Historical Problem Spaces Civilization V in the Study of History
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Investigating the Effect of Pace Mechanic on Player Motivation And
Investigating the Effect of Pace Mechanic on Player Motivation and Experience by Hala Anwar A thesis presented to the University of Waterloo in fulfillment of the thesis requirement for the degree of Master of Applied Science (MASc) in Management Sciences Waterloo, Ontario, Canada, 2016 © Hala Anwar 2016 AUTHOR'S DECLARATION I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I understand that my thesis may be made electronically available to the public. Hala Anwar ii Abstract Games have long been employed to motivate people towards positive behavioral change. Numerous studies, for example, have found people who were previously disinterested in a task can be enticed to spend hours gathering information, developing strategies, and solving complex problems through video games. While the effect of factors such as generational influence or genre appeal have previously been researched extensively in serious games, an aspect in the design of games that remains unexplored through scientific inquiry is the pace mechanic—how time passes in a game. Time could be continuous as in the real world (real-time) or it could be segmented into phases (turn- based). Pace mechanic is fiercely debated by many strategy game fans, where real-time games are widely considered to be more engaging, and the slower pace of turn-based games has been attributed to the development of mastery. In this thesis, I present the results of an exploratory mixed-methods user study to evaluate whether pace mechanic and type of game alter the player experience and are contributing factors to how quickly participants feel competent at a game. -
Backgrounder: AIIDE 07 Invited Speakers
Association for the Advancement of Artificial Intelligence 445 Burgess Drive Menlo Park, CA 94025 (650) 328-3123 www.aaai.org For press inquiries only, contact: Sara Hedberg (206) 232-1657 (office) [email protected] Backgrounder: AIIDE 07 Invited Speakers 1 of 6 AiLive's LiveMove and LiveCombat Wolff Daniel Dobson and John Funge (AiLive Inc.) This talk describes the successfully productization of the state-of-the-art statistical machine learning technology to create LiveMove and LiveCombat. LiveMove is a groundbreaking artificial intelligence product that enables the Wii Remote to learn. Instead of complicated programming, developers need only take a few minutes to train Wii controllers through examples. Nintendo now sublicenses and promotes LiveMove to Wii developers around the world. Our other product, LiveCombat, gives developers and players the power to build AI characters that learn how to behave by observing the actions of human players. AI characters learn in seconds to be trusted companions or deadly foes. The talk will include many anecdotes and observations from lessons learned (often the hard way) along the way. Wolff Daniel Dobson received his PhD in computer science from Northwestern University, specializing in artificial intelligence and intelligent user interfaces. At Visual Concepts Entertainment, he constructed emotional behavior on NBA2K for Dreamcast, and then became colead for artificial intelligence on NBA2K1 (garnering a Metacritic.com score of 93). For the past 5 years he has worked for AiLive Inc., a startup devoted to next-generation artificial intelligence in games. Working as a designer, producer, engineer, and artist Wolff has been instrumental in developing two commercial products, LiveMove and LiveCombat, that bring groundbreaking real-time machine learning technology to the computer entertainment industry. -
Game Developer
