The Infrastructure for Games of the Future
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Biting the Hand 6/12/01 Jessica M. Mulligan Page 1 Biting the Hand: A Compilation of the Columns to Date Copyright 1999 by Jessica M. Mulligan Table of Contents 1 YEAR 1999 COLUMNS ...................................................................................................2 1.1 WELCOME TO MY WORLD; NOW BITE ME....................................................................2 1.2 NASTY, INCONVENIENT QUESTIONS, PART DEUX...........................................................5 1.3 PRESSING THE FLESH II: THE INTERACTIVE SEQUEL.......................................................8 1.4 MORE BUGS: A CASUALTY OF THE XMAS RUSH?.........................................................10 1.5 IN THE BIZ..................................................................................................................13 1.6 JACK AND THE BEANCOUNTER....................................................................................15 1.7 COLOR ME BONEHEADED ............................................................................................19 1.8 AH, SWEET MYSTERY OF LIFE ................................................................................22 1.9 THE CONFERENCE FORMERLY KNOWN AS THE COMPUTER GAME DEVELOPER’S CONFERENCE .........................................................................................................................24 1.10 THIS FRAGGED CORPSE BROUGHT TO YOU BY ...........................................................27 1.11 OH, NO! I FORGOT TO HAVE CHILDREN!....................................................................29 -
Sistema De Controlo De Versões Em Mundos Virtuais Para Negociação De Configurações Espaciais
Sistema de Controlo de Versões em Mundos Virtuais para Negociação de Configurações Espaciais Tese apresentada por Filipe Santos à Universidade de Trás-os-Montes e Alto Douro para obtenção do grau de Doutor em Informática, sob a orientação de Leonel Morgado e de Benjamim Fonseca, Professores Auxiliares do Departamento de Engenharias da Escola de Ciências e Tecnologia da Universidade de Trás-os-Montes e Alto Douro. Aos meus pais. i ii AGRADECIMENTOS Numa tese que assenta em modelos de aprendizagem colaborativos, que defendem que a aprendizagem é especialmente significativa quando se dá “com o outro”, não podia deixar o seu autor de agradecer a todo um conjunto de pessoas que, pela sua contribuição através de sugestões, críticas ou revisões, tornaram a sua própria aprendizagem (e, consequentemente, este contributo) significativo. Foram muitas as pessoas que participaram directamente ou indirectamente ao longo deste processo. A todos estou grato. Em particular, gostaria de salientar e agradecer: Aos meus orientadores, Leonel Morgado e Benjamim Fonseca, e ao professor Paulo Martins pela constante orientação e revisão dos textos produzidos ao longo de todo este percurso; Ao Carlos Ferreira, Antónia Barreto e Mafalda Belo pelo seu auxílio nos aspectos científicos ligados às ciências sociais e da educação; Aos dois professores do 1º ciclo do ensino básico, professores Pascal Paulus e Augusta Santos, que me abriram as portas das suas salas de aula e me deixaram conduzir este projecto com as suas turmas e nas suas práticas lectivas. Estou também muito agradecido a todos os “pequenotes” que foram, também eles, participantes nesta fase, fruto de uma pedagogia que os ouve e os toma em consideração nos muitos processos de tomada de decisão; Aos meus pais, Manuel e Elisabete Santos, pela constante paciência, encorajamento e confiança. -
What Is the Future of Massively Multiplayer Online Gaming? Richard Slater (00804443) What Is the Future of Massively Multiplayer Online Gaming?
