WW1-Manual-1C-View.Pdf

Total Page:16

File Type:pdf, Size:1020Kb

WW1-Manual-1C-View.Pdf © 2006 1C Company. Developed by Dark Fox. All rights reserved. This product contains software technology licensed from Nival Interactive. © 2006 Nival Interactive. Nival, the Nival logo and the Enigma Engine logo are trademarks of Nival Interactive. All rights reserved. Uses Bink Video. Copyright (C) 1997-2006 by RAD Game Tools, Inc. Other products and company names mentioned herein are trademarks of their respective owners. manual Epilepsy warning Table of Contents Please read before using this game or allowing your children to use it. Some people are susceptible to epileptic seizures or loss of consciousness Epilepsy warning . .2 when exposed to certain flashing lights or light patterns in everyday life. Such people may have a seizure while watching television images or playing Technical Support . .2 certain video games. This may happen even if the person has no medical Introduction . .4 history of epilepsy or has never had an epileptic seizure. If you or anyone in your family has ever had symptoms related to epilepsy (seizures or loss of Installation and Startup . .4 consciousness) when exposed to flashing lights, consult your doctor prior System Requirements . .4 Status Signs . .24 to playing. We advise that parents should monitor the use of video games Installation . .5 Information Panel . .25 by their children. If you or your child should experience any of the follow Starting the Game . .5 Combat Unit Parameters ing symptoms: dizziness, blurred vision, eye or muscle twitches, loss of Uninstall . .5 Indicator . .25 consciousness, disorientation, any involuntary movement or convulsion Game Description . .5 Minimap . .25 while playing a video game, discontinue use IMMEDIATELY and consult Game Control Buttons . .26 your doctor. Main Menu . .6 New Game . .7 Command Panel . .26 Precautions During Use Load Game . .8 Types of Commands . .27 Using the Keyboard . .27 • Do not stand too close to the screen. Sit a good distance away from the Options . .8 Selecting Combat Units . .28 screen, as far away as the length of the cable allows. Settings . .9 Game Settings . .10 Selecting One Combat Unit . .28 • Preferably play the game on a small screen. Sound Settings . .10 Adding Units to a Group . .28 • Avoid playing if you are tired or have not had much sleep. Graphics Settings . .11 Selecting Units of One Type . .28 • Make sure that the room in which you are playing is well lit. Exit Game . .12 Using the Frame . .29 Assigning Number to a Group . .29 • Rest for at least 10 to 15 minutes per hour while playing a video game. Game Screens . .12 Group Centering . .29 Campaign Screen . .12 Cancel Selection . .29 Chapter Screen . .13 Issuance and Execution Technical Support of Commands . .29 Mission Screen . .13 Command Sequence . .30 Before contacting our technical support, please prepare a detailed specifica Personal File Screen . .14 Independent Actions . .30 tion of your computer and exact description of the problem. It will help us to provide you with support in a fast, efficient way. Weapons and Cursors . .31 Armament Encyclopedia . .15 Game Menu . .34 Contacts: Campaign stats . .18 Mission Objectives Window Via email at: [email protected]. Combat Interface . .18 and Current Objective Window . .36 View . .19 Please use the email address provided. All support enquires to the company Mission Objectives Window . .36 Combat Units . .20 address, or phone number(s) cannot be answered by our staff. Current Objective Window . .36 Reversible and Irreversible Losses 20 For more information and updates please visit: Buildings . .21 Message Window www.cenega.com Structure Belonging . .21 and Console . .37 Message Window . .37 Object Parameters . .22 Console . .37 Armor . .22 Controlling the Game Speed . .37 Weapons Characteristics . .22 Mission ending Menu . .38 Firing Modes, Radiuses, and Fire Sectors . .23 Control Keys . .38 Damage Level . .24 Legend . .38 Main and Additional Background . .41 Ammunition . .24 Credits . .42 2 3 • 32x CDROM Introduction • 1620 Mb of free diskspace (plus some 500 World War I (WWI) is a real time strategy based on the modified Blitzkrieg Mb for Windows swapfile and gamesave RTSengine, developed by Nival Interactive. The players will take part in the files) events of World War I (1914 1918), taking command of the Russian, German, and the Entente troops. Installation Key game features: 1. Insert disk 1 into your CDRom drive to install Possibility to represent any of the three sides presented in the game: the the game. Russians, the Entente (France and England) or the German Army, which also 2. If the Autorun function is on, the setup menu will appear. includes the AustroHungarian troops. 