THE LEADING GAME INDUSTRY MAGAZINE vo L 1 8 N o 9 o c T o b er 2011 INSIDE: R ea c ti v E game ar c hite c tures w ith R x d e pa r T m e NTS 2 GAME PLAN By Brandon Sheffield [EDITORIAL] Interactive History CoNTeNTS.1011 volUme 18 NUmBer 09 4 HEADS UP DISPLAY [ ne w S ] New games for vintage consoles, Michael Jackson visits Sega, and ASCII Animator released. 27 TOOL BOX By David Hellman [REVIE w ] Corel Painter 12 p o ST m o r T e m 34 THE INNER PRODUCT By Peter Drescher [PROGRAMMING] 20 bulletstorm Programming FMOD for Android BulleTsTorm is a colorful skillshot-fest that took 3.5 years to make. It 40 DESIGN OF THE TIMES By Soren Johnson [DESIGN] didn't perform quite to expectations at retail, but the experiment was Taking Feedback by all other metrics a success. This straight-shooting design-focused postmortem discusses everything from emergent feature discoveries 42 PIXEL PUSHER By Steve Theodore [ART] to downloadable demo woes. By Adrian Chmielarz Get The Memo 44 the business By Kim Pallister [ business ] F e aTU r e S Efficiency...For Whom? 6 game changers 46 GDC jobs By Mathew Kumar [ career ] The game industry is a dynamic and fluidly-changing one. But who Recruitment at GDC Online (and what) are the companies and concepts that are shaping the 47 AURAL FIXATION By Jesse Harlin [SOUND] game industry today? Our answer to this question is 20 companies, Separation Anxiety processes, and concepts that are changing the game. -
Game Developer Magazinedevelopergame Revisiting Android +++ Postmortem: Hundreds +++ Intro to User Analytics May2013
GAME GAME DEVELOPER MAGAZINE REVISITING ANDROID +++ POSTMORTEM: HUNDREDS +++ INTRO TO USER ANALYTICS 2013 MAY MAY 2013 VOLUME 20 NUMBER 05 THE LEADING GAME INDUSTRY MAGAZINE VOLUME VOLUME 20 NUMBER 05 THE LEADING GAME INDUSTRY MAGAZINE GAME DESTINATION: BLACKBERRY 10 It’s where your game belongs. Discover how you can create games that keep them coming back for more. BlackBerry® 10 o ers a powerful and easy platform for game development. It’s integrated with major development tools and leading game engines, including Unity, Marmalade and Shiva 3D. Plus, the leading BlackBerry 10 hardware produces a visually stunning and incredibly immersive gaming experience that really lets your masterpiece shine. Get your game where it needs to be. Fast. Users everywhere are hooked on the simplicity, elegance and blazing-fast performance that BlackBerry 10 delivers. They are enthusiastically snapping up amazing entertainment and apps to make their BlackBerry experience that much richer. All of this demand means that there has never been a better time for you to bring your game to BlackBerry. It’s easy to get started By o ering both native development tools and integration with the major development tools on the market, BlackBerry makes it simple for you to choose an option that works best with your individual skills and preferences. So you can develop your game faster and with the greatest fl exibility. POSIX-based Consistent form Development tools Leading game OS, support factor makes it using Microsoft engine and for openGL ES, easy for Visual Studio and middleware OpenAL developers Eclipse EDT support Shadowgun image courtesy of SHADOWGUN, by MADFINGER. -
Sid Meier's Civilization IV You Need a Copy of Sid Meier’S Civilization IV Installed on Your Computer to Use Bts
BtS_Man_Part1B.qxp 6/27/07 3:13 PM Page 3 TABLE OF CONTENTS Chapter 1 IN THE BEGINNING 5 Introduction. 6 System Requirements. 7 Installation. 8 Starting a Game . 9 The Civilization IV Web Site. 9 Chapter 2 NEW STUFF 10 Introduction. 11 Leader Traits . 11 The Great General . 12 Espionage . 12 Events . 18 Advanced Start . 19 Corporations . 20 Air Combat and Promotions . 23 Overseas Maintenance and Colonies . 23 Improved Siege Combat . 24 Naval Trade Routes . 24 New Technologies. 25 New Units . 25 New Promotions. 26 New Buildings. 26 3 BtS_Man_Part1B.qxp 6/27/07 3:13 PM Page 4 New Wonders . 27 New Improvement . 28 New Leaders for Existing Civilizations. 28 New Civilizations . 28 Chapter 3 NEW SCENARIOS 31 Introduction. 32 How to Launch a Scenario . 33 Scenarios Overview . 34 Chapter 4 MAIN GAME UPDATES 43 Introduction. 44 Getting and Installing the Updates. 44 What's Been Updated . 44 APPENDIX 48 Keyboard Commands. 49 Credits . 53 Warranty and License Agreement. 59 Product Support . 63 Register with Us! . 63 Copyright Information . 66 4 BtS_Man_Part1B.qxp 6/27/07 3:13 PM Page 5 Chapter 1 IN THE BEGINNING 5 BtS_Man_Part1B.qxp 6/27/07 3:13 PM Page 6 INTRODUCTION Welcome to Beyond the Sword! Welcome to the Beyond the Sword expansion pack for Sid Meier’s Civilization IV! Beyond the Sword (BtS) expands the world of Civilization IV, adding new game concepts, new civ- ilizations, new leaders, new buildings and new units, plus some exciting new scenarios. The BtS installation disk also includes all of the updates to the original Civilization IV game code through this product's release date. -
