MMORPG's in the College Classroom
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Full Guide-Good
The Barren Realms Builder’s Guide v 2.0 written and compiled by: Faustus with special thanks to: Kiri, Temper, Delton, Matai, Mazrim, Brand, Ahab, and Kytar (for contributing to the previous version of this guide, making this new version much easier to create.) Visit us at: barren.coredcs.com 8000 Original DIKU code by: Hans Henrik Staerfeldt, Katja Nyboe, Tom Madson, Michael Seifert, and Sebastian Hammer Original MERC code by: Kahn, Hatchet, and Furey BR Supplemental code by: The BARREN REALMS Coding Crew Part I before you begin your new area Barren Realms has been around since 1994. In that time it has constantly grown and developed, mainly through the contributions of the players who have volunteered their time and energy to making Barren Realms a better place. One of the ways that players like you can help to add to the Barren Realms experience is by building an area. Anyone can create an area. You don’t need any programming experience of any special tools. All that it takes is a little creativity, dedication, and drive. This guide is designed to help anyone who wishes to write and area for the mud. It is primarily intended to help someone who wants to use a text editor to create their area file, as opposed to one of the off-line building programs available on the internet. (Barren Realms does not offer on-line building and there are no plans to add this feature.) Even if you are planning to use something other than a text editor to build your area, you should read through this guide, as there is plenty of good information contained herein that can be applied to all builders. -
Dragon Magazine #228
Where the good games are As I write this, the past weekend was the WINTER FANTASY ™ slots of the two LIVING DEATH adventures; all the judges sched- gaming convention. uled to run them later really wanted to play them first. That’s a It is over, and we’ve survived. WINTER FANTASY isn’t as hectic vote of confidence for you. or crowded as the GENCON® game fair, so we can relax a bit These judges really impressed me. For those of you who’ve more, meet more people, and have more fun. never played a LIVING CITY, LIVING JUNGLE™, or LIVING DEATH game, It was good meeting designers and editors from other game you don’t know what you’re missing. The judges who run these companies and discussing trends in the gaming industry, but it things are the closest thing to a professional corps of DMs that was also good sitting in the hotel bar (or better yet, Mader’s, I can imagine. Many judges have been doing this for years, and down the street) with old friends and colleagues and just talk- some go to gaming conventions solely for the purpose of run- ing shop. ning games. They really enjoy it, they’re really good, and they Conventions are business, but they are also fun. really know the rules. I came out of WINTER FANTASY with a higher respect for the Now the Network drops into GENCON gear. Tournaments are people who run these things. TSR’s new convention coordina- being readied and judges are signing up. -
Cyber-Synchronicity: the Concurrence of the Virtual
Cyber-Synchronicity: The Concurrence of the Virtual and the Material via Text-Based Virtual Reality A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Jeffrey S. Smith March 2010 © 2010 Jeffrey S. Smith. All Rights Reserved. This dissertation titled Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality by JEFFREY S. SMITH has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Joseph W. Slade III Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT SMITH, JEFFREY S., Ph.D., March 2010, Mass Communication Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality (384 pp.) Director of Dissertation: Joseph W. Slade III This dissertation investigates the experiences of participants in a text-based virtual reality known as a Multi-User Domain, or MUD. Through in-depth electronic interviews, staff members and players of Aurealan Realms MUD were queried regarding the impact of their participation in the MUD on their perceived sense of self, community, and culture. Second, the interviews were subjected to a qualitative thematic analysis through which the nature of the participant’s phenomenological lived experience is explored with a specific eye toward any significant over or interconnection between each participant’s virtual and material experiences. An extended analysis of the experiences of respondents, combined with supporting material from other academic investigators, provides a map with which to chart the synchronous and synonymous relationship between a participant’s perceived sense of material identity, community, and culture, and her perceived sense of virtual identity, community, and culture. -
Gloria Feman Orenstein Is a Professor of Comparative Literature and Gender Studies at the University of Southern California
