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Henry Jenkins Convergence Culture Where Old and New Media
Henry Jenkins Convergence Culture Where Old and New Media Collide n New York University Press • NewYork and London Skenovano pro studijni ucely NEW YORK UNIVERSITY PRESS New York and London www.nyupress. org © 2006 by New York University All rights reserved Library of Congress Cataloging-in-Publication Data Jenkins, Henry, 1958- Convergence culture : where old and new media collide / Henry Jenkins, p. cm. Includes bibliographical references and index. ISBN-13: 978-0-8147-4281-5 (cloth : alk. paper) ISBN-10: 0-8147-4281-5 (cloth : alk. paper) 1. Mass media and culture—United States. 2. Popular culture—United States. I. Title. P94.65.U6J46 2006 302.230973—dc22 2006007358 New York University Press books are printed on acid-free paper, and their binding materials are chosen for strength and durability. Manufactured in the United States of America c 15 14 13 12 11 p 10 987654321 Skenovano pro studijni ucely Contents Acknowledgments vii Introduction: "Worship at the Altar of Convergence": A New Paradigm for Understanding Media Change 1 1 Spoiling Survivor: The Anatomy of a Knowledge Community 25 2 Buying into American Idol: How We are Being Sold on Reality TV 59 3 Searching for the Origami Unicorn: The Matrix and Transmedia Storytelling 93 4 Quentin Tarantino's Star Wars? Grassroots Creativity Meets the Media Industry 131 5 Why Heather Can Write: Media Literacy and the Harry Potter Wars 169 6 Photoshop for Democracy: The New Relationship between Politics and Popular Culture 206 Conclusion: Democratizing Television? The Politics of Participation 240 Notes 261 Glossary 279 Index 295 About the Author 308 V Skenovano pro studijni ucely Acknowledgments Writing this book has been an epic journey, helped along by many hands. -
Abecedni Izpis
COBISS Kooperativni online bibliografski sistem in servisi COBISS Abecedni izpis 1. ABBOTT, Edwin Abbott, 1838-1926 Dežela Ravnina : pripovedka o več dimenzijah z avtorjevimi ilustracijami / Edwin A. Abbott ; prevedel Sandi Kodrič. - 1. natis. - Ljubljana : UMco, 2018 ([Ljubljana] : Primitus). - 159 str. : ilustr. ; 21 cm. - (Zbirka Angažirano) Prevod dela: Flatland. - 400 izv. - Dežela Ravnina za 21. stoletje / Sandi Kodrič: str. 153-159. - O avtorju na zadnjem zavihku ov. ISBN 978-961-6954-55-6 : 16,90 EUR 821.111-313.1 COBISS.SI-ID 284055296 2. ABERCROMBIE, Joe Na vešalih : druga knjiga trilogije Prvi zakon / Joe Abercrombie ; [prevedel Sergej Hvala]. - 1. izd. - Ljubljana : Mladinska knjiga, 2018 ([Nova Gorica] : Grafika Soča). - 590 str. ; 21 cm. - (Zbirka Srednji svet) Prevod dela: Before they are hanged. - 700 izv. ISBN 978-961-01-5204-0 : 39,99 EUR 821.111-312.9 COBISS.SI-ID 295996928 3. ACCENTUS Sephardic romances [Zvočni posnetek] : traditional Jewish music from Spain / Ensemble Accentus ; director Thomas Wimmer. - Munich : MVD music and video distribution GmbH, p 1995, cop. 1996. - 1 CD (59 min, 15 sek) : stereo ; 12 cm + spremno besedilo ([20] str.). - (Early music = Alte Musik) Posneto v W*A*R Studio pri Lutheran Stadtpfarrkirche A.B. na Dunaju, 17., 18. in 20. septembra 1995. - Iz vsebine: Avrix mi galanica = Let me in, my love ; La Serena = Calm ; Sa'dâwî ; Partos trocados = Babes exchanged 8.553617 783(086.76) COBISS.SI-ID 14626361 4. ADAMS, Taylor Brez izhoda / Taylor Adams ; [prevedla Maja Lihtenvalner]. - 1. izd. - Tržič : Učila International, 2018 (natisnjeno v EU). - 313 str. ; 20 cm Prevod dela: No exit. - Tiskano po naročilu. -
Download the File “Tackforalltmariebytdr.Pdf”
Käraste Micke med barn, Tillsammans med er sörjer vi en underbar persons hädangång, och medan ni har förlorat en hustru och en mamma har miljoner av beundrare världen över förlorat en vän och en inspirationskälla. Många av dessa kände att de hade velat prata med er, dela sina historier om Marie med er, om vad hon betydde för dem, och hur mycket hon har förändrat deras liv. Det ni håller i era händer är en samling av över 6200 berättelser, funderingar och minnen från människor ni förmodligen inte kän- ner personligen, men som Marie har gjort ett enormt intryck på. Ni kommer att hitta både sorgliga och glada inlägg förstås, men huvuddelen av dem visar faktiskt hur enormt mycket bättre världen har blivit med hjälp av er, och vår, Marie. Hon kommer att leva kvar i så många människors hjärtan, och hon kommer aldrig att glömmas. Tack för allt Marie, The Daily Roxette å tusentals beundrares vägnar. A A. Sarper Erokay from Ankara/ Türkiye: How beautiful your heart was, how beautiful your songs were. It is beyond the words to describe my sorrow, yet it was pleasant to share life on world with you in the same time frame. Many of Roxette songs inspired me through life, so many memories both sad and pleasant. May angels brighten your way through joining the universe, rest in peace. Roxette music will echo forever wihtin the hearts, world and in eternity. And you’ll be remembered! A.Frank from Germany: Liebe Marie, dein Tod hat mich zu tiefst traurig gemacht. Ich werde deine Musik immer wieder hören. -
