Game Design and Role-Playing Games
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A Third Age of Avatars Bruce Damer, [email protected] Damer.Com | Digitalspace.Com | Ccon.Org | Biota.Org | Digibarn.Com
A Third Age of Avatars Bruce Damer, [email protected] damer.com | digitalspace.com | ccon.org | biota.org | digibarn.com Ò Started life on a PDP-11 fresh out of high school (1980), programmed graphics, videotext systems, dreamed of self replicating robots on the moon, designed board games, built model space stations. Ò Worked at IBM Research in 1984 (Toronto, New York), introduced to Internet, optical computing. Ò At Elixir Technologies 1987-94, wrote some of first GUI/Windows-Icons Publishing software on the IBM PC platform used 100 countries. Ò Established Contact Consortium in 1995, held first conferences on avatars (Earth to Avatars, Oct 1996) Ò Wrote “Avatars!”in 1997. Hosted and supported 9 conferences until 2003 on various aspects of virtual worlds (AVATARS Conferences, VLearn3D, Digital Biota) Ò Founded DigitalSpace in 1995, produced 3D worlds for government, corporate, university, and industry. Evangelism for Adobe (Atmosphere), NASA (Digital Spaces, open source 3D worlds for design simulation of space exploration) and NIH (learning games for Autism) Ò Established DigibarnComputer Museum (2002) Ò Virtual Worlds Timeline project (2006-2008) to capture and represent the history of the medium Ò The Virtual World, its Origins in Deep Time Ò Text Worlds Ò Graphical Worlds Ò Internet-Connected Worlds Ò The Avatars Cyberconferences Ò Massive Multiplayer Online RPGs Ò Virtual World Platforms Ò Virtual Worlds Timeline Project and Other Research History of Virtual Worlds The Virtual World, its Origins in Deep Time So what is a Virtual World? A place described by words or projected through pictures which creates a space in the imagination real enough that you can feel you are inside of it. -
SILVER AGE SENTINELS (D20)
Talking Up Our Products With the weekly influx of new roleplaying titles, it’s almost impossible to keep track of every product in every RPG line in the adventure games industry. To help you organize our titles and to aid customers in finding information about their favorite products, we’ve designed a set of point-of-purchase dividers. These hard-plastic cards are much like the category dividers often used in music stores, but they’re specially designed as a marketing tool for hobby stores. Each card features the name of one of our RPG lines printed prominently at the top, and goes on to give basic information on the mechanics and setting of the game, special features that distinguish it from other RPGs, and the most popular and useful supplements available. The dividers promote the sale of backlist items as well as new products, since they help customers identify the titles they need most and remind buyers to keep them in stock. Our dividers can be placed in many ways. These are just a few of the ideas we’ve come up with: •A divider can be placed inside the front cover or behind the newest release in a line if the book is displayed full-face on a tilted backboard or book prop. Since the cards 1 are 11 /2 inches tall, the line’s title will be visible within or in back of the book. When a customer picks the RPG up to page through it, the informational text is uncovered. The card also works as a restocking reminder when the book sells. -
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. -
View from the Trenches Avalon Hill Sold!
VIEW FROM THE TRENCHES Britain's Premier ASL Journal Issue 21 September '98 UK £2.00 US $4.00 AVALON HILL SOLD! IN THIS ISSUE HIT THE BEACHES RUNNING - Seaborne assaults for beginners SAVING PRIVATE RYAN - Spielberg's New WW2 Movie LANDING CRAFT FLOWCHART - LC damage determination made easy GOLD BEACH - UK D-Day Convention report IN THIS ISSUE PREP FIRE Hello and welcome the latest issue of View From The Trenches. PREP FIRE 2 The issue is slightly bigger than normal due to Greg Dahl’s AVALON HILL SOLD 3 excellent but rather large article and accompanying flowchart dealing with beach assaults. Four extra pages for the same price. Can’t be INCOMING 4 bad. SCOTLAND THE BRAVE 5 In keeping with the seaborne theme there is also a report on the replaying of the Monster Scenarios ‘Gold Beach’ scenario in the D-DAY AT GOLD BEACH 6 D-Day museum in June, and a review of the new Steve Spielberg WW2 movie, Saving Private Ryan. HIT THE BEACHES RUNNING! 7 I hope to be attending ASLOK this year, so I’m not sure if the “THIS IS THE CALL TO ARMS!” 9 next issue will be out at INTENSIVE FIRE yet. If not, it’ll be out soon after IF’98. THE CRUSADERS 12 While on the subject of conventions, if anyone is planning on SAVING PRIVATE RYAN 18 attending the German convention GRENADIER ’98 please get in touch with me. If we can get enough of us to go as a group, David ON THE CONVENTION TRAIL 19 Schofield may be able to organise transport for all us. -