Gloria Feman Orenstein 1 The Earth Is a Heavenly Body: The Mythopoetic Universe of Linda Vallejo Linda Vallejo “Fierce Beauty” A Forty Year Retrospective catalog essay by Gloria Feman Orenstein is a Professor of Comparative Literature and Gender Studies at The University of Southern California. She writes on Surrealism, Ecofeminism, women and the arts, shamanism and Jewish women artists. Her books include The Theater of the Marvelous: Surrealism and the Contemporary Stage and The Reflowering of the Goddess. She is also co-editor of Reweaving the World: The Emergence of Ecofeminism, a collection of essays that grew out of a conference she organized at USC in 1987. THE EARTH IS A HEAVENLY BODY: THE MYTHOPOETIC UNIVERSE OF LINDA VALLEJO Linda Vallejo’s cosmic vision narrates a mythic journey from Nepantla, the space between divided worlds (cultures, lands, states of consciousness, ideologies, identities), to an envisaged archetypal realm of light, an enlightenment, that begins to be perceived as her protagonist, Mud Woman/Earth Mother, reconnects heaven with earth via the illuminated vision of the Tree of Life. Through her body of work known as The Electrics, Vallejo’s earthly realm of electrified trees is aligned with the archetypal Tree of Life, a cross-cultural shamanic template for the connection of the lower, middle, and upper realms of all creation. In Vallejo’s oeuvre, the Tree of Life manifests its earthly incarnation as an oak tree, and, in fact, Linda’s studio is located right above a grove of sacred oaks. Mud Woman’s spiritual teaching when she appears on the Altar of Postmodern Trash (2007) contrasts an image of the destruction of the modern city before which she stands with that of another image on a different altar. -
What's an Agent, Anyway? a Sociological Case Study Leonard N
What's An Agent, Anyway? A Sociological Case Study Leonard N. Foner Abstract. The term "agent" has been picked up, widely appropriated, and in many cases misappropriated, by technical publications, lay publi- cations, and many researchers in computer science. I examine some of the appropriations and misappropriations, talk about their reasons and implications, and delve into a case study of an agent that is used to il- lustratively define what I consider an agent to be, and why many of the current uses of the term are misleading. The agent I consider is Julia, a TinyMUD robot of the Maas-Neotek family, all of whom have been in almost constant use at several sites on the Internet for the last two or three years. I also speak at length about the sociology of such agents, what we might expect to find in the future, and why sociology is such an important aspect to consider when investigating agent-oriented pro- 1 gramming. Agents and appropriation There has been a flurry of references to "agents" in both the lay and technical press in recent months. While the idea of computational agents that do one’s bid- 2 ding goes back decades, the explosion of recent press has been astonishing. Pattie 3 Maes and her group’s work on learning interface agents has been cited in at least two dozen publications in the last year or so, many of them lay press (e.g., The Los Angeles Times, Mass High Tech or semi-technical press (e.g., MacWeek, Mac- World, etc). A symposium at MIT on agents and their programming, held in Octo- ber of 1992, drew at least a thousand participants. -
Austin Games Conference 2005
Why are we here? 28 th october 2005 Austin games conference profesSor Richard A. Bartle University of esSEx introduction • It is a truth universally acknowledged… • that I’ve called this talk “why are we here?” – I include as “we” those who would have been here if they hadn’t been out ”Networking” until 2:30am this morning • I do mean the question quite literally: why are any of us in this location right now ? • This is actually a meaningful question… 1 Deep and meaningful Put another way • Point of fact: you are All goinG to DIE • Given this information, why are you here ? In this converted balLroOm ? • Why aren’t you in – paris? – China? – Darfur? – Bed? – World of warcraft ? • Hmm, I guess some of you are in there… 2 Short answer • Well, you’re here because you’re mMorpg developers and this is a mmorpg developers’ conference – officially, “networked game development” conference… • [aside: I’m gonna call them virtual worlds , not mMorpgs ] – I’m not giving up on my book’s title yet , dammit! • But this leads to another question: Another question • Why are you [mmorpg] virtual world developers? • Why aren’t you – regular game developers? – Novelists? – Truck drivers? – Nuclear power station software engineers? – Lawyers? – level 80 on runescape with 2 blue masks, 2 green masks, 2 santa hats and a red party hat ? • “Because it would cost me $5,100 on ebay” (44 bids, 13 hours to go, and simbatamer realLy wants it) 3 hackers • Notice the subtitle answers • Some posSible answers: – You’re a vw developer Purely by acCident – You wanted a -
Bojin-Diss-Library Copy
