Sid Meier's Pirates
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
2K Announces Sid Meier's Civilization® VI for Nintendo Switch September
2K Announces Sid Meier’s Civilization® VI for Nintendo Switch September 13, 2018 6:46 PM ET The full Civilization VI experience comes to a home console for the first time Join the conversation on Twitter using the hashtag #OneMoreTurn NEW YORK--(BUSINESS WIRE)--Sep. 13, 2018-- 2K and Firaxis Games today announced that Sid Meier’s Civilization® VI, winner of The Game Awards’ Best Strategy Game, DICE Awards’ Best Strategy Game and latest entry in the prestigious Civilization franchise, is coming to Nintendo Switch™ on November 16, 2018. Additionally, 2K and Firaxis Games have partnered with Aspyr Media to bring Civilization VI to Nintendo Switch and ensure the experience meets the same high standards of the beloved series. This press release features multimedia. View the full release here: https://www.businesswire.com/news/home /20180913005109/en/ Originally created by legendary game designer, Sid Meier, Civilization is a turn-based strategy game in which you build an empire to stand the 2K and Firaxis Games today announced that Sid test of time. Explore a new land, research technology, conquer your Meier's Civilization® VI, winner of The Game Awards' Best Strategy Game, DICE Awards' Best enemies, and go head-to-head with history’s most renowned leaders as Strategy Game and latest entry in the prestigious you attempt to build the greatest civilization the world has ever known. Civilization franchise, is coming to Nintendo Switch™ on November 16, 2018. (Graphic: Business Now on Nintendo Switch, the quest to victory in Civilization VI can Wire) take place wherever and whenever players want. -
Lessons from the Sony CD DRM Episode
Lessons from the Sony CD DRM Episode J. Alex Halderman and Edward W. Felten Center for Information Technology Policy Department of Computer Science Princeton University Abstract system called XCP that had been installed when he in- In the fall of 2005, problems discovered in two Sony- serted a Sony-BMG music CD into his computer’s CD BMG compact disc copy protection systems, XCP and drive. MediaMax, triggered a public uproar that ultimately led News of Russinovich’s discovery circulated rapidly on to class-action litigation and the recall of millions of the Internet, and further revelations soon followed, from discs. We present an in-depth analysis of these technolo- us,1 from Russinovich, and from others. It was discov- gies, including their design, implementation, and deploy- ered that the XCP rootkit makes users’ systems more ment. The systems are surprisingly complex and suffer vulnerable to attacks, that both CD DRM schemes install from a diverse array of flaws that weaken their content risky software components without obtaining informed protection and expose users to serious security and pri- consent from users, that both systems covertly transmit vacy risks. Their complexity, and their failure, makes usage information back to the vendor or the music label, them an interesting case study of digital rights manage- and that none of the protected discs include tools for unin- ment that carries valuable lessons for content companies, stalling the software. (For these reasons, both XCP and DRM vendors, policymakers, end users, and the security MediaMax seem to meet the consensus definition of spy- community. ware.) These and other findings outraged many users. -
Narrative Representation and Ludic Rhetoric of Imperialism in Civilization 5
Narrative Representation and Ludic Rhetoric of Imperialism in Civilization 5 Masterarbeit im Fach English and American Literatures, Cultures, and Media der Philosophischen Fakultät der Christian-Albrechts-Universität zu Kiel vorgelegt von Malte Wendt Erstgutachter: Prof. Dr. Christian Huck Zweitgutachter: Tristan Emmanuel Kugland Kiel im März 2018 Table of contents 1 Introduction 1 2 Hypothesis 4 3 Methodology 5 3.1 Inclusions and exclusions 5 3.2 Structure 7 4 Relevant postcolonial concepts 10 5 Overview and categorization of Civilization 5 18 5.1 Premise and paths to victory 19 5.2 Basics on rules, mechanics, and interface 20 5.3 Categorization 23 6 Narratology: surface design 24 6.1 Paratexts and priming 25 6.1.1 Announcement trailer 25 6.1.2 Developer interview 26 6.1.3 Review and marketing 29 6.2 Civilizations and leaders 30 6.3 Universal terminology and visualizations 33 6.4 Natural, National, and World Wonders 36 6.5 Universal history and progress 39 6.6 User interface 40 7 Ludology: procedural rhetoric 43 7.1 Defining ludological terminology 43 7.2 Progress and the player element: the emperor's new toys 44 7.3 Unity and territory: the worth of a nation 48 7.4 Religion, Policies, and Ideology: one nation under God 51 7.5 Exploration and barbarians: into the heart of darkness 56 7.6 Resources, expansion, and exploitation: for gold, God, and glory 58 7.7 Collective memory and culture: look on my works 62 7.8 Cultural Victory and non-violent relations: the ballot 66 7.9 Domination Victory and war: the bullet 71 7.10 The Ex Nihilo Paradox: build like an Egyptian 73 7.11 The Designed Evolution Dilemma: me, the people 77 8 Conclusion and evaluation 79 Deutsche Zusammenfassung 83 Bibliography 87 1 Introduction “[V]ideo games – an important part of popular culture – mediate ideology, whether by default or design.” (Hayse, 2016:442) This thesis aims to uncover the imperialist and colonialist ideologies relayed in the video game Sid Meier's Civilization V (2K Games, 2010) (abbrev. -