What is the future of Massively Multiplayer Online Gaming? Richard Slater (00804443) What is the future of Massively Multiplayer Online Gaming? Richard Slater (00804443) An undergraduate dissertation submitted in partial fulfillment of the requirements of CS335 - The Computing Dissertation module of BSc (Hons) Computer Science. I (Richard Slater) hereby certify that the content of this document has been produced solely by me in person according to the regulations set out by the University of Brighton, as such it is an original work. I so declare that any reference to non-original document or material has been properly acknowledged. Document Data Total Word Count 8944 Word Count 8090 excluding footnotes and annexes Modified 26 February 2004 By Richard Slater Revision 78 a PDF version of this document is available at http://www.richard-slater.co.uk/university/dissertation Page 1 of 28 What is the future of Massively Multiplayer Online Gaming? Richard Slater (00804443) 1) Table of Contents 1) Table of Contents................................................................................................... 2 2) Abstract................................................................................................................ 3 3) Introduction........................................................................................................... 4 3.1) Terms and Definitions.......................................................................................4 3.2) Quality of references........................................................................................5 -
A Utilização Dos Role-Playing Games Digitais No Processo De Ensino
FACULDADE DE INFORMÁTICA Programa de Pós-Graduação em Ciência da Computação PUCRS – Brasil http://www.pucrs.br/inf A Utilização dos Role-Playing Games Digitais no Processo de Ensino-Aprendizagem João Ricardo Bittencourt Lucia Maria Martins Giraffa TECHNICAL REPORTS SERIES Number 031 September, 2003 Contato: [email protected] http://www.inf.pucrs.br/~jricardo [email protected] http://www.inf.pucrs.br/~giraffa João Ricardo Bittencourt é aluno do curso de mestrado do Programa de Pós-Graduação em Ciência da Computação da Faculdade de Informática (PPGCC/FACIN), PUCRS. Bacharel em Análise de Sistemas pela Universidade do Vale do Rio dos Sinos (UNISINOS) desenvolveu pesquisas nas áreas de processamento de imagens, visão artificial, robótica autônoma e sistemas multi-agentes aplicados aos jogos computadorizados e à robótica. Atualmente pesquisa o desenvolvimento de engines para jogos computadorizados e os Role-Playing Games Digitais aplicados nos processos de ensino-aprendizagem. Sua bolsa de pesquisa é patrocinada pelo Convênio Hewlett-Packward/PUCRS, onde dedica-se exclusivamente à pesquisa. Lucia Maria Martins Giraffa trabalha na PUCRS desde 1986. É professora titular da Faculdade de Informática, credenciada ao PPGCC/FACIN da PUCRS. Coordena o grupo de pesquisa GIE e desenvolve pesquisas nas áreas de Sistemas Multiagentes e Informática Aplicada à Educação, bem como desenvolve softwares educacionais. Também, coordena o Centro de Tecnologia XML – Microsoft/PUCRS, o qual teu por objetivo capacitar profissionais em tecnologias Microsoft. -
Experiencing Azeroth: a Narrative Inquiry Into Playing the Massive Multiplayer Online Role-Playing Game (Mmorpg) World of Warcraft
EXPERIENCING AZEROTH: A NARRATIVE INQUIRY INTO PLAYING THE MASSIVE MULTIPLAYER ONLINE ROLE-PLAYING GAME (MMORPG) WORLD OF WARCRAFT By Elise K. DeFusco Professional Doctorate in Psychotherapy and Counselling School of Health in Social Science University of Edinburgh 2020 EXPERIENCING AZEROTH: A NARRATIVE INQUIRY INTO PLAYING THE MMORPG WORLD OF WARCRAFT P a g e 2 | 171 EXPERIENCING AZEROTH: A NARRATIVE INQUIRY INTO PLAYING THE MMORPG WORLD OF WARCRAFT Table of Contents THESIS DECLARATION ......................................................................................................................... 5 ABSTRACT ............................................................................................................................................... 6 LAY SUMMARY ...................................................................................................................................... 7 ACKNOWLEDGMENTS.......................................................................................................................... 9 A GAMING PRIMER ............................................................................................................................. 11 PART I ..................................................................................................................................................... 17 PRELUDE ...................................................................................................................................................... 17 INTRODUCTION .................................................................................................................................. -