Definitions of “Role-Playing Games”
This is an Accepted Manuscript of a book chapter published by Routledge in Role- Playing Game Studies: Transmedia Foundations on April 4, 2018, available online: https://www.routledge.com/Role-Playing-Game-Studies-Transmedia-Foundations/Deterding-Zagal/p/book/9781138638907 Please cite as: Zagal, José P. and Deterding, S. (2018). Definitions of “Role-Playing Games”. In Zagal, José P. and Deterding, S. (eds.), Role-Playing Game Studies: Transmedia Foundations. New York: Routledge, 19-51. 2 Definitions of “Role-Playing Games” José P. Zagal; Sebastian Deterding For some, defining “game” is a hopeless task (Parlett 1999). For others, the very idea that one could capture the meaning of a word in a list of defining features is flawed, because language and meaning-making do not work that way (Wittgenstein 1963). Still, we use the word “game” every day and, generally, understand each other when we do so. Among game scholars and professionals, we debate “game” definitions with fervor and sophistication. And yet, while we usually agree with some on some aspects, we never seem to agree with everyone on all. At most, we agree on what we disagree about – that is, what disagreements we consider important for understanding and defining “games” (Stenros 2014). What is true for “games” holds doubly for “role-playing games”. In fact, role- playing games (RPGs) are maybe the most contentious game phenomenon: the exception, the outlier, the not-quite-a-game game. In their foundational game studies text Rules of Play, Salen and Zimmerman (2004, 80) acknowledge that their definition of a game (“a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome”) considers RPGs a borderline case. -
Ye Builders Journal” Compilation
Welcome to the first “Ye Builders Journal” compilation. This is a collection of the first five years of the “Ye Builders Journal” The official newsletter for The Builders Project Guild. Her in you will see all manner of things erudite and erroneous. We hope you enjoy your time in this tome. Special recognition goes to our fearless leader rubberducky78, without whom none of this would be possible, as well as all our members, the greater Neverwinter Nights community and the BioWare staff. Table of Contents NewsletterAugust2003............................................................................................................................................ 5 Article: Shadows of Undrentide: Does it measure up?................................................................................... 6 The not-so-good news:................................................................................................................................6 Opinions on the product.............................................................................................................................. 7 SoU Spotlight: Shadow Dancer ...................................................................................................................... 8 The Website... ............................................................................................................................................... 11 The Festhall: Our new official guild project................................................................................................ -
Shepard” Will Guide Us: a Textual Analysis of Hegemonic
THE “SHEPARD” WILL GUIDE US: A TEXTUAL ANALYSIS OF HEGEMONIC REINFORCEMENT AND RESISTANCE IN THE MASS EFFECT VIDEO GAME SERIES by Maricruz Gonzalez A Thesis Submitted to the Faculty of The Dorothy F. Schmidt College of Arts and Letters in Partial Fulfillment of the Requirements for the Degree of Master of Arts Florida Atlantic University Boca Raton, Florida December 2014 Copyright 2014 by Maricruz Gonzalez ii ACKNOWLEDGEMENTS The author would like to express her sincere thanks and love to her family and friends for their support, patience and encouragement throughout the writing of this manuscript. She would also like to express her sincere thanks to her late grandfather who introduced her to the world of video games and thanks and admiration to her thesis advisor, Dr. Christine Scodari, for guiding her throughout her years as an undergraduate and graduate student, and for having faith in her research and passion in studying video games. iv ABSTRACT Author: Maricruz Gonzalez Title: The “Shepard” Will Guide Us: A Textual Analysis of Hegemonic Reinforcement and Resistance in the Mass Effect Video Game Series Thesis Advisor: Dr. Christine Scodari Degree: Master of Arts Year: 2014 Mass Effect is a Science Fiction/Action Role Playing/Third Person Shooter video game series that takes place in the year 2183, in which the player assumes control of Commander Shepard. Players can choose to customize the character based on his/her gender, appearance, sexual orientation, background origin and occupation. The choices that show up in the game are also based on how the player wants their version of Shepard to interact with other characters and allows players some leeway to shape their own narrative. -
FOR IMMEDIATE RELEASE PRESS CONTACT: Academy of Interactive