Game Design by Numbers
Game Design by Numbers: Instrumental Play and the Quantitative Shift in the Digital Game Industry by Jennifer R. Whitson A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Sociology Carleton University, Ottawa, Ontario © 2012 Jennifer R. Whitson Abstract This dissertation chronicles ideological, technological and economic changes in the digital game industry, focusing on how games are transforming as play becomes instrumentalized. It pays particular attention to the struggles of developers as they search for creative freedom and autonomy in a risk-averse industry. It makes original contributions to the literature on games by situating and explaining industry-wide shifts in terms of the socio-economics of game development and the rationalities that drive individual developers. It contributes to social theory more generally by explaining how transformations in play, games, and creativity are linked to much wider adaptations in the operation of capitalism and how it is justified to both workers and consumers. I use ground-level accounts from those within the game industry to describe how new media technologies interact with socio-economic forces, detailing the adaptability of capitalist modes of production in the face of critique. I show how definitions of 'games' and 'play' are changing as they come into contact with technology, allowing games to be reformulated in powerful new ways, so games are not only tools of entertainment but also tools of governance. I argue that the collective valuation of objective quantitative data and the belief in the fallibility of individual creative autonomy has turned game design into "design by numbers". -
Civilization 6 Free Download No Key Free Civilization 6 Just Went Free on PC — How to Get It Now
civilization 6 free download no key free Civilization 6 just went free on PC — how to get it now. Grand Theft Auto V is dead; long live Civilization VI. The Epic Games Store, a digital storefront that competes with the likes of Steam and Origin, has been giving away free games every week since 2018. Last week, Epic gave away one of its biggest titles so far in Grand Theft Auto V. That sale has come to an end, but this week’s selection could theoretically keep you busy for even longer. Civilization VI is a massive, open-ended strategy game that spans the whole history of the world, and if you have an Epic Games account, it’s yours to keep for free. The best gaming mouse can be great for strategy games Also consider one of the best gaming keyboards Plus: PS5 will be '100 times faster than PS4,' claims Sony. The Epic Games Store gives away one free game per week. Sometimes, the games are indie darlings like Abzu; sometimes, they’re big-budget hits like Assassin’s Creed Syndicate. Even so, GTAV was one of the most popular games that Epic has given away so far, and Civilization VI is another beloved installment in a huge franchise. How to get Civilization 6 for free. To get the game, all you have to do is visit the Civilization VI page in the Epic Games Store sometime between now and May 28 at 11 AM ET . Click the “Get” button where the price would usually be, and log into your account, if you haven’t already. -
The Civilization Series and Sid Meier's Legacy