3. Follow the instructions of the install wizard. A large number of combat units of different branches including heavy, 4. If the Autorun function is off doubleclick on My Computer icon on the siege, field and trench artillery units, cavalry, infantry, tanks, aircraft, engi Windows Desktop, then open the CDROM directory and doubleclick on neers and paramedics. Setup.exe. Follow the install wizard instructions. The possibility to take part in actual historical events of World War I, such 5. In the course of the installation the game files will be installed onto your as for instance the Osovets battle or the Brusilov Breakthrough. computer and a program group will be created in the Windows Start menu, allowing you to run the game, visit the related webresources, uninstall the game and view this file. 6. Insert the game disk 2 into your CDRom drive before you start the Installation and Startup game. In order for the game to run on your computer, your system must corre spond to the following requirements. Starting the Game Once the installation is complete insert disk 2 into your CDROM drive and System Requirements run the game by selecting “Start game” from the program group (by default “\1C\WWI”). Press “New game” in the main interface of the game to start Minimal configuration: a new game. • Windows 2000/XP • DirectX 8.1 (or higher) • Pentium III 500 MHz Uninstall • 128 Mb RAM To remove the game from your harddrive select «uninstall» from the pro gram group in the Start menu. • 3Dvideocard with 32 Mb of memory • 800x600 monitor • 4x CDROM • Soundcard Game Description • 1620 Mb of free diskspace (plus some 500 Mb for Windows swapfile and gamesave files) The game consists of three campaigns one for each side involved in the conflict: Germany, Russia, and the Entente. After selecting one of the three Recommended configuration: available campaigns the player will be able to take part in various opera tions such as for instance: defend the fortress of Osovets or lead the • Windows 2000/XP Brusilov Breakthrough offensive, etc. • DirectX 8.1 (or higher) The action moves through the chapters in chronological order. The time and • Pentium IV 1.6 GHz place of the game is tied to the maps and is close to the actual events of • 256 Mb RAM WWI. The battlegrounds engulf the territories of Germany, France, Russia, • 3Dvideocard with 64 Mb of memory Poland, and other countries in the period between 1914 and 1918. • 1024x768 monitor 4 5 The game allows certain simplifications compared to actual combat, making the playing process more comprehensive and interesting and does not New Game require the player to distract from the game to solve secondary tasks. Press New Game to open the game selection menu: It is possible to capture and use enemy artillery and defense fortifications in the game. Ammo supplies and replenishments of lost troops are carried It contains the following buttons: out through conditional storage facilities and depots. Campaigns As compared to other similar games, the combat in WWI is mostly position al. Another key feature that radically changes the combat strategy is the use Press this of cavalry. button to open the cam paign selection menu: From the historical viewpoint the game uses actual weaponry and materiel that existed at the time and place of battles, including experimental and Select one of the three sides limited edition samples. involved in WWI and proceed to the game interface and start your The overall gameplay time is approximately 30 to 50 hours. way through the scenario. Or Key features: press Back to return back to game selection menu. • RealTime Strategy dedicated to the war that changed the world • Airplanes, cavalry, first tanks and much more • 30 missions spread over 3 campaigns for the Entente, Russia, and Germany Campaign selection menu • Bonus chapter: “Intervention into the Soviet Russia» Additional missions Press this button to open the Main Menu additional missions menu: Here you can select one of the After you start the game and watch the introduction video, you will be available additional campaigns, taken to the main menu: chapters, or missions not related The majority of main menu but to the main scenario. Each of the tons will open other submenus. three top buttons opens a corre Their structure and designation sponding selection window: are provided below. Press Back to return back to game selection menu. Additional missions menu Player Profile Press this button to open the player profile window: Main menu Here you can type in your name or nickname, select the game dif ficulty level, as well as choose the violence display level. Press Back to return back to main menu. Player profile menu 6 7 Through this menu you can access different game Load Game settings and some additional features. It con Press Load Game to open the tains the following buttons: game load menu: This menu contains the following Settings buttons: This button opens the game settings window described below in the corresponding section. Credits Press this button to view the list of companies and people involved in the making of the game. Press Back to return back to main menu.
Recommended publications
  • Video Games: Changing the Way We Think of Home Entertainment
    Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part.
    [Show full text]
  • 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.
    [Show full text]
  • The Video Game Industry an Industry Analysis, from a VC Perspective
    The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored.