FOR IMMEDIATE RELEASE PRESS CONTACT: Academy of Interactive Arts & Sciences Debby Chen [email protected] 818-876-0826 Electronic Arts Andrew Wong [email protected] 650-628-2781 ACADEMY OF INTERACTIVE ARTS AND SCIENCES ANNOUNCES HALL OF FAME INDUCTEES DR. RAY MUZYKA AND DR. GREG ZESCHUK “The Doctors” Also Confirmed to Speak at D.I.C.E. 2011 Calabasas, Calif. – December 17, 2010 – The Academy of Interactive Arts & Sciences (AIAS) has announced that Dr. Ray Muzyka and Dr. Greg Zeschuk, co-founders of the legendary development studio BioWare™, will be the 14th and 15th inductees into the AIAS Hall of Fame, the first time that this honor has been provided to two individuals. The AIAS Hall of Fame is bestowed on game creators whose efforts and contributions have expanded the scope and success of the interactive entertainment industry. The “Doctors” of Bioware, a division of Electronic Arts (NASDAQ: ERTS), are respected industry-wide for their emotionally engaging and detailed cinematic games, and are responsible for award winning games and franchises such as Baldur’s Gate, Star Wars™: Knights of the Old Republic™, Neverwinter Nights, Mass Effect™ and Dragon Age™. The Hall of Fame Award will be presented by Mike Capps, President of Epic Games, at the 14th Annual Interactive Achievement Awards at the 2011 D.I.C.E. (Design, Innovate, Communicate, Entertain) Summit on Thursday, February 10, 2011 at the Red Rock Resort in Las Vegas where “The Doctors” will also be taking the stage and speaking at the conference. “The Doctors – Dr. Ray Muzyka and Dr. Greg Zeschuk – have produced some of the most wildly successful and accomplished games, and these will resonate among gamers for a very long time,” said Martin Rae, president, Academy of Interactive Arts & Sciences. -
STS 145 Case History
Harrison Osaki STS 145 Case History From Diablo to Gate: Differences in Computer RPG Theory In the face of the increasing popularity of massively multiplayer online role-playing games (MMORPGs) and the growing relegation of popular single-player role-playing games (RPGs) to consoles, it is interesting to note the incredible successes of the computer RPGs Diablo II and Baldur’s Gate II, both of which feature single-player and multiplayer support. Studying these two games, rather than their original incarnations, is advantageous as the game designers had the chance to improve upon their mistakes and refine their game concept. It is also interesting to note that these two RPGs are only superficially similar; although they share the genre of RPG, the two games are significantly differently designed. These differences are the result of two different branches of design theory stemming from the game Zork, and how an RPG should be adapted to preserve the role-playing aspect in a computer-generated environment. The Zork series was in and of itself inspired by the prototypic adventure game, Adventure, which is itself based on the tabletop role-playing game Dungeons and Dragons (D&D). D&D is one of the earliest tabletop role-playing games, in which human players would act out fictional ‘player-characters’, solving puzzles and killing monsters that the Dungeon Master (the referee of the game, abbreviated DM) pitted against the characters. The purpose of these adventures varied, but most early RPGs focused merely on the combat aspect of role- playing. Indeed, the company that created D&D was called TSR for “Tactical Studies Rules”, and originally released a set of ‘role-playing’ materials called Chainmail, that was merely a set of combat instructions. -
Final NWN2 Manual.Indd
Contents Introduction............................................................................................ 6 How.to.Use.this.Manual....................................................................... 8 Quick.Start.............................................................................................. 9 The ReadMe File ...............................................................................................................9 System Requirements ......................................................................................................9 Setup and Installation .....................................................................................................9 System Configuration ................................................................................................... 10 New Game ........................................................................................................................ 10 Saving and Loading ....................................................................................................... 10 What’s.New.in.Neverwinter.Nights.2?............................................11 Dungeons.&.Dragons®.Concepts......................................................13 Dice...................................................................................................................................... 13 Character Class ............................................................................................................... 13 Ability Scores .................................................................................................................. -