Towards Collection Interfaces for Digital Game Objects
“The Collecting Itself Feels Good”: Towards Collection Interfaces for Digital Game Objects Zachary O. Toups,1 Nicole K. Crenshaw,2 Rina R. Wehbe,3 Gustavo F. Tondello,3 Lennart E. Nacke3 1Play & Interactive Experiences for Learning Lab, Dept. Computer Science, New Mexico State University 2Donald Bren School of Information and Computer Sciences, University of California, Irvine 3HCI Games Group, Games Institute, University of Waterloo [email protected], [email protected], [email protected], [email protected], [email protected] Figure 1. Sample favorite digital game objects collected by respondents, one for each code from the developed coding manual (except MISCELLANEOUS). While we did not collect media from participants, we identified representative images0 for some responses. From left to right: CHARACTER: characters from Suikoden II [G14], collected by P153; CRITTER: P32 reports collecting Arnabus the Fairy Rabbit from Dota 2 [G19]; GEAR: P55 favorited the Gjallerhorn rocket launcher from Destiny [G10]; INFORMATION: P44 reports Dragon Age: Inquisition [G5] codex cards; SKIN: P66’s favorite object is the Cauldron of Xahryx skin for Dota 2 [G19]; VEHICLE: a Jansen Carbon X12 car from Burnout Paradise [G11] from P53; RARE: a Hearthstone [G8] gold card from the Druid deck [P23]; COLLECTIBLE: World of Warcraft [G6] mount collection interface [P7, P65, P80, P105, P164, P185, P206]. ABSTRACT INTRODUCTION Digital games offer a variety of collectible objects. We inves- People collect objects for many reasons, such as filling a per- tigate players’ collecting behaviors in digital games to deter- sonal void, striving for a sense of completion, or creating a mine what digital game objects players enjoyed collecting and sense of order [8,22,29,34]. -
Pokemon Fans Can Now Choose Yahoo! Auctions to Bid on Hasbro's
Pokemon Fans Can Now Choose Yahoo! Auctions To Bid On Hasbro's "I Choose You Pikachu™" Toys Charity Auction of "Must Have" Toy for Holiday Season to Benefit Hasbro Children's Hospital Pokemon Fans Can Now Choose Yahoo! Auctions To Bid On Hasbro's "I Choose You Pikachu™" Toys Charity Auction of "Must Have" Toy for Holiday Season to Benefit Hasbro Children's Hospital CINCINNATI, OH -- December 2, 1999 -- Consumers can help make a difference in the lives of children this holiday season by heading to Yahoo!® Auctions (http://auctions.yahoo.com). Hasbro, Inc. (NYSE: HAS) today announced that it has teamed with Yahoo! Inc. (NASDAQ: YHOO) to host a series of online auctions of Hasbro's "I Choose You Pikachu," already a hot toy since making its retail debut in November. "I Choose You Pikachu" is the first in a series of electronic plush Pokémon toys to be released by Hasbro, Nintendo's worldwide master toy and board game licensee for Pokémon. "Pokémon, The First Movie " opened to record box office attendance in November. "I Choose You Pikachu" is no ordinary plush toy; it is an electronic plush version of the most popular Pokémon character of all, #25 Pikachu. The adorable eight-inch huggable Pikachu is the ultimate combination of today's hot electronic plush toy and the even hotter Pokémon phenomenon. All proceeds from the Yahoo! charity auction will benefit Hasbro Children's Hospital in Providence, Rhode Island. The more that kids interact with their "I Choose You Pikachu," the more talkative it gets. Squeeze its hand and Pikachu's mouth wiggles while saying its name (at first, "Pi," then "Pi-ka," then "Pikachu!"). -
Some Key Toy Manufacturers
45936 MOC Must Toys Book6 12/1/05 7:53 am Page 41 Some key toy manufacturers Britain Abbatt Toys Paul and Marjorie Abbatt were pioneers of innovative educational toys in the 1930s. They set up in business in 1932 selling toys to friends and by mail order from their flat in Tavistock Square, London. Demand was such that in 1936 they opened a child friendly shop at 94 Wimpole Street, designed by their friend the architect Ernö Goldfinger. The Abbatts were his main clients at the time and he designed toys and nursery equipment for them. They were concerned with the play needs of children in general, introducing a range of toys for children with physical disabilities devised by Milan Morgenstern. In 1951 they were instrumental in setting up the Children’s Play Activities Trust Ltd. to promote excellence in toy design and manufacture. After Paul Abbatt died in 1971 the business was bought by the Educational Supply Association. William Britain Ltd. Britains Ltd. was founded by William Britain in London in 1840. At first Britains made tin and clockwork toys and from the 1890s they made model soldiers. It also opened an office in Paris, France in 1905. The company made munitions for both world wars. In 1954 Herald miniatures, makers of unbreakable plastic toys, became a subsidiary of Britains. In 1966 Britains ceased to manufacture its metal soldiers. It was purchased by Ertl Co. in 1997. The Chad Valley Co. Ltd. The Chad Valley trademark was first registered in 1897 when the original company of Johnson Brothers added games to its stationery range. -