    [Show full text]
  • 1С:Enterprise HTTP Services Data Processing Model
    Application merging In-app messenger with voice and video calls Business Automated components REST API System Flexible analytics log user interface management User settings Data Debugging visualization and performance analytics Seamless Distributed cross-platform Mobile platform databases capability Object-based 1С:Enterprise HTTP services data processing model External Multitenancy data sources Business Application Data access control for individual records JSON Development Platform Thin client Web services Multi-language localization Web client Event alerts Data changelog Git integration Built-in system language Metadata- responsive Report builder architecture Role-based Domain access Interface restrictions Mobile client Driven Development designer HTTP, REST, Intelligent FTP, SMTP, POP3, Auto-generated Service reporting system Security IMAP, OData user interfaces Oriented Cloud profiles Architecture applications Business logic Business composer processes Fault-tolerant Business logic server cluster composer Data Distributed aggregation development Integration Encryption with version tools management Form builder Translation tools Installation XML Low-code Query builder and update data exchange No-code tools In-memory DB Full-text search Changelog Rapid development platform for custom-built business automation solutions Scalable, reliable, efficient, cross-platform, cloud, mobile, desktop 1C:Enterprise is a platform that enables the rapid creation of business automation products. Thousands of off-the-shelf applications have already been developed on the platform. Their functionality can be further customized and expanded using the platform’s development environment. 1C:Enterprise has a low barrier of entry for new developers and lay users thanks to its simple interfaces and visual editing paradigm. Applications developed on the platform easily scale from one to thousands of users and integrate with other 1C and third-party solutions to meet growing business needs.
    [Show full text]
  • Console Games in the Age of Convergence
    Console Games in the Age of Convergence Mark Finn Swinburne University of Technology John Street, Melbourne, Victoria, 3122 Australia +61 3 9214 5254 mfi [email protected] Abstract In this paper, I discuss the development of the games console as a converged form, focusing on the industrial and technical dimensions of convergence. Starting with the decline of hybrid devices like the Commodore 64, the paper traces the way in which notions of convergence and divergence have infl uenced the console gaming market. Special attention is given to the convergence strategies employed by key players such as Sega, Nintendo, Sony and Microsoft, and the success or failure of these strategies is evaluated. Keywords Convergence, Games histories, Nintendo, Sega, Sony, Microsoft INTRODUCTION Although largely ignored by the academic community for most of their existence, recent years have seen video games attain at least some degree of legitimacy as an object of scholarly inquiry. Much of this work has focused on what could be called the textual dimension of the game form, with works such as Finn [17], Ryan [42], and Juul [23] investigating aspects such as narrative and character construction in game texts. Another large body of work focuses on the cultural dimension of games, with issues such as gender representation and the always-controversial theme of violence being of central importance here. Examples of this approach include Jenkins [22], Cassell and Jenkins [10] and Schleiner [43]. 45 Proceedings of Computer Games and Digital Cultures Conference, ed. Frans Mäyrä. Tampere: Tampere University Press, 2002. Copyright: authors and Tampere University Press. Little attention, however, has been given to the industrial dimension of the games phenomenon.
    [Show full text]
  • UFO Afterlight
    CENEGA PUBLISHING signs new title for 2007 UFO: Afterlight signed for PC-CD ROM March, 1st , 2006 – Prague, Czech Republic CENEGA PUBLISHING has signed a deal with ALTAR Games , founding member of IDEA Games (Independent Developers Association), for another forthcoming PC-CD ROM title from the UFO series, UFO: Afterlight , due to release in Q1 2007. Following the successful UFO: Aftermath and UFO: Aftershock, UFO: Afterlight will improve the current game type and interface and extend the current storyline of the series. CENEGA PUBLISHING and ALTAR Games are looking forward to bring more hours of quality entertainment to UFO fans and all potential players. As its predecessors, UFO: Afterlight is a mixture of squad based tactical action and global strategy with the gamer controlling the actions of elite ground troops, and the running and construction of an intricate network of interlinking bases while collecting resources. UFO: Afterlight takes us to Mars, where a human colony has been built with the help of the Reticulans not long before the events of UFO: Aftershock took place. Mars base is self- sustainable and provides all the necessities for survival of humans on a foreign planet, mainly breathable air, water, food. Although the people inhabiting this colony have the technologies and knowledge required for their further development, basic survival is their major concern. Their only activity is the research of a nearby excavation site, which proves the existence of an ancient intelligent and highly developed alien civilization. The player will enter the game when the research drastically affects all Mars inhabitants. New and unexpected enemies appear in the form of robots, built centuries ago by the unknown aliens for their protection, whose purpose is to eliminate any traces of other civilizations on Mars.