Copy Protection
Content Protection / DRM Content Protection / Digital Rights Management Douglas Dixon November 2006 Manifest Technology® LLC www.manifest-tech.com 11/2006 Copyright 2005-2006 Douglas Dixon, All Rights Reserved – www.manifest-tech.com Page 1 Content Protection / DRM Content Goes Digital Analog -> Digital for Content Owners • Digital Threat – No impediment to casual copying – Perfect digital copies – Instant copies – Worldwide distribution over Internet – And now High-Def content … • Digital Promise – Can protect – Encrypt content – Associate rights – Control usage 11/2006 Copyright 2005-2006 Douglas Dixon, All Rights Reserved – www.manifest-tech.com Page 2 1 Content Protection / DRM Conflict: Open vs. Controlled Managed Content • Avoid Morality: Applications & Technology – How DRM is impacting consumer use of media – Awareness, Implications • Consumers: “Bits want to be free” – Enjoy purchased content: Any time, anywhere, anyhow – Fair Use: Academic, educational, personal • Content owners: “Protect artist copyrights” – RIAA / MPAA : Rampant piracy (physical and electronic) – BSA: Software piracy, shareware – Inhibit indiscriminate casual copying: “Speed bump” • “Copy protection” -> “Content management” (DRM) 11/2006 Copyright 2005-2006 Douglas Dixon, All Rights Reserved – www.manifest-tech.com Page 3 Content Protection / DRM Content Protection / DRM How DRM is being applied • Consumer Scenarios: Impact of DRM – Music CD Playback on PC – Archive Digital Music – Play and Record DVDs – Record and Edit Personal Content • Industry Model: Content -
Digital Rights Management
Journal of Intellectual Property Rights Vol 9, July 2004, pp 313-331 Digital Rights Management: An Integrated Secure Digital Content Distribution Technology P Ghatak, R C Tripathi, A K Chakravarti Department of Information Technology, Electronics Niketan, 6, CGO Complex, New Delhi-110 003 Received 5 December 2003 The ability to distribute copyrighted works in digital form through high capacity prere- corded disks (CD ROMs, DVDs etc.) and Internet-enabled transmissions have brought new challenges to the protections of such content from unauthorized copying and use. Technological advancements in this regard are reviewed. Despite the ease with which digital content owners can now transfer data, images, music, video and multimedia documents across the Internet, cur- rent technology does not let them protect their rights to the works, which has resulted into wide- spread music and video piracy. In fact, although the Internet permits widespread dissemination of digital content, the easy-to-copy nature of digital data limits content owners’ willingness to distribute their documents electronically. Digital Rights Management (DRM) technology is a key enabler for the distribution of digital content. DRM refers to protecting ownership/copyright of electronic content by restricting the extent of usage an authorized recipient is allowed in re- gard to that content. DRM technology has historically been viewed as the methodology for the protection of digital media copyrights. But DRM technology products can be leveraged to ad- dress much larger issues, including the control of rights and usage permissions of content and digital information. DRM presents the opportunity to package, price, distribute and sell content in many new ways that have never been possible before. -
Scott Stephenson History of Computer Game Design
Scott Stephenson History of Computer Game Design Civilization: Sid Meier’s Legacy Acclaimed as one of the greatest computer games of all time, Sid Meier’s Civilization and its follow-up Sid Meier’s Civilization II rocked the gaming world with a delicate balance of strategy and simulation. Listed as Gamespot U.K.’s number one all- time series among both computer and console games, “Civ” and “Civ II” are universally recognized for the level to which their creator, hall-of-fame designer Sid Meier, raised the bar in terms of overall outstanding game-play. Few games have risen to the level of excellence that these games have achieved in computer gaming history. Civilization, published in 1991 by MicroProse, puts the player in the role of a lone settler in a vast, uncharted world in the year 2000 B.C., and gives him the task of building an empire to “stand the test of time.”1 To accomplish this goal, the player must take on the roles of general, city manager, diplomat, scientist, and economist, as winning involves not only managing the art of war against rival civilizations, but also maintaining the prosperity of the player’s empire. The player must balance “the four impulses of Civilization”—exploration, economics, knowledge, and conquest—to become more powerful, either through peaceful negotiations or world domination. In 1996, MicroProse released Civilization II, a sequel that vastly improved on the original Civ while maintaining the integrity of the original’s game-play. The inspiration for Civilization came from the Avalon Hill board game of the same name, set in the Mediterranean area of Europe and North Africa. -