Links Away the Institution’S Forward to the Present Day
Gain perspective. Get inspired. Make history. THE HENRY FORD MAGAZINE - JUNE-DECEMBER 2019 | SPACESUIT DESIGN | UTOPIAN COMMUNITIES | CYBERFORMANCE | INSIDE THE HENRY FORD THE HENRY | INSIDE COMMUNITIES | CYBERFORMANCE DESIGN | UTOPIAN | SPACESUIT 2019 - JUNE-DECEMBER MAGAZINE FORD THE HENRY MAGAZINE JUNE-DECEMBER 2019 THE PUSHING BOUNDARIES ISSUE What’s the unexpected human story behind outerwear for outer space? UTOPIAN PAGE 28 OUTPOSTS OF THE ‘60S, ‘70S THE WOMEN BEHIND THEATER PERFORMED VIA DESKTOP THE HENRY FORD 90TH ANNIVERSARY ARTIFACT TIMELINE Gain perspective. Get inspired. Make history. THE HENRY FORD MAGAZINE - JUNE-DECEMBER 2019 | SPACESUIT DESIGN | UTOPIAN COMMUNITIES | CYBERFORMANCE | INSIDE THE HENRY FORD THE HENRY | INSIDE COMMUNITIES | CYBERFORMANCE DESIGN | UTOPIAN | SPACESUIT 2019 - JUNE-DECEMBER MAGAZINE FORD THE HENRY MAGAZINE JUNE-DECEMBER 2019 THE PUSHING BOUNDARIES ISSUE What’s the unexpected human story behind outerwear for outer space? UTOPIAN PAGE 28 OUTPOSTS OF THE ‘60S, ‘70S THE WOMEN BEHIND THEATER PERFORMED VIA DESKTOP THE HENRY FORD 90TH ANNIVERSARY ARTIFACT TIMELINE HARRISBURG PA HARRISBURG PERMIT NO. 81 NO. PERMIT PAID U.S. POSTAGE U.S. PRSRTD STD PRSRTD ORGANIZATION ORGANIZATION NONPROFIT NONPROFIT WHEN IT’S TIME TO SERVE, WE’RE ALL SYSTEMS GO. Official Airline of The Henry Ford. What would you like the power to do? At Bank of America we are here to serve, and listening to how people answer this question is how we learn what matters most to them, so we can help them achieve their goals. We had one of our best years ever in 2018: strong recognition for customer service in every category, the highest levels of customer satisfaction and record financial results that allow us to keep investing in how we serve you. -
Infogrames Entertainment, SA
Infogrames Entertainment, SA Infogrames Entertainment, SA (IESA)(French pronun- more than $500 million; the objective was to become ciation: [ɛ̃fɔɡʁam]) was an international French holding the world’s leading interactive entertainment publisher.[6] company headquartered in Lyon, France. It was the While the company’s debt increased from $55 million in owner of Atari, Inc., headquartered in New York City, 1999 to $493 million in 2002, the company’s revenue also U.S. and Atari Europe. It was founded in 1983 by increased from $246 million to $650 million during the Bruno Bonnell and Christophe Sapet using the proceeds same period.[7] from an introductory computer book. Through its sub- In 1996 IESA bought Ocean Software for about $100 sidiaries, Infogrames produced, published and distributed million,[8] renaming the company as Infogrames UK.[9] interactive games for all major video game consoles and In 1997 Philips Media BV was purchased. computer game platforms. In 1998 IESA acquired a majority share of 62.5% in the game distributor OziSoft, which became Infogrames Australia,[10] and in 2002 IESA bought the remaining 1 History shares of Infogrames Australia from Sega and other share holders[11] for $3.7 million.[7] In this same year 1.1 Early history the distributors ABS Multimedia, Arcadia and the Swiss Gamecity GmbH were acquired.[12][13] The founders wanted to christen the company Zboub Sys- In 1999 IESA bought Gremlin Interactive for $40 mil- tème (which can be approximatively translated by Dick lion, renaming it to Infogrames Sheffield House but it was [4] System), but were dissuaded by their legal counsel. -
Chapter 1: the Semiotic Conditions of Videogame Authorship