    [Show full text]
  • 1C Company Development, Support and Distribution of Software 1C
    1C Company Development, support and distribution of software 1C:Enterprise Business applications platform Agenda • About 1C Company and 1C:Enterprise • Ideas of fast implementation for your city • Implementation Results, Examples and Implementation Effects • BI (Business Intelligence) • Regions in which cloud systems are implemented • 1C:FRESH (“cloud” 1C Technology) • 1C Applications: • 1C:Document Management • 1C:Enterprise Accounting, 1C:HR Management • 1C:Small Business 1C:Enterprise Business application platform 1C:Enterprise Integrated solutions for enterprise resource management • Manufacturing management Consolidation CORP • Financial management IFRS finances CRP • Retail management Budgeting Tax accounting PROF Regulated • Warehouse logistics Service Treasury Accounting reporting • CRM CRM Finances Payroll Personnel • HR and Payroll management Retail Clients HR rating, KPI • Financial accounting (1C: Accounting Sales Management Motivation GPS - the most popular accounting app in Logistics Manufacturing PDM GLONASS Business a number of countries) Warehouse Planing processes Maintenance • Docflow management Auto transport Procurement Agreements and repair • Industry solutions WMS Docflow Projects Material and technical Archive supply services ITIL 1С Customers 1С:Enterprise market share in Russia is 83% (in number of workplaces) 1C 83,0% automated workplaces in Russia 1С:Enterprise keys to success • Innovative world-class technological platform • System of platform- based applications for effective management and accounting 1C:Enterprise
    [Show full text]
  • GAMING GLOBAL a Report for British Council Nick Webber and Paul Long with Assistance from Oliver Williams and Jerome Turner
    GAMING GLOBAL A report for British Council Nick Webber and Paul Long with assistance from Oliver Williams and Jerome Turner I Executive Summary The Gaming Global report explores the games environment in: five EU countries, • Finland • France • Germany • Poland • UK three non-EU countries, • Brazil • Russia • Republic of Korea and one non-European region. • East Asia It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts. What does the international landscape for gaming look like? In economic terms, the international video games market was worth approximately $75.5 billion in 2013, and will grow to almost $103 billion by 2017. In the UK video games are the most valuable purchased entertainment market, outstripping cinema, recorded music and DVDs. UK developers make a significant contribution in many formats and spaces, as do developers across the EU. Beyond the EU, there are established industries in a number of countries (notably Japan, Korea, Australia, New Zealand) who access international markets, with new entrants such as China and Brazil moving in that direction. Video games are almost always categorised as part of the creative economy, situating them within the scope of investment and promotion by a number of governments. Many countries draw on UK models of policy, although different countries take games either more or less seriously in terms of their cultural significance. The games industry tends to receive innovation funding, with money available through focused programmes.
    [Show full text]
  • Not of Woman Born: Monstrous Interfaces and Monstrosity in Video Games
    NOT OF WOMAN BORN: MONSTROUS INTERFACES AND MONSTROSITY IN VIDEO GAMES By LAURIE N. TAYLOR A DISSERTATION PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY UNIVERSITY OF FLORIDA 2006 Copyright 2006 by Laurie N. Taylor To Pete. ACKNOWLEDGMENTS I have many people to thank for this dissertation: my friends, family, and teachers. I would also like to thank the University of Florida for encouraging the study of popular media, with a high level of critical theory and competence. This dissertation also would not have been possible without the diligent help and guidance from my committee members, Donald Ault and Jane Douglas, as well as numerous other faculty members and graduate students both at the University of Florida and at other institutions. Thanks go to friends and loved ones (and cats): Colin, Jeremiah, Nix, Galahad, and Mila. And, thanks go always to Pete, for helping with research, discussion, giving me love and support, and for being wonderful. iv TABLE OF CONTENTS Page ACKNOWLEDGMENTS ..............................................................................................iv ABSTRACT.................................................................................................................viii CHAPTER 1 INTRODUCTION....................................................................................................1 Introduction..............................................................................................................1
    [Show full text]
  • Video Games As Free Speech
