2006 DICE Program
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Incommensurate Wor(L)Ds: Epistemic Rhetoric and Faceted Classification Of
Incommensurate Wor(l)ds: Epistemic Rhetoric and Faceted Classification of Communication Mechanics in Virtual Worlds by Sarah Smith-Robbins A Dissertation Submitted to the Graduate School in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Dissertation Advisor: Dr. Rai Peterson Ball State University Muncie, IN March 28, 2011 Table of Contents Table of Contents ..................................................................................................................................... ii List of Tables ........................................................................................................................................... vi List of Figures ......................................................................................................................................... vii Abstract .................................................................................................................................................. ix Acknowledgements ................................................................................................................................. xi Chapter 1: Incommensurate Terms, Incommensurate Practices ............................................................... 1 Purpose of the Study ................................................................................................................................... 3 Significance of the Study ............................................................................................................................ -
Now We Are All Sons of Bitches
Now We Are All Sons of Bitches MICHAEL BONTATIBUS “Wake up, Mr. Freeman. Wake up and smell the ashes,” the enigmat- ic G-Man murmurs as he leers into the camera, finishing an eerie opening monologue—and so begins Half-Life 2, Valve Corporation’s flagship game. The last time we saw Gordon Freeman, the protagonist, the same rigid and mysterious (though more poorly animated, since the prequel was released six years earlier) G-Man was handing him a job offer after witnessing the former scientist transform into a warrior, bent on escaping from the besieged Black Mesa Research Facility alive. Now, suddenly, Freeman finds himself on a train. No context.1 Is it a prison train? The three other individuals on it wear uniforms like those the inmates wore in Cool Hand Luke. The train soon stops at its destination, and we realize that it is a prison train, in a way—Freeman has arrived at the Orwellian “City 17,” where the ironically named Civil Protection abuses and oppresses, where antagonist Dr. Breen preaches poet- ic propaganda from large monitors hung high above the town. In the years since scientists at the facility accidentally opened a gateway between dimen- sions and allowed a bevy of grotesque creatures to spill into our universe, Earth has been taken over by the Combine, an alien multiplanetary empire. Breen is merely Earth’s administrator—and we realize that the ashes the G- Man spoke of were the ashes of the prelapsarian world. It’s classic dystopia, complete with a Resistance, of which Freeman soon finds himself the “mes- sianic” leader (HL2). -
Fumito Ueda Och Samtalet Mellan Maskin Och Människa
INSTITUTIONEN FÖR KULTURVETENSKAPER Fumito Ueda och samtalet mellan maskin och människa Filip Ekström Kandidatuppsats: 15 hp Program: Kultur, kandidatprogrammet (KP1125) Nivå: Kandidat Termin/år: VT18 Handledare: Ola Stockfelt Examinator: Viveka Kjellmer ABSTRACT University of Gothenburg Department of Cultural Sciences Gothenburg, Sweden Bachelor of Arts – Program in Cultural Sciences, 15.0 higher education credits Graduating Thesis, spring 2018 Author: Filip Ekström Mentor: Ola Stockfelt Examinator: Title: Fumito Ueda – And the Conversation Between Human and Machine This thesis approaches videogame-designer Fumito Uedas three major works, ICO, Shadow of the Colossus and The Last Guardian, through the theories of cybernetics. Mostly those of the philosopher and mathematician Norbert Wiener. With the focus on the relation and communication between the player/human and the videogame/machine/computer. How the a.i-characters through Uedas games develop more and more liberties of being their own individuals, free from the player-characters full control, and how this effects the gameplay and players relation to the machine and his/hers interaction with them. It shows that through the evolution of Uedas a.i-characters, players learn to adapt more to the demands of a computer, and the digitally generated world. And using the communication made available by videogames, is able to adjust to these artificial creatures requirements, just as if they were real beings. Keywords: Cybernetics, videogames, intergration, machine/human interaction 1 INNEHÅLLSFÖRTECKNING -
Activision Signs Multi-Year Agreement with Legendary Game Designer Peter Molyneux
Activision Signs Multi-Year Agreement with Legendary Game Designer Peter Molyneux Santa Monica, CA - March 4, 2003 - Activision, Inc. (Nasdaq: ATVI) announced today that the company has signed an agreement with legendary U.K.- based game designer Peter Molyneux. Under the terms of the agreement, the company has secured the exclusive worldwide rights to Molyneux's new project tentatively titled The Movies for the PC and all video game console platforms. The agreement also grants Activision the option to publish sequels and add-on products to the title. The Movies currently is being developed by Molyneux's Lionhead Studios, whose last title, Black and White, sold almost 2 million units worldwide. Black and White topped PC sell-through charts around the globe and was a #1 best-selling game in the United Kingdom and Germany. Slated for release in 2004, The Movies gives gamers the opportunity to run their own Hollywood movie studio from the silent days of the 1920s, through the advent of new technologies into the present and beyond. The game puts players in charge of a Hollywood dream factory where they decide which movies to make and the stars to make them. The player selects the scripts, directors, sets and movie stars before shooting the action and watching their finished movie on opening night. Players can manage the money, egos, tears & tantrums on their way to living the Hollywood dream. "Peter is undoubtedly one of the most talented video game designers in the world, and Lionhead is one of the very few development studios with the knowledge and resources to develop a game that will allow players to fulfill the fantasy of building a movie empire," states Larry Goldberg, executive vice president of Activision Worldwide Studios. -