UC San Diego UC San Diego Electronic Theses and Dissertations Title The Foundations of Videogame Authorship Permalink https://escholarship.org/uc/item/96x08750 Author Huber, William Humberto Publication Date 2013 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA, SAN DIEGO The Foundations of Videogame Authorship A dissertation submitted in partial satisfaction of the requirements for the degree Doctor of Philosophy in Art History, Theory and Criticism by William Humberto Huber Committee in charge: Professor Lev Manovich, Chair Professor Grant Kester Professor Kuiyi Shen Professor Stefan Tanaka Professor Noah Wardrip-Fruin 2013 © William Humberto Huber, 2013 All rights reserved. SIGNATURE PAGE The Dissertation of William Humberto Huber is approved, and it is acceptable in quality and form for publication on microfilm and electronically: Chair University of California, San Diego 2013 iii DEDICATION With gratitude to friends, family and colleagues. To Samantha, with deepest devotion, for her friendship, affection and patience. To Rafael, for whom play is everything. iv EPIGRAPH Art is a game between all people, of all periods. – Marcel Duchamp v TABLE OF CONTENTS Signature Page ............................................................................................................... iii Dedication ..................................................................................................................... iv Epigraph ..........................................................................................................................v -
Mud Connector
Archive-name: mudlist.doc /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ /_/_/_/_/ THE /_/_/_/_/ /_/_/ MUD CONNECTOR /_/_/ /_/_/_/_/ MUD LIST /_/_/_/_/ /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ o=======================================================================o The Mud Connector is (c) copyright (1994 - 96) by Andrew Cowan, an associate of GlobalMedia Design Inc. This mudlist may be reprinted as long as 1) it appears in its entirety, you may not strip out bits and pieces 2) the entire header appears with the list intact. Many thanks go out to the mud administrators who helped to make this list possible, without them there is little chance this list would exist! o=======================================================================o This list is presented strictly in alphabetical order. Each mud listing contains: The mud name, The code base used, the telnet address of the mud (unless circumstances prevent this), the homepage url (if a homepage exists) and a description submitted by a member of the mud's administration or a person approved to make the submission. All listings derived from the Mud Connector WWW site http://www.mudconnect.com/ You can contact the Mud Connector staff at [email protected]. [NOTE: This list was computer-generated, Please report bugs/typos] o=======================================================================o Last Updated: June 8th, 1997 TOTAL MUDS LISTED: 808 o=======================================================================o o=======================================================================o Muds Beginning With: A o=======================================================================o Mud : Aacena: The Fatal Promise Code Base : Envy 2.0 Telnet : mud.usacomputers.com 6969 [204.215.32.27] WWW : None Description : Aacena: The Fatal Promise: Come here if you like: Clan Wars, PKilling, Role Playing, Friendly but Fair Imms, in depth quests, Colour, Multiclassing*, Original Areas*, Tweaked up code, and MORE! *On the way in The Fatal Promise is a small mud but is growing in size and player base. -
Il Cinema Interattivo. Scenari Presenti E Futuri
Alma Mater Studiorum - Università di Bologna FACOLTÀ DI LETTERE E FILOSOFIA Corso di laurea in CINEMA, TELEVISIONE E PRODUZIONE MULTIMEDIALE IL CINEMA INTERATTIVO SCENARI PRESENTI E FUTURI Tesi di laurea in PRODUZIONE MULTIMEDIALE Relatore: Chiar.mo Prof. Presentata da: PIER LUIGI CAPUCCI FRANCESCA BISERNI Correlatrice: Chiar.ma Dott.ssa SIMONA CARACENI Sessione III Anno Accademico 2006-200 0 INDICE Introduzione 5 1. L’interattività raccontata dal cinema di fantascienza 15 1.1 Perché la fantascienza? 15 1.2 Cinema di fantascienza e nuove tecnologie 17 1.3 La risposta cinematografica all’interattività 19 1.4 L’esistenza dentro i computer 22 1.4.1 I monti frattali di Tron 22 1.4.2 Il Tagliaerbe: il lato oscuro del virtuale 22 1.4.3 Johnny Mnemonic: “una fiaba per l’era informatica” 24 1.5 Pensare apparecchiature per riprodurre esperienze 26 1.5.1 Brainstorm: nella testa altrui 28 1.5.2 Fino alla fine del mondo: dentro i ricordi 29 1.5.3 Strange Days: una fuga multisensoriale 31 1.6 Essere una simulazione? 33 1.6.1 Nirvana: la simulazione prende coscienza 33 1.6.2 Vivere un’illusione 36 1.7 Gli universi paralleli di Matrix 37 1.8 eXistenZ e Il tredicesimo piano 41 1.9 Alcune chiavi interpretative 44 1.9.1 Corporeità 44 1.9.2 Sacralità 45 1.9.3 Collettività 46 1.9.4 Iper-realismo 46 1.9.5 Sogno/Incubo 47 2. Verso nuove forme cinematografiche 49 2.1 Tecnologia e cultura 52 2.2 Il corpo “simulato” 59 2.3 Expanded Cinema ed interattività 63 2.4 Nanotecnologie e video-sorveglianza 67 2.5 “Dal vivo” 69 2.6 Nuove maniere di raccontare 72 2.6.1