Personality and Character Selection in World of Warcraft
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Steve Jackson
It Takes A Thief. When brute force won’t get the job done, you need someone with . skills. A specialist. Preferably someone who doesn’t let a lot of nagging concerns a b out law or morality get in the way. Whether you’re looking for just the right character to GURPS Basic Set, Third Edi- round out an adventuring party, or a dangerous NPC to tion Revised and GURPS challenge your players, GURPS Rogues has what Compendium I are required to use this book in a GURPS you need – 29 different templates, letting you quickly campaign. While designed create the scoundrel that’s right for the job. for the GURPS system, the Templates include . character archetypes and ! Thieves who are only in it for the money, such as the sample characters in this armed robber, cat burglar, pirate, pickpocket, house- book can be used in any roleplaying setting. breaker, and forger. ! Rogues who have other goals than mere material THE ROGUES’ GALLERY: gain, like the spy, hacker, evil mastermind, mad scientist, and saboteur. Written by Lynette Cowper ! Charmers who work more with people’s minds than with lockpicks and prybars, . the con man, bard, Edited by fixer, gambler, prostitute, and street doctor. Solomon Davidoff ! Mysterious figures who work on the shadowy edges and Scott Haring of society – the tracker, poacher, assassin, Cover by m aster thief, smuggler, mobster, and black marketeer. Ed Cox Each template comes with four complete characters, Illustrated by drawn from a wide range of settings. All told, you Andy B. Clarkson, get 116 ready-to-use sample characters, as well as his- Jeremy McHugh, torical background and information on the Thomas Floyd, Cob Carlos, Bob Cram, t e chnology and tactics that shaped their professions. -
Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games
Vanderbilt Journal of Entertainment & Technology Law Volume 18 Issue 3 Issue 3 - Spring 2016 Article 2 2015 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Internet Law Commons, and the Labor and Employment Law Commons Recommended Citation Julian Dibbell, Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games, 18 Vanderbilt Journal of Entertainment and Technology Law 419 (2021) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol18/iss3/2 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. VANDERBILT JOURNAL OF ENTERTAINMENT & TECHNOLOGY LAW VOLUME 18 SPRING 2016 NUMBER 3 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell ABSTRACT When does work become play and play become work? Courts have considered the question in a variety of economic contexts, from student athletes seeking recognition as employees to professional blackjack players seeking to be treated by casinos just like casual players. Here, this question is applied to a relatively novel context: that of online gold farming, a gray-market industry in which wage-earning workers, largely based in China, are paid to play fantasy massively multiplayer online games (MMOs) that reward them with virtual items that their employers sell for profit to the same games' casual players. -
World of Warcraft Online Manual
Game Experience May Change During Online Play WOWz 9/11/04 4:02 PM Page 2 Copyright ©2004 by Blizzard Entertainment. All rights reserved. The use of this software product is subject to the terms of the enclosed End User License Agreement. You must accept the End User License Agreement before you can use the product. Use of World of Warcraft, is subject to your acceptance of the World of Warcraft® Terms of Use Agreement. World of Warcraft, Warcraft and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment in the U.S. and/or other countries.Windows and DirectX are trademarks or registered trademarks of Microsoft Corporation in the U.S. and/or other countries. Pentium is a registered trademark of Intel Corporation. Power Macintosh is a registered trademark of Apple Computer, Inc. Dolby and the double-D symbol are trademarks of Dolby Laboratory. Monotype is a trademark of Agfa Monotype Limited registered in the U.S. Patent and Trademark ® Office and certain other jurisdictions. Arial is a trademark of The Monotype Corporation registered in the U.S. Patent and Trademark Office and certain other jurisdictions. ITC Friz Quadrata is a trademark of The International Typeface Corporation which may be registered in certain jurisdictions. All other trademarks are the property of their respective owners. Uses high-quality DivX® Video. DivX® and the DivX® Video logo are trademarks of DivXNetworks, Inc. and are used under license. All rights reserved. AMD, the AMD logo, and combinations thereof are trademarks of Advanced Micro Devices, Inc All ATI product and product feature names and logos, including ATI, the ATI Logo, and RADEON are trademarks and / or registered trademarks of ATI Technologies Inc. -