Playstation-3-.Pdf
Instruction Manual Manual de Instrucciones Before using this product, carefully read all product documentation and retain it for future reference. Antes de utilizar este producto, lea detenidamente toda la documentación del producto y consérvela para consultarla en el futuro. CECH-2501B 4-199-233-12(1) WARNING To avoid electrical shock, do not open the cabinet. Refer This equipment complies with FCC/IC radiation exposure limits set forth for uncontrolled equipment and meets the FCC radio frequency (RF) Exposure servicing to qualified personnel only. Guidelines in Supplement C to OET65 and RSS-102 of the IC radio frequency (RF) Exposure rules. This equipment should be installed and operated with at least 20 Caution cm (8 in) and more between the radiator and person’s body (excluding extremities: hands, wrists, feet and legs). Use of controls or adjustments or performance of This transmitter must not be co-located or operated in conjunction with any other procedures other than those specified herein may result in antenna or transmitter. hazardous radiation exposure. The wireless controller complies with FCC/IC radiation exposure limits set forth for uncontrolled equipment and meets the FCC radio frequency (RF) Exposure The use of optical instruments with this product will Guidelines in Supplement C to OET65 and RSS-102 of the IC radio frequency (RF) increase eye hazard. Exposure rules. This equipment has very low levels of RF energy that are deemed to comply without testing of specific absorption ratio (SAR). NOTE: This equipment has been tested and found to comply with the limits for a Class B digital device, pursuant to Part 15 of the FCC rules. -
Copy Protection and Games: Lessons for DRM Debates and Development
Progress on Point Release 14.2 February 2007 Periodic Commentaries on the Policy Debate Copy Protection and Games: Lessons for DRM Debates and Development by Solveig Singleton* Technical protection measures for copy protection for music, movies, and books are sometimes controversial. Digital rights management (DRM) may allow consumers to use content as they became accustomed before digitization and before the Internet. But it might not. It is tempting for policymakers, like consumers, to take a backwards-looking view of what the media consumption experience "should" be like, particularly with regards to fair use. But this would be bad policy. The market landscape is just too complex and fast-moving. And it offers plenty of protection for consumer interests without legal interference. Content producers want and need to reach their audience; and consumers do not care about the right to make backup copies at any cost. The history of computer and console games illustrates this need for forbearance very well. This paper compares the evolution of better-protected console games with that of the somewhat less well protected games developed for the personal computer (PC). The history of games shows that the vision of protected content as automatically less desirable or as being used to foist other undesirable features on consumers is a distortion. Competition among protected and unprotected formats is alive and well, and consumers have a wide array of products at different price points from which to choose. Also, the technological picture changes with astounding rapidity in the face of changes to the distribution or storage media. Any top-down mandates are likely to be outdated almost before they are written. -
2020 Annual Report
TAKE-TWO INTERACTIVE SOFTWARE, INC. 2020 ANNUAL REPORT 3 Generated significant cash flow and ended the year with $2.00 BILLION in cash and short-term investments Delivered record Net Bookings of Net Bookings from recurrent $2.99 BILLION consumer spending grew exceeded original FY20 outlook by nearly 20% 34% to a new record and accounted for units sold-in 51% 10 MILLION to date of total Net Bookings Up over 50% over Borderlands 2 in the same period One of the most critically-acclaimed and commercially successful video games of all time with over units sold-in 130 MILLION to date Digitally-delivered Net Bookings grew Developers working in game development and 35% 4,300 23 studios around the world to a new record and accounted for Sold-in over 12 million units and expect lifetime units, recurrent consumer spending and Net Bookings to be 82% the highest ever for a 2K sports title of total Net Bookings TAKE-TWO INTERACTIVE SOFTWARE, INC. 2020 ANNUAL REPORT DEAR SHAREHOLDERS, Fiscal 2020 was another extraordinary year for Take-Two, during which we achieved numerous milestones, including record Net Bookings of nearly $3 billion, as well as record digitally-delivered Net Bookings, Net Bookings from recurrent consumer spending and earnings. Our stellar results were driven by the outstanding performance of NBA 2K20 and NBA 2K19, Grand Theft Auto Online and Grand Theft Auto V, Borderlands 3, Red Dead Redemption 2 and Red Dead Online, The Outer Worlds, WWE 2K20, WWE SuperCard and WWE 2K19, Social Point’s mobile games and Sid Meier’s Civilization VI. -