Civilization: Sid Meier’s Legacy. Nathan Mintz March 10, 2003. Case Study. From his humble origins as the co-founder of a garage startup, Sid Meier has grown to become a game industry superstar. Most prominent in his success has been the Civilization series, which has sold over five million copies in its half a dozen incarnations.1 The success of the Civilization series can be attributed to Sid’s unique philosophy for game design. Sid’s emphasis on interactivity over flashy animation, sound effects and action sequences makes him truly stand apart as a game designer. It is this model of game design that makes Civilization so unique and was the vital lynchpin in its success. In the beginning… Sid’s successful career as a game designer began in 1982 when a younger Sid and future business partner Bill Stealey were both working for General Instruments Corporation. Excited by their conversations about video games, they decided to come together and founded Microprose, one of many basement computer companies founded in the early 1980s.2 There first release, F-15 Strike Eagle, a flight simulator, came out later that year and went on to sell over one million copies worldwide.3 This initial success gave Microprose what it needed to take off: over the next seven years it would release eight new games including Silent Service, Sid Meier’s Pirates!, Red Storm Rising and F- 19 stealth fighter.4 Picture on title page taken from the “Civ III: Play The World” website available: http://www.civ3.com/ptw_screenshots.cfm. 1 “Firaxis Games: About Sid Meier” available: http://www.firaxis.com/company_sid.cfm. -
2K Announces Sid Meier's Civilization Chronicles Box Set Now Available
2K Announces Sid Meier's Civilization Chronicles Box Set Now Available October 25, 2006 8:03 AM ET 2K Rolls Out the Most Comprehensive Civilization Collection Ever Made In Time for the Holidays NEW YORK, Oct 25, 2006 (BUSINESS WIRE) -- 2K, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), and the Company's world-renowned development studio Firaxis Games, today announced the definitive Civilization collector's edition, Sid Meier's Civilization Chronicles, is now available for PC in stores across North America. With more than seven million units sold, Sid Meier's strategy and simulation-driven Civilization is recognized as one of the greatest gaming franchises of all time, and now for the first time, the entire series is compiled in one behemoth package. The set includes: Sid Meier's Civilization I, Sid Meier's Civilization II, Civilization II: Fantastic Worlds, Civilization II: Conflicts in Civilization, Civilization II: Test of Time, Sid Meier's Civilization III, Sid Meier's Civilization III: Play the World, Sid Meier's Civilization III: Conquests and Sid Meier's Civilization IV. The Civilization series has a long and critically acclaimed lineage and Sid Meier's Civilization Chronicles is a showcase of Sid Meier's brilliant franchise that will include extras and additions that fans will love: -- Civilization: The Card Game: An original tabletop card game designed by Civilization IV lead designer Soren Johnson, featuring more than 250 custom cards and rules based on Civilization IV. -- The Chronicles of Civilization: A 96-page book containing the history of Civilization, as told through interviews with past Civilization designers, an interview with Sid Meier and lead designer Soren Johnson, an article by journalist and author Steven L. -
Game Developer | December 2010
CONTENTS.1110 VOLUME 17 NUMBER 11 DEPARTMENTS 2 gaME PLAN By Brandon Sheffield [ e d i to r i a l ] POSTMORTEM Move Back to Kinect 26 Ubisoft Montreal's splinter Cell ConviCtion 4 HEADS UP DISPLAY [ n e w s ] Moving Splinter Cell's trademark stealth-based game play in an IGDA Leadership Forum, the Automatypewriter, and Bunten papers action oriented direction without undermining the series was a tricky archived. problem for Ubisoft Montreal. The original game design for ConviCtion was radically different from the franchise's traditional mechanics and 6 2010 front line award finalists [ n e w s ] necessitated a mid-development reboot. Fortunately, clear direction The Award Finalists for Art, Audio, Game Engine, Middleware, and a well-tuned production pipeline kept the team from being Networking, and Production/Programming tools. knocked off balance by the shift. By Patrick Redding, Alex Parizeau, and Maxime Beland 33 TOOL BOX By Tom Carroll [ r e v i e w ] Autodesk 3ds Max 2011 FEATURES 36 piXel pUsHer By Steve Theodore [ a r t ] 9 fragged The Balkans Big explosions with lots of fragmentation and debris are a video game mainstay. But making them look convincingly unique is a tedious 38 tHE INNER PRODUCt By Giacomino Veltri [ p r o g r a MM i n g ] process for artists. Here, the authors describe a procedural technique Game Configuration at Crystal Lake for automatically generating fragmented meshes that can save both time and sanity. 