    The University of Maine DigitalCommons@UMaine Honors College 5-2014 Video Games as Free Speech Benjamin Cirrinone University of Maine - Main Follow this and additional works at: https://digitalcommons.library.umaine.edu/honors Part of the Political Theory Commons Recommended Citation Cirrinone, Benjamin, "Video Games as Free Speech" (2014). Honors College. 162. https://digitalcommons.library.umaine.edu/honors/162 This Honors Thesis is brought to you for free and open access by DigitalCommons@UMaine. It has been accepted for inclusion in Honors College by an authorized administrator of DigitalCommons@UMaine. For more information, please contact [email protected]. VIDEO GAMES AS FREE SPEECH by Benjamin S. Cirrinone A Thesis Submitted in Partial Fulfillment of the Requirements for a Degree with Honors (Political Science) The Honors College University of Maine May 2014 Advisory Committee: James E.Gallagher, Associate Professor of Sociology Emeritus & Honors Faculty Mark D. Brewer, Associate Professor of Political Science Richard J. Powell, Associate Professor, Department of Political Science/Leadership Studies Sol Goldman, Adjunct Assistant Professor of Political Science Mark Haggerty, Rezendes Professor for Civic Engagement, Honors College Copyright © 2014 Benjamin Cirrinone All rights reserved. This work shall not be reproduced in any form, except for the inclusion of brief quotations in review, without permission in written form from the author. Abstract The prevalence of video game violence remains a concern for members of the mass media as well as political actors, especially in light of recent shootings. However, many individuals who criticize the industry for influencing real-world violence have not played games extensively nor are they aware of the gaming community as a whole.
    [Show full text]
  • VIDEO GAME SUBCULTURES Playing at the Periphery of Mainstream Culture Edited by Marco Benoît Carbone & Paolo Ruffino
    ISSN 2280-7705 www.gamejournal.it Published by LUDICA Issue 03, 2014 – volume 1: JOURNAL (PEER-REVIEWED) VIDEO GAME SUBCULTURES Playing at the periphery of mainstream culture Edited by Marco Benoît Carbone & Paolo Ruffino GAME JOURNAL – Peer Reviewed Section Issue 03 – 2014 GAME Journal A PROJECT BY SUPERVISING EDITORS Antioco Floris (Università di Cagliari), Roy Menarini (Università di Bologna), Peppino Ortoleva (Università di Torino), Leonardo Quaresima (Università di Udine). EDITORS WITH THE PATRONAGE OF Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Indiana University), Adam Gallimore (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), Dipartimento di Storia, Beni Culturali e Territorio Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador (Università Cattolica, Milano), Marco Teti (Università di Ferrara). PARTNERS ADVISORY BOARD Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College of the Arts), Jay David Bolter (Georgia Institute of Technology), Gordon C. Calleja (IT University of Copenaghen), Gianni Canova (IULM, Milano), Antonio Catolfi (Università per Stranieri di Perugia), Mia Consalvo (Ohio University), Patrick Coppock (Università di Modena e Reggio Emilia), Ruggero Eugeni (Università Cattolica del Sacro Cuore, Milano), Roy Menarini (Università di Bologna), Enrico Menduni (Università di
    [Show full text]
  • Social and Cultural Aspects of Game Rules in a Console Game Club Mikael Jakobsson K3, Malmö University SE-205 06 Malmö, Sweden [email protected]
    Playing with the Rules: Social and Cultural Aspects of Game Rules in a Console Game Club Mikael Jakobsson K3, Malmö University SE-205 06 Malmö, Sweden [email protected] ABSTRACT different vantage points such as social, cultural or political In this study of a Swedish console game club I have looked perspectives with different but equally valid outcomes. at how the rules of the games are connected to the social and cultural aspects of the context that the games are played I will also use the concept of rules as an analytical tool to in. I have devoted special attention to the game Super make sense of my empirical material. By trying to Smash Bros. Melee and how different contexts of play have uncovering the rules of the activities I have studied, and formed around this game, for instance the emergence of a why the rule-sets are what they are, I try to understand this professional smash scene and the polarization of console particular instance of situated play, the social structure of club members into smashers and anti-smashers. My the group and its place in the wider culture of gamers that it conclusion is that the idea that rules can play a core role in belongs to. While there has been some studies of LAN defining a game without the need to take the situated parties [1, 9], I have not managed to find any previous work aspects of play into account is problematic. Rules do not on console clubs so part of the purpose of the paper is also inherently belong to the formal aspects of games.
    [Show full text]