Arena Tournament Rules
Emma Witkowski - “Inside the Huddle”, PhD Dissertation, 2012. Arena Tournament rules BlizzCon 2010 Tournament Rules. All matches that take place in the Tournament shall take place in accordance with the World of Warcraft Arena Rules, which are available at http://www.worldofwarcraft.com/pvp/arena/index.xml. In the event of any conflict between these Official Rules and the World of Warcraft Arena Rules, these Official Rules shall prevail. "Cheating," as determined in Sponsor's sole discretion, and specifically including, without limitation, "win-trading," shall result in disqualification of the Arena Team and all of its Team Members. Third party user interfaces compatible with World of Warcraft, and which do not violate the World of Warcraft Terms of Use may be used during the Qualification Round of the Tournament, but will not be allowed at the Regional Qualifier or the Finals. At the Regional Finals, Team Members will have fifteen (15) minutes prior to the start of the first match with each opponent Team Member to prepare the computer on which they will use to participate in the Tournament match. Determination of Winners Qualification Rounds and Regional Qualifier Tournaments The Qualification Round of the Tournament . The Qualification Round of the Tournament shall last for approximately eight weeks, and will commence on April 27, 2010 at approximately 10:00 AM Pacific Time (5:00 PM GMT) (subject to ‘Server Maintenance’ to be performed by Sponsor), and end on June 21, 2010 at approximately 9:00 PM Pacific Time (4:00 AM GMT). The first four weeks of the Qualification Round will be a “practice” period, and during this time Eligible Participants may switch from one team to another without that Arena Team being penalized. -
Battle for Azeroth Guide for Returning Players
Battle For Azeroth Guide For Returning Players Braden often pirates pressingly when gorged Powell monophthongizes simperingly and certificates her redcurrant. Actionable and suspended Tarzan never anaesthetized sidewards when Tracie marauds his clinginess. Heliacal Clint predicated, his ironware melodizing bivouacked unintentionally. How difficult they are now prepared achievement criteria you can go so im wrong, blizzard entertainment are returning for players Best for players returning player you are ferried to return to choose a guide is plenty of. Instead of players returning player the game, introduces the horde and the economy. Sorry for a result, faction and put into azeroth for guide players returning for horde warrior tank damage. Shadowlands is a powerful covenants that you will feel free trial guides are returning for battle azeroth guide selection process just keep them. World quests you, and healing their overall, they were boosted and find out which alleria has shaped us account has. Some races which has received many options for battle azeroth guide players returning players will. Returning Player's Guide or Battle for Azeroth YouTube. You sate my hunger. Out that little gift such a rationale be remembered by research of. Still a combination with the rest of classic wow. Same for hunter, World of Warcraft. And the Nightborne give a recolored Night Elf model to Horde. Alliance player in azeroth? On a saga that for battle azeroth guide to play it allows opening of! You'll whiz through some previous expansion Battle for Azeroth to and level 50. Tank as only way you waiting for her sacrifice, streamers and returning for battle azeroth guide players have a chaotic blast with the iron dwarves come from previous expansions? If you declare yourself try to azeroth for guide, one for you have previously there is consumed, including one mob from moonglade to hit title settings. -
The Icewind Dale Enhanced Edition Kitpack by Elminster (Aka Yellow Hat Elminster)
