner John iii Acknowledgments I would like to extend my sincere thanks to my advisor Alan Price for all the discussions about videogames and fairies, as well as his encouragement and willingness to help me take on the ambitious subject of storytelling in videogames. I would also like to thank Maria Palazzi for her unerring honesty and Dr. Katherine Borland for introducing me to the amazing world of folklore studies. Many thanks are also owed to all of the people at ACCAD who have created a wonderful and creative culture where I could complete my work. -
Building the Invisible Wall Against Legal Immigration: the Trump Administration’S Revocation of Work Authorization for H-4 Visa Holders
9. Siddiqi (Do Not Delete) 3/21/2020 7:44 PM Building the Invisible Wall Against Legal Immigration: The Trump Administration’s Revocation of Work Authorization for H-4 Visa Holders Humaa Siddiqi∗ I. INTRODUCTION…………………………………………………………194 II. HISTORY OF THE H-1B VISA PROGRAM……………………………...194 III. WORK AUTHORIZATION FOR SPOUSES OF H-1B VISA HOLDERS………………………………………………………………..197 A. Save Jobs USA v. Department of Homeland Security………199 IV. THE TRUMP ADMINISTRATION’S REVOCATION OF H-4 EAD …………………………………...…………………………….….200 V. REVOCATION OF H-4 EAD: A NEGATIVE IMPACT ON THE U.S. ECONOMY…………………………………………………………….....202 A. Economic Benefits of the H-1B Program……………………...203 B. H-1B Visa Program Under the Trump Administration……………………………………………………204 C. Losing the Battle of Worldwide Competitiveness……………206 VI. REVOCATION OF H-4 EAD: DISPROPORTIONALITY AFFECTING MINORITY WOMEN……………………………………………………..210 A. Critical Race Feminism: Plight of the Women Relying on H-4 EAD………………………………………………………………...211 B. Unpromising Pathway to Citizenship: Green Card Backlog…………………………………………………………….214 C. Future Litigation and Legal Solutions………………..………214 VII. CONCLUSION……………………………………………………………218 ∗ Humaa Siddiqi is a J.D. Candidate at the University of Iowa College of Law. She thanks Professor Stella Elias, Golnoosh Mostoufi, Cormac H. Broeg, and the Transnational Law & Contemporary Problems members for their support and guidance on this Note. 9. Siddiqi (Do Not Delete) 3/21/2020 7:44 PM 194 TRANSNATIONAL LAW & CONTEMPORARY PROBLEMS [Vol. 29:193 I. INTRODUCTION In December 2017, President Donald Trump’s administration announced plans to remove a rule granting employment authorization to dependent spouses of H-1B visa holders. The revocation of the work authorization will detrimentally impact nearly a hundred thousand recipients, mainly women, and people of color. -
A Guide to the Videogame System
SYSTEM AND EXPERIENCE A Guide to the Videogame as a Complex System to Create an Experience for the Player A Master’s Thesis by Víctor Navarro Remesal Tutor: Asunción Huertas Roig Department of Communication Rovira i Virgili University (2009) © Víctor Navarro Remesal This Master’s Thesis was finished in September, 2009. All the graphic material belongs to its respective authors, and is shown here solely to illustrate the discourse. 1 ACKNOWLEDGEMENTS I would like to thank my tutor for her support, advice and interest in such a new and different topic. Gonzalo Frasca and Jesper Juul kindly answered my e-mails when I first found about ludology and started considering writing this thesis: thanks a lot. I also have to thank all the good people I met at the ECREA 2008 Summer School in Tartu, for giving me helpful advices and helping me to get used to the academic world. And, above all, for being such great folks. My friends, family and specially my girlfriend (thank you, Ariadna) have suffered my constant updates on the state of this thesis and my rants about all things academic. I am sure they missed me during my months of seclusion, though, so they should be the ones I thanked the most. Thanks, mates. Last but not least, I want to thank every game creator cited directly or indirectly in this work, particularly Ron Gilbert, Dave Grossman and Tim Schafer for Monkey Island, Fumito Ueda for Ico and Shadow of the Colossus and Hideo Kojima for the Metal Gear series. I would not have written this thesis if it were not for videogames like these. -
Quality Control in Games Development
Quality Control in Games Development Marwa Syed 2019 Laurea Laurea University of Applied Sciences Importance of Quality Control in Games Development Marwa Syed Business Information Technology Bachelor’s Thesis May 2019 Laurea University of Applied Sciences Abstract Business Information Technology Degree Programme in Business Information Technology Bachelor’s Thesis Marwa Syed Development Year 2019 Pages 45 The purpose of this thesis was to provide more information regarding the role of quality con- trol in game development to game industry professionals, game development start-ups and potential employees of this field. There are several misconceptions about this profession and this thesis contains information regarding the impact quality control has in games develop- ment. The motivation to conduct this research and write this thesis comes from the author’s work experience in testing games in a game development studio. From personal experience, the author had some misconceptions about this profession as well, which were cleared when she began working as a tester. The information regarding quality control is sparse compared to other aspects of game development. This thesis was written using a qualitive research method where the sources were from data collection, online survey, printed and online literature. The results of this research outlined the different methods of testing processes the quality control department must undergo to produce a feasible outcome for a game. Quality control is one of the main aspects of game development, since this activity results in the discovery of bugs, establishing a defect database, and most importantly, the approval for a viable game to be published. Quality control does not cease when the game is released but continues postproduction as well.