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Biting the Hand 6/12/01 Jessica M. Mulligan Page 1 Biting the Hand: A Compilation of the Columns to Date Copyright 2001 by Jessica M. Mulligan Copyright 2000 by Jessica Mulligan. All right reserved. Biting the Hand 6/12/01 Jessica M. Mulligan Page 2 Table of Contents 1 THE 1997 COLUMNS......................................................................................................6 1.1 ISSUE 1: APRIL 1997.....................................................................................................6 1.1.1 ACTIVISION??? WHO DA THUNK IT? .............................................................7 1.1.2 AMERICA ONLINE: WILL YOU BE PAYING MORE FOR GAMES?..................8 1.1.3 LATENCY: NO LONGER AN ISSUE .................................................................12 1.1.4 PORTAL UPDATE: December, 1997.................................................................13 1.2 ISSUE 2: APRIL-JUNE, 1997 ........................................................................................15 1.2.1 SSI: The Little Company That Could..................................................................15 1.2.2 CompuServe: The Big Company That Couldn t..................................................17 1.2.3 And Speaking Of Arrogance ...........................................................................20 1.3 ISSUE 3 ......................................................................................................................23 1.3.1 December, 1997.................................................................................................23 -
Free to Play Versus Pay to Win
FreE to Play versus pay to win Jagex 27 th September, 2012 Prof. Richard A. Bartle University of essex, uk introduction • We’re now entering the 6th age of mmos • 1st age, 1978-1985: what we now call MMOs are invented – Mud, sceptre of goth, avatar, habitat, ... • 2nd age, 1985 -1989: creative flowering – Shades, gods, federation II, mirrorworld, aradath, abermud, ... • 3rd age, 1989-1995: great schism, stock muds, golden age of textual worlds – Dikumud, lpmud, tinymud, moo, mush, ... progress • 4th age, 1995-1997: comMercial potential realised, fortunes made – Dragon’s gate, Gemstone ]I[, neverwinter nights, ... • 5th age, 1997 -2012: 3d graphical worlds, subscription model – M59, uo, lineage, Eq, daoc, Wow, lotro, sw:tor, eve, coh, tsw, gw2, ... • 6th age, 2012-?: f2p revenue model – Ddo, aoc, many of the above, ... Free? • There’s a difFerence between frEe-to- play and freE • Most of the 1 st to 3 rd age worlds were genuinely free – “and worth every penny” • Free-to-play means you don’t have to pay to play, but implies you can pay for ... What? • That “what” is the subject of the remainder of this talk... runescape • Runescape has always been free-to-play – a trailblazer, but the textual world achaea got there first in 1997 • Iron realms makes $2m a year profit... • In runescape , Players pay for cosmetic items only – They have No tangible gameplay effects – Clothes, titles, pets, emotes, dyes, hairstyles, ... • Yet This is just one end of a sliding scale • There is much more you can charge for... Sliding scale • Here are some other -
Intro to Virtual Worlds
Page 1 of 52 [ Team LiB ] Chapter 1. Introduction to Virtual Worlds KEY TOPICS Some Definitions What They Are and Whence They Came The Past Affects the Future The Basics Influences on Virtual Worlds The Desi ner What are virtual worlds? In this context, a world is an environment that its inhabitants re ard as bein self-contained. It doesn)t have to mean an entire planet: It)s used in the same sense as ,the Roman world, or ,the world of hi h finance., So what about the virtual part? .ot to et too philosophical about it: Real. That which is. Imaginary. That which isn)t. Virtual. That which isn)t, havin the form or effect of that which is. Virtual worlds are places where the ima inary meets the real. [ Team LiB ] [ Team LiB ] Some Definitions Virtual worlds are implemented by a computer /or networ0 of computers1 that simulates an environment. Some2but not all2the entities in this environment act under the direct control of individual people. Because several such people can affect the same environment simultaneously, the world is said to be shared or multi-user. The environment continues to exist and develop internally /at least to some de ree1 even when there are no people interactin with it3 this means it is persistent. Althou h virtual worlds now have many applications beyond that of bein mere entertainment products, they be an as computer ames3 furthermore2perhaps because of the lar e sums of money involved in their creation and the uaranteed hu e monthly incomes they can enerate2computer ames remain at the cuttin ed e of virtual world development. -
18 Removable Media Disks 1? CD Systems for Your Amiga
U.SA. $3.95 Canada $4.95 UK £2.95 An IDG Communication* Publication W Insert disc into player. Wr C h oose:- /. En glish ^ J* Deutsch M ► 18 Removable Media Disks 4. Espaho! M o. Nederiands C Dr ROM UPDATES: 7. Japanese ► 1? CD Systems For Your Amiga DJGTTAL AUDIO EASTMAN KODAK COMPANY Rochester. N.Y. M 650 C 1992 Eastman Kodak Company • PC/Mac File Conversion A//rights reserved Unauthorized duplication is a v/oiahon ofapp/icab/e iaws. • Networking - For Free! 07447065948810 • 7 Tips For Better Video Shoots • Reviews & Games s. F m d C o m 1 1 Release 1/ Final Copy II produces high quality, and a limited number of sizes. Final professional looking documents. It combines Copy II supports NimbusQ, Compugraphic, nbiect-oriented, structured tools for dra g ancj advanced word processing features and Type-1 outline font formats giving you use page layout capabilities, and access to thousands of commercial and the-art printing technology into one public-domain fonts. Sd^Sb^pp;^hic convenient program. Final Copy IPs word processing features S l n s ^ A S u p p o n le«s you work in While other programs claim to have quality include: 144,000 word speller: 1.4 million screens having up to 256 colors. printing. Final Copy II is the only word response thesaurus; automatic hyphen processor on the Amiga that will produce ation: named paragraph style sheets; master Final Copv II now available in American excellent quality printouts on any pages; mail-merge; multiple newspaper style English, British English, German. -