Readme for A Frosty Journey: The Icewind Dale Enhanced Edition Kitpack By elminster (aka Yellow Hat Elminster) Version 2.9 Table of Contents P. 3: Special Thanks and Foreword P. 4-6 : Installation Instructions (For those new to WEIDU mods) P. 7-9: Compatibility P. 10-11: Fighter Kits -Breachgnome -Mercenary -Myrmidon -Tunnelrat P. 12: Ranger Kits -Giant Killer P. 13-14: Paladin Kits -Knight of the Mystic Fire -Walker of the Forest -Holy Warrior of Suffering P. 15-24: Monk Kits -Brothers and Sisters of the Pure Flame (Kossuth – neutral aligned) -Child of the Passive Voice (Oghma) -Disciple of the Changeless Face (Grumbar) -Disciple of the Phoenix (Kossuth – good aligned) -Disciple of the Salamander (Kossuth – evil aligned) -Disciple of the White Rod (Loviatar) -Disciple of the Yielding Way (Eldath) -Monk of the Old Order (no deity) -Monk of the Order of the Long Death (no deity) -Monk of the Shimmering Wind (Akati) -Monk of the Shinning Hand (Azuth) -Monk of the Weeping Friars (Ilmater) -Zealot of the Written Word (Deneir) P. 25-29: Thief Kits - Mouseburglar - Pest Controller - Scout - Tumbler - Vermin Slayer 1 P. 30-36: Cleric Kits - Earthwalker of Grumbar - Iceguardian of Ulutiu - Icepriest of Auril - Leaftender - Priest of Luthic - Shaman of Gruumsh - Treetender P. 37: Druid Kits - Hivemaster 2 Special Thanks and Foreword Special Thanks CrevsDaak - For his kit mod instructions. This wouldn't be possible if those hadn't been written. If you haven't seen it check it out here. http://forum.baldursgate.com/discussion/34119/how-to-making-kit-mods-for-the-ee/p1 (As well as for help figuring out how to get dialogue working.) Overhaul/Camdawg - For all their work on IWDEE. -
In- and Out-Of-Character
Florida State University Libraries 2016 In- and Out-of-Character: The Digital Literacy Practices and Emergent Information Worlds of Active Role-Players in a New Massively Multiplayer Online Role-Playing Game Jonathan Michael Hollister Follow this and additional works at the FSU Digital Library. For more information, please contact [email protected] FLORIDA STATE UNIVERSITY COLLEGE OF COMMUNICATION & INFORMATION IN- AND OUT-OF-CHARACTER: THE DIGITAL LITERACY PRACTICES AND EMERGENT INFORMATION WORLDS OF ACTIVE ROLE-PLAYERS IN A NEW MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAME By JONATHAN M. HOLLISTER A Dissertation submitted to the School of Information in partial fulfillment of the requirements for the degree of Doctor of Philosophy 2016 Jonathan M. Hollister defended this dissertation on March 28, 2016. The members of the supervisory committee were: Don Latham Professor Directing Dissertation Vanessa Dennen University Representative Gary Burnett Committee Member Shuyuan Mary Ho Committee Member The Graduate School has verified and approved the above-named committee members, and certifies that the dissertation has been approved in accordance with university requirements. ii For Grandpa Robert and Grandma Aggie. iii ACKNOWLEDGMENTS Thank you to my committee, for their infinite wisdom, sense of humor, and patience. Don has my eternal gratitude for being the best dissertation committee chair, mentor, and co- author out there—thank you for being my friend, too. Thanks to Shuyuan and Vanessa for their moral support and encouragement. I could not have asked for a better group of scholars (and people) to be on my committee. Thanks to the other members of 3 J’s and a G, Julia and Gary, for many great discussions about theory over many delectable beers. -
Esports High Impact and Investable
Needham Insights: Thought Leader Series Laura A. Martin, CFA & CMT – [email protected] / (917) 373-3066 September 5, 2019 Dan Medina – [email protected] / (626) 893-2925 eSports High Impact and Investable For the past decade, eSports has been growing on the main stage in Asia and in stealth mode in the US. This report addresses questions we get most often from investors about eSports: ➢ What is eSports? Definitions differ. Our definition of eSports is “players competing at a video game in front of a live audience while being live-streamed.” By implication, viewing, attendance, and playing time are linked, and each creates revenue streams for eSports. ➢ How big is eSports? Globally, one out of every three (ie, 33%) 18-25 year olds spent more than an hour a day playing video games, 395mm people watched eSports, and 250mm people played Fortnite in 2018. eSports revenue will be $1.1B in 2019, up 26% y/y. ➢ Should investors care about eSports? We would argue “yes”, owing to: a) global scale; b) time spent playing and viewing; c) compelling demographics; d) eSports vs traditional sports trends; e) revenue growth; and, f) sports betting should supercharge US eSports. ➢ Is eSports a fad? We would argue “no”, owing to: a) many US Universities now offer Varsity eSports scholarships; b) new special purpose eSports stadiums are proliferating; c) billionaires are investing to make eSports successful; d) audience growth; and, e) Olympics potential. ➢ Why have you never heard of eSports? Because zero of the top 30 earning players in the world were from the US in 2018. -
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. -
The Decline of Mmos