“From the Stone Age to the Information Age” History and Heritage in Sid Meier’S Civilization VI
DIGITAL REVIEWS “From the Stone Age to the Information Age” History and Heritage in Sid Meier’s Civilization VI Angus A.A. Mol, Aris Politopoulos, and Csilla E. Ariese-Vandemeulebroucke Video games are one of today’s quintessential media as a cultural and ideological artifact, entangled with and cultural forms, but they also have a surprising changing perceptions and politics of the past. and many-sided relation with the past (Morgan 2016). This certainly holds true for Sid Meier’s Civilization (MicroProse & Firaxis Games 1991–2016), which is a CIV’S HISTORY AND HERITAGE series of turn-based, strategy video games in which you lead a historic civilization “from the Stone Age As you are reading this review, between 50,000 to 90,000 people are busy building their empires, one turn at a time, in Civ V or to the Information Age” (Civilization ca. 2016). Sid Civ VI (SteamSpy 2017a; SteamSpy 2017b). Since its debut, the Meier’s Civilization VI, the newest iteration of the Civ series has sold more than 37 million copies worldwide and, together, players have played over one billion hours across all series developed by Firaxis and released on Octo- versions (Takahashi 2016). Its roots lie with developer and pub- ber 21, 2016, allows players to step into the shoes of lisher MicroProse in Maryland, USA, where in 1991 Sid Meier and Bruce Shelley launched what would become one of the most rec- idealized political figures such as Gilgamesh, Mon- ognizable and critically acclaimed franchises in the video game tezuma, Teddy Roosevelt, and Gandhi. Via these and industry. -
Instruction Manual SCPH-75002 SCPH-75003
Instruction Manual SCPH-75002 SCPH-75003 Before using this product, carefully read this manual and retain it for future reference. 2-650-066-22(1) Read carefully before operating your WARNING PlayStation®2 console A few people may experience epileptic seizures when viewing flashing lights or patterns in our daily environment. These persons may experience seizures while To reduce the risk of fire or electric shock, do not expose this watching TV or playing video games, including DVD-Videos or games played on apparatus to rain or moisture. the PlayStation®2 console. Players who have not had any seizures may nonetheless have an undetected epileptic condition. Consult your physician before operating the PlayStation®2 console if you have an epileptic condition or experience any of the To prevent fire or shock hazard, do not place a container filled following symptoms while watching TV programs or playing video games: altered vision, muscle twitching, other involuntary movements, loss of awareness of your with liquids on top of the console. surroundings, mental confusion, and/or convulsions. Some PlayStation® or PlayStation®2 format software titles may perform differently To avoid electrical shock, do not open the cabinet. Refer on this console than they do on previous PlayStation®2 or PlayStation® consoles, or servicing to qualified personnel only. may not perform properly on this console. For more information, visit our Web site at www.playstation.com Caution NOTICE FOR CUSTOMERS IN THE UNITED KINGDOM Use of controls or adjustments or performance of procedures A moulded plug complying with BS1363 is fitted to this equipment for your safety and convenience. -
Rules for Sid Meier's Civilization: the Board Game
…And finally there evolved a species known as man. And there appeared the first faint glimmers of intelligence. The fruits of intelligence were many: Fire, tools, and weapons, The hunt, farming, and the sharing of food, The family, the village, and the tribe. Now it required but one more ingredient: A great leader to unite the quarreling tribes, To harness the power of the land, To build a legacy that would stand the test of time: The civilization. OVERVIEW THE OBJEC T O F T HE GAME “The future belongs to those who believe in the beauty of their “Let us have faith that right makes might, and in that faith, let dreams.” us, to the end, dare to do our duty as we understand it.” –Eleanor Roosevelt –Abraham Lincoln Sid Meier’s Civilization: The Board Game is a game for two to Each player can win Sid Meier’s Civilization: The Board Game four players, with four players being recommended. Each player in one of four ways. takes charge of a different civilization and attempts to lead their people to greatness. A CULTURE VICTORY is achieved by devoting cities to the arts and spending the culture points gained as a result to advance up the Starting with a civilization composed of a single, humble culture track to its end. The culture track is described in more city lacking even the most rudimentary of inventions, each detail on pages 17–18. player tries to advance their people by building new cities and improving them, researching new technologies, increasing their A TECH VICTORY is accomplished by researching the Space Flight civilization’s culture, and harvesting valuable resources.