November 2002
NOVEMBER 2002 GAME DEVELOPER MAGAZINE 600 Harrison Street, San Francisco, CA 94107 t: 415.947.6000 f: 415.947.6090 Publisher GAME✎ PLAN Jennifer Pahlka [email protected] LETTER FROM THE EDITOR EDITORIAL Editor-In-Chief Jennifer Olsen [email protected] Managing Editor Everard Strong [email protected] Production Editor Hello World Olga Zundel [email protected] Product Review Editor he game development world in Croatia. Most recently, the Czech Daniel Huebner [email protected] Art Director has long been dominated by Republic’s Illusion Softworks, makers of Elizabeth von Büdingen [email protected] the triumvirate of superpow- the HIDDEN & DANGEROUS series, Editor-At-Large Chris Hecker [email protected] ers encompassing North released the much-hyped MAFIA; it would Contributing Editors America, Japan, and Western not be surprising to see both properties Jonathan Blow [email protected] TEurope, where the vast majority of devel- end up on consoles as well. Hayden Duvall [email protected] Noah Falstein [email protected] opment work has taken place over the Tangentially, MAFIA raises one caution- Advisory Board last 25 years. Now, as the game industry ary point for publishers and hardware Hal Barwood LucasArts Ellen Guon Beeman Beemania continues to grow and expand, the gravy makers looking to extend their develop- Andy Gavin Naughty Dog Joby Otero Luxoflux train is rumbling into territories hereto- ment frontiers — not the game itself but Dave Pottinger Ensemble Studios fore not associated with professional the problem in many emerging economies George Sanger Big Fat Inc. Harvey Smith Ion Storm game development, places such as of organized crime. -
Baldur's Gate II: Enhanced Edition
Baldur’s Gate II: Enhanced Edition Amn Survival Guide 1 Dedication to Daniel Walker Dan Walker was the second employee of BioWare, having started work at the company in late 1995. He passed away June 6, 1999 of natural causes related to a physical disability he had since birth. We have dedicated Baldur’s Gate II: Shadows of Amn to Dan. It’s quite hard to find the words to describe how we all felt about him, but it has fallen upon me to try, so I’ll do my best. Dan was a spiritual giant, who battled a severe physical impediment since birth with patience and stoicism. I can’t recall him ever complaining about anything, though he certainly had more reason to do so than most. Many times I felt humbled by his patience and his Zen way of looking at things. He was, and is, an inspiration to me and many others at BioWare. Dan was an artist in the purest meaning of the word. He enjoyed, more than anything, that people could see and take pleasure in the art he created. And the art he created was very, very good. He lived his life like it was a work of art. In retrospect, it is clear that he was one of the seminal influences around which BioWare has grown and blossomed. We miss him horribly. --Dr. Ray Muzyka, 1999 2 Table of Contents Dedication to Daniel Walker................................................................................................................................................1 Table of Contents ......................................................................................................................................................................2 -
Table of Contents
NWN Man Revised.qxp 6/6/02 15:28 Page i TTableable ofof ContentsContents Introduction . .2 What’s Included in this Manual . .3 The Story So Far . .4 The Game . .5 Quickstart . .5 How to Install and Start Playing . .5 Configuration of the Game . .5 System Specifications . .6 How to Get Technical Support Help . .6 Character Creation Basics . .9 In-Game Screens . .9 The Radial Menu . .10 The Quickbar . .11 The Main Gameplay Screen . .11 Loading/Saving Games . .15 Hotkey Commands . .16 Character Panel . .16 Inventory Panel . .17 Using Containers . .18 Spells Panel . .18 Conversation Panel . .19 Map Panel . .19 Journal Panel . .20 Stores Panel . .20 Barter Panel . .21 Options Panel . .21 Multiplayer . .23 Journeying Online . .23 Hosting a Game Server . .23 Joining a Multiplayer Game . .24 Picking a Character . .24 Local and Server Characters . .25 Moving Characters between Games . .25 Forming a Party . .26 Player Versus Player . .26 Liking or Disliking Other Players . .27 Places and People . .29 Cities and Towns . .29 The City of Neverwinter . .29 The City of Luskan . .29 Port Llast . .29 Beorunna’s Well . .30 Personalities of the North . .30 Lord Nasher . .30 Aribeth . .30 Fenthick . .31 NWN Man Revised.qxp 6/6/02 15:28 Page ii Desther . .31 Equipment, Magic items, and Treasure . .149 Aarin Gend . .31 Armor and Shields . .149 Adventurers . .32 Weapons . .150 Linu La’neral . .32 Sharwyn . .32 Building your Own Adventures . .157 Daelan Red Tiger . .32 The Toolset . .157 Tomi ‘Grin’ Undergallows . .33 Interface Overview . .157 Grimgnaw . .33 Area Display Modes . .158 Boddyknock Glinckle . .33 Modules . .158 Foes . .34 Areas .