The Decline of MMOs Prof. Richard A. Bartle University of Essex United Kingdom May 2013 Abstract Ten years ago, massively-multiplayer online role-playing games (MMOs) had a bright and exciting future. Today, their prospects do not look so glorious. In an effort to attract ever-more players, their gameplay has gradually been diluted and their core audience has deserted them. Now that even their sources of new casual players are drying up, MMOs face a slow and steady decline. Their problems are easy to enumerate: they cost too much to make; too many of them play the exact same way; new revenue models put off key groups of players; they lack immersion; they lack wit and personality; players have been trained to want experiences that they don’t actually want; designers are forbidden from experimenting. The solutions to these problems are less easy to state. Can anything be done to prevent MMOs from fading away? Well, yes it can. The question is, will the patient take the medicine? Introduction From their lofty position as representing the future of videogames, MMOs have fallen hard. Whereas once they were innovative and compelling, now they are repetitive and take-it-or-leave-it. Although they remain profitable at the moment, we know (from the way that the casual games market fragmented when it matured) that this is not sustainable in the long term: players will either leave for other types of game or focus on particular mechanics that have limited appeal or that can be abstracted out as stand-alone games (or even apps). -
Rogueandroid RPG for Android
ROGUEANDROID A Diablo inspired role-playing game for Android University of Illinois CS 428 Professor Darko Marinov Spring 2010 Authors Drew Glass Josh Glovinsky Hyun Soon Kim David Kristola Michael Lai Henry Millson John Svitek 1 CONTENTS RogueAndroid ........................................................................................................................................................................... 1 Figures ..................................................................................................................................................................................... 3 Description ............................................................................................................................................................................ 4 Process .................................................................................................................................................................................... 4 Requirements and Specifications ................................................................................................................................. 7 Choose a Character ........................................................................................................................................................ 7 Displaying and Populating the Dungeon .............................................................................................................. 8 Moving the Character .................................................................................................................................................. -
What Is IFGS?
What is IFGS? The International Fantasy Gaming Society is a non-profit, Live Action Role Playing (LARP) organization dedicated to having fun! The IFGS has a “class” based rule system which is rich in detail, yet easy to learn and easy to use. If you are not familiar with LARPing, it is one-part improvisational theatre, one- part reenactment, and one-part role- playing game in which the participants actually attempt all of the actions that their characters want to perform in the game Want to sneak past those guards? With the aid of your own physical skills, plus some in-game rules, you get to try to get by unseen. Want to talk the wizard out of his magical staff? Convince him, in character, that he should give it to you. Want to slay that red dragon? Take your sword and attack it. IFGS mixes your real-world abilities with fantastical skills and spells to allow you to live out a new adventure every time you play IFGS games usually involve a Quest of some kind, and YOU are the Hero! You can use you real-world skills, and the skills and abilities of your character’s class to achieve your goal! Combat IFGS games involve a varying amount of mock combat situations. LARP Combat is a whole lot of fun, and is very safe. The rules in force and weapons that are used strongly reinforce the safety of these events. Participants are briefed on safety before each IFGS event, and all events are supervised. The rulebook explains how the combat system works.