Third Person: Authoring and Exploring Vast Narratives
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by University of Essex Research Repository Bartle, Richard A.: Alice and Dorothy Play Together . In Harrigan, Pat and Wardrip-Fruin, Noah (eds): Third Person: Authoring and Exploring Vast Narratives . MIT Press: 2009. Alice and Dorothy Play Together Richard A. Bartle Dept. Computing and Electronic Systems University of Essex UK “Curiouser and curiouser!” – Alice, Alice’s Adventures in Wonderland (Carroll 1865). “We will go to the Emerald City and ask the Great Oz how to get back to Kansas again.” – Dorothy, The Wonderful Wizard of Oz (Baum 1900). According to the conventions of fiction, it would seem that when a young girl finds herself unexpectedly in a strange and wonderful place, she has two ways to proceed. She can, as Dorothy did, set out to follow a predetermined path; or she can, as Alice did, go where fortune takes her. The same two options are available to players of virtual worlds 1. When they begin, they can either follow the yellow brick road laid out before them, or simply wander as they will. The advantage of the former is that they know where they’re going; the advantage of the latter is that they’ll see things that can’t be seen from the well-trodden trail. The journeys of Alice and Dorothy both occur at two different conceptual levels: literally, in the imaginary worlds of Wonderland and Oz; figuratively, in the self-understanding of the protagonists. The former are metaphors for the latter – they’re hero’s journeys (Campbell 1949). -
The History of Virtual Worlds
Bartle, Richard A.: From MUDs to MMORPGs: The History of Virtual Worlds. In Hunsinger, Jeremy; Klastrup, Lisbeth; Allen, Matthew (eds.): International Handbook of Internet Research. Springer, 2010. From MUDs to MMORPGs: The History of Virtual Worlds Dr Richard A. Bartle School of. Computer Science and Electronic Engineering University of Essex, UK Abstract Today's massively multiplayer online role-playing games are the direct descendants of the textual worlds of the 1980s, not only in design and implementation terms, but also in the way they are evolving thematically. Thus far, they have faithfully mirrored the path taken by their forebears. If they continue to do so, what can we expect of the graphical worlds of the future? Introduction Golf was invented in China (Ling, 1991). There is evidence from the Dongxuan Records (Wei, Song dynasty) that a game called chuiwan (“hitting ball”) was played as early as the year 945. A silk scroll, The Autumn Banquet (unknown, Ming dynasty), depicts a man swinging something with the appearance of a golf club at something with the appearance of a golf ball, having the apparent aim of conveying it into something with the appearance of a golf hole. Golf was also invented in France (Flannery and Leech, 2003), where it was known as palle mail. Tax records from 1292 show that makers of clubs and balls had to pay a toll to sell their goods to nobles outside Paris. A book of prayers, Les Heures de la Duchesse de Bourgogne (unknown, c1500), contains illustrations of men swinging something with the appearance of a golf club at something with the appearance of a golf ball, having the apparent aim of conveying it into something with the appearance of a golf hole. -
Destroyed Beauty Paper Prototypes
ALL FORMATS LIFTING THE LID ON VIDEO GAMES DESTROYED PAPER BEAUTY PROTOTYPES THE ALLURE OF RUINS THE FASTER WAY TO IN VIDEO GAMES TEST GAME IDEAS Issue 11 £3 wfmag.cc 11 72000 16 7263 97 ROGUELIKE ACTION AND PROCEDURAL PUNKS IN BLACK FUTURE ‘88 11 Subscribe today 12 weeks for £12* Visit: wfmag.cc/12weeks to order UK Price. 6 issue introductory offer Google Stadia: the first ad-funded game platform n arch, oogle finally put to rest all that this will be the way y take on this centres on the the rumours about entering the console spectators aspect of the definition magine watching world by not announcing a console at a game being played and wanting to ust die into it O all, but rather a game streaming serice f the prospectie player has to first pass through a called tadia registration process and then supply credit card details, he names an interesting one, and gies us a clue BYRON then that presents a number of hurdles that could about their ambitions for the serice ronically, turned NN- cause the player to simply gie up on the process t ust to oogle to find a definition, and the first entry that JONES doesnt make sense to hae the spectators subscribe in comes up is an athletic or sports ground with tiers of Byron has been in order to watch seats for spectators oogle isnt ust taking on the the games industry hat, then, if tadia takes the ouube approach for over 21 years, so and console world with this serice ouube used to be making games is in o subscription needed, ust click on a link, watch the the enue for watching people play games before the his blood.