41 aUral fiXATION By Jesse Harlin [ s o U n d ] By Robert Perry and Peter Wilkins The Weight of Silence 15 Full reaCtive eyes entertainMent 42 DESIGN OF THe tiMES By Soren Johnson [ d e s i g n ] Are the now-ubiquitous Quick Time Events in games a lazy way to Stop Making Sense keep players mashing buttons? Or, are they broadening the range of expression for game designers? Using examples from the past and 44 good Job! [ C a r e e r ] present, this article looks to the future of QTEs. -
Game Design by Numbers
Game Design by Numbers: Instrumental Play and the Quantitative Shift in the Digital Game Industry by Jennifer R. Whitson A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Sociology Carleton University, Ottawa, Ontario © 2012 Jennifer R. Whitson Library and Archives Bibliotheque et Canada Archives Canada Published Heritage Direction du 1+1 Branch Patrimoine de I'edition 395 Wellington Street 395, rue Wellington Ottawa ON K1A0N4 Ottawa ON K1A 0N4 Canada Canada Your file Votre reference ISBN: 978-0-494-94236-9 Our file Notre reference ISBN: 978-0-494-94236-9 NOTICE: AVIS: The author has granted a non L'auteur a accorde une licence non exclusive exclusive license allowing Library and permettant a la Bibliotheque et Archives Archives Canada to reproduce, Canada de reproduire, publier, archiver, publish, archive, preserve, conserve, sauvegarder, conserver, transmettre au public communicate to the public by par telecommunication ou par I'lnternet, preter, telecommunication or on the Internet, distribuer et vendre des theses partout dans le loan, distrbute and sell theses monde, a des fins commerciales ou autres, sur worldwide, for commercial or non support microforme, papier, electronique et/ou commercial purposes, in microform, autres formats. paper, electronic and/or any other formats. The author retains copyright L'auteur conserve la propriete du droit d'auteur ownership and moral rights in this et des droits moraux qui protege cette these. Ni thesis. Neither the thesis nor la these ni des extraits substantiels de celle-ci substantial extracts from it may be ne doivent etre imprimes ou autrement printed or otherwise reproduced reproduits sans son autorisation. -
New Venue, New Speakers and New Format Announced for the 2016 D.I.C.E
NEW VENUE, NEW SPEAKERS AND NEW FORMAT ANNOUNCED FOR THE 2016 D.I.C.E. SUMMIT Registration Open For “The Art of Engagement" Themed Gathering LOS ANGELES – Oct. 6, 2015 – The Academy of Interactive Arts & Sciences (AIAS) is pleased to announce registration is now open for the 2016 D.I.C.E. Summit (#DICE2016), which will move to its new home, Mandalay Bay Resort and Casino, February 16 - 18, 2016. Speakers and attendees will explore the magical and sometimes elusive Art of Engagement – sharing insights about the varying ways to enlist and captivate an audience while building the entertainment medium of the future. And to foster the discussion, D.I.C.E. 2016 is enhancing the traditional Summit format with roundtable, break-out sessions to tackle dedicated topics and concepts. “A hallmark of the D.I.C.E. experience is the unparalleled access with networking opportunities to really push creative thinking forward – no doubt the new venue and format will amplify this,” said Martin Rae, president, Academy of Interactive Arts & Sciences. “As always we are excited about our speakers -- a mix of industry stalwarts who have long inspired along with emerging talents speaking to our theme, The Art of Engagement." New Venue The D.I.C.E. Summit is moving to its new Las Vegas home and venue, Delano Las Vegas at Mandalay Bay Resort and Casino. D.I.C.E. guests will be staying at this world-class, luxury resort while the conference and Awards show will be taking place at The Mandalay Bay Resort and Casino. Roundtables, New Format New to D.I.C.E.