Exploring the Notion of ‘Grinding’ in Massively Multiplayer Online Role Playing Gamer Discourse: The Case of Guild Wars by Nis Bojin M.A. (Communication & Culture), York University, 2005 B.A. (Psychology/Classical Studies Double Major), York University, 2000 Dissertation Submitted In Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy In the School of Interactive Arts and Technology Faculty of Communication, Art and Technology © Nis Bojin 2013 SIMON FRASER UNIVERSITY Summer 2013 Approval Name: Nis Bojin Degree: Doctor of Philosophy Title of Thesis: Exploring the Notion of ‘Grinding’ in Massively Multiplayer Online Role Player Gamer Discourse Examining Committee: Chair: Halil Erhan Assistant Professor (SFU-SIAT) John Bowes Senior Supervisor Professor, Program Director (SFU- SIAT) Suzanne de Castell Co-Supervisor Professor (University of Ontario Institute of Technology) Jim Bizzocchi Supervisor Associate Professor (SFU-SIAT) Carman Neustaedter Internal Examiner Assistant Professor (SFU-SIAT) Sean Gouglas External Examiner Associate Professor, Department of Anthropology (University of Alberta) Date Defended/Approved: May 29, 2013 ii Partial Copyright License iii Ethics Statement The author, whose name appears on the title page of this work, has obtained, for the research described in this work, either: a. human research ethics approval from the Simon Fraser University Office of Research Ethics, or b. advance approval of the animal care protocol from the University Animal Care Committee of Simon Fraser University; or has conducted the research c. as a co-investigator, collaborator or research assistant in a research project approved in advance, or d. as a member of a course approved in advance for minimal risk human research, by the Office of Research Ethics. -
Nonverbal Communication in Text Based Virtual Realities
University of Montana ScholarWorks at University of Montana Graduate Student Theses, Dissertations, & Professional Papers Graduate School 1996 Nonverbal communication in text based virtual realities John T. Masterson The University of Montana Follow this and additional works at: https://scholarworks.umt.edu/etd Let us know how access to this document benefits ou.y Recommended Citation Masterson, John T., "Nonverbal communication in text based virtual realities" (1996). Graduate Student Theses, Dissertations, & Professional Papers. 5466. https://scholarworks.umt.edu/etd/5466 This Thesis is brought to you for free and open access by the Graduate School at ScholarWorks at University of Montana. It has been accepted for inclusion in Graduate Student Theses, Dissertations, & Professional Papers by an authorized administrator of ScholarWorks at University of Montana. For more information, please contact [email protected]. Maureen and Mike MANSFIELD LIBRARY The UniversityfMONTANA o Permission is granted by the author to reproduce this material in its entirety, provided that this material is used for scholarly purposes and is properly cited in published works and reports. ** Please check "Yes" or "No" and provide signature ** Yes, I grant pennission No, I do not grant permission Author's Signature Date Any copying for commercial purposes or financial gam may be undertaken only with the author's explicit consent. NONVERBAL COMMUNICATION IN TEXT BASED VIRTUAL REALITIES by John T. Masterson, III B.A. University of Miami 1991 presented in partial fulfillment of the requirements for the degree of Master of Arts The University of Montana 1996 Approved by: Chair Dean, Graduate School Date UMI Number: EP40930 All rights reserved INFORMATION TO ALL USERS The quality of this reproduction is dependent upon the quality of the copy submitted. -
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 -
Techné: Research in Philosophy and Technology
Techné: Research in Philosophy and Technology Special Issue: Real and Virtual Places Guest Editor: Erik Champion Volume 10 Number 3 Spring 2007 Technè 10:3 Spring 2007 Contents/ i Techné: Research in Philosophy and Technology Editor, Davis Baird Editorial Assistant, David Stubblefield CONTENTS Guest Editor, Erik Champion ERIK CHAMPION, When Windmills Turn Into Giants: The 1 Conundrum of Virtual Places EDWARD RELPH, Spirit of Place and Sense of Place in 17 Virtual Realities RICHARD COYNE, Thinking through Virtual Reality: Place, 26 Non-Place and Situated Cognition RICHARD BARTLE, Presence and Flow: Ill-Fitting Clothes 39 for Virtual Worlds JEFFREY JACOBSON and LYNN HOLDEN, Virtual Heritage: 55 Living in the Past Technè 10:3 Spring 2007 Champion, When Windmills Turn Into Giants/1 When Windmills Turn Into Giants: The Conundrum of Virtual Places Erik Champion Information Environments University of Queensland Abstract While many papers may claim that virtual environments have much to gain from architectural and urban planning theory, few seem to specify in any verifiable or falsifiable way, how notions of place and interaction are best combined and developed for specific needs. The following is an attempt to summarize a theory of place for virtual environments and explain both the shortcomings and the advantages of this theory. Introduction What is Virtual Reality (VR)? According to Schroeder (1996, p. 2) it is “often taken to refer to a computer linked to a head-mounted display and a glove. VR systems give the user a sense of being inside a computer-generated environment and of being able to interact with it.” The head- mounted displays (HMDs) track where the user’s head is looking and update the virtual scene accordingly. -
(From the Bigger Geekier Box Rulebook)!
1 The LeasT Funny smash up RuLebook eveR conTenTs Smash Up is a fght for 2–4 players, ages 14 and up. Objective ....................................................2 The Expanding Universe Game Contents...............................................2 From its frst big bang, the Smash Up universe The Expanding Universe.........................................................2 objecTive has expanded until our frst Big Geeky Box How to Use This Book............................................................2 became too small to hold it all! So we took that Know Your Cards! ............................................3 Your goal is nothing short of total global domination! box and made it better, stronger, faster, bigger. Meet These Other Cards! .....................................3 Use your minions to crush enemy bases. The frst Not only does this new box hold all the cards, Setup ........................................................4 player to score 15 victory points (VP) wins! this rulebook holds all the rules as well, or at Sample Setup ................................................4 least everything published up to now, all in one Kickin’ It Queensberry.......................................................... 4 convenient if not terribly funny 32-page package. As the Game Turns / The Phases of a Turn . 5 Game conTenTs The Big Score ................................................6 This glorious box of awesome contains: How to Use This Book Me First! ....................................................................... 6 Awarding -
Dragon Magazine #144
Issue #144 Vol. XIII, No. 11 Special Attraction April 1989 Everything Youve Ever Wanted To Know About Role-Playing Publisher 11 (Everything that wasnt in the rules, that is.) Mike Cook A Field Guide to Game-Convention Ornithology Skip Williams Editor 12 See any Bull-headed Slashers in your gaming group last evening? Roger E. Moore Cheating Made Easy Jefferson P. Swycaffer Associate editor Fiction editor 20Creative ways to roll dice, measure movements, and enrage your friends Robin Jenkins Barbara G. Young Cheating Made Even Easier Spike Y. Jones Editorial assistant 24If the last article didnt stop you, then youre ready for the big time! Kimberly J. Walter Claydonia Conquers the World! Paul C. Easton Art director 28Clay-O-Rama campaigns; or, My Claydonian is stuck to the ceiling! Lori Svikel Still More Outrages from the Mages John M. Maxstadt Production staff 32Loads of great new spells that only a killer DM could possibly love. Paul Hanchette Betty Elmore Kim Janke Angelika Lokotz Subscriptions U.S. Advertising Other Features Janet L. Winters Sheila Gailloreto Role-playing Reviews Jim Bambra U.K. correspondent 38In the land of cartoon characters, death is a four-letter word. Lyn Hutchin When Gods Walk the Earth Paul Jaquays U.K. advertising 46In Chaosiums RUNEQUEST® game, Divine Intervention is not divine at Dawn Carter Kris Starr all. The Game Wizards James M. Ward 58Bad puns, good games, and free-lance work at TSR, Inc. The Role of Computers Hartley, Patricia, and Kirk Lesser 60Try a fantasy golf course to end all golf courses. Through the Looking Glass Robert Bigelow 70How much damage can a BattleMechs lasers do? Find out in this column.