Wing Commander II, Your Goal Is to Defeat the Kilrathi Enemy
Wing Commander TM II USER MANUAL PLAY HUNDREDS OF THE GREATEST GAMES EVER MADE, VISIT WWW.GAMETAP.COM AND GET YOUR FREE TRIAL NOW! GameTap is pleased to oer an online library of original game manuals. We have made these manuals available to create a more complete gaming experience -- and because some of them are pretty entertaining. Be aware that the representations, warranties, and guarantees (including replacement options) made in these manuals are no longer valid, and that GameTap and the original publisher are not responsible for honoring them. Control information for a PC title will, in most cases, accurately reect the game’s controls within GameTap. Please note that game controller instructions for console games won’t be correct. Feel free to ignore any installation instructions -- GameTap handles all the complex stu for you. Finally, please do not call the phone numbers that occasionally appear in the manuals. We're not sure anyone will pick up. If you do have questions about games within the GameTap service, please contact Customer Support at gametap.com. wc2_1 Page 1 of 2 C O N T E N T S PLAY GUIDE .....................................................2 Alternate Camera Views ......................12 The Story So Far….......................................2 Improved Target Starting the Game.........................................2 Tracking System .............................12 Transferring Characters ............................3 Jumping Out.......................................12 Creating a New Character ........................3 -
Printmgr File
UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 Form 10-K Í ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended March 31, 2019 OR ‘ TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to Commission File No. 000-17948 ELECTRONIC ARTS INC. (Exact name of registrant as specified in its charter) Delaware 94-2838567 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) Identification No.) 209 Redwood Shores Parkway 94065 Redwood City, California (Zip Code) (Address of principal executive offices) Registrant’s telephone number, including area code: (650) 628-1500 Securities registered pursuant to Section 12(b) of the Act: Name of Each Exchange on Title of Each Class Trading Symbol Which Registered Annual Report Common Stock, $0.01 par value EA NASDAQ Global Select Market Securities registered pursuant to Section 12(g) of the Act: None Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes Í No ‘ Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15(d) of the Act. Yes ‘ No Í Indicate by check mark whether the registrant (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days. -
The Videogame Style Guide and Reference Manual
The International Game Journalists Association and Games Press Present THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL DAVID THOMAS KYLE ORLAND SCOTT STEINBERG EDITED BY SCOTT JONES AND SHANA HERTZ THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL All Rights Reserved © 2007 by Power Play Publishing—ISBN 978-1-4303-1305-2 No part of this book may be reproduced or transmitted in any form or by any means – graphic, electronic or mechanical – including photocopying, recording, taping or by any information storage retrieval system, without the written permission of the publisher. Disclaimer The authors of this book have made every reasonable effort to ensure the accuracy and completeness of the information contained in the guide. Due to the nature of this work, editorial decisions about proper usage may not reflect specific business or legal uses. Neither the authors nor the publisher shall be liable or responsible to any person or entity with respects to any loss or damages arising from use of this manuscript. FOR WORK-RELATED DISCUSSION, OR TO CONTRIBUTE TO FUTURE STYLE GUIDE UPDATES: WWW.IGJA.ORG TO INSTANTLY REACH 22,000+ GAME JOURNALISTS, OR CUSTOM ONLINE PRESSROOMS: WWW.GAMESPRESS.COM TO ORDER ADDITIONAL COPIES OF THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL PLEASE VISIT: WWW.GAMESTYLEGUIDE.COM ACKNOWLEDGEMENTS Our thanks go out to the following people, without whom this book would not be possible: Matteo Bittanti, Brian Crecente, Mia Consalvo, John Davison, Libe Goad, Marc Saltzman, and Dean Takahashi for editorial review and input. Dan Hsu for the foreword. James Brightman for his support. Meghan Gallery for the front cover design. -
Playstation Desvela Tráiler De La Historia De Shadow of the Colossus
PlayStation desvela tráiler de la historia de Shadow of the Colossus También al compositor Kow Otani hablando de la espectacular obra maestra que pone música a este videojuego tan especial. Sony Interactive Entertainment (SIE) ha presentado hoy dos nuevos vídeos del remake de Shadow of the Colossus™ para PlayStation®4 (PS4™) en los que se muestran el principio de esta épica historia y al compositor Kow Otani hablando de la espectacular obra maestra que pone música a este videojuego tan especial. En el tráiler de la historia se observan los inicios de la aventura tal y como fue concebida por Fumito Ueda en el videojuego original de PlayStation®2 publicado en 2005. Wander llega a la ciudad prohibida a lomos de su fiel yegua Agro con la bella Mono en sus brazos, la deposita cuidadosamente en el altar del Templo de Adoración y pide al misterioso Dormin que la ayude. Éste le dice que la única manera de ayudarla es derrotar a los 16 colosos que habitan la Tierra Prohibida, unos extraordinarios seres acorazados de dimensiones enormes que deberá encontrar siguiendo el haz de luz emanado de su espada. Uno de los aspectos que hacen de Shadow of the Colossus™ una obra de arte es, sin lugar a dudas, su maravillosa banda sonora. En ella se encuentra música de batalla, ambiental y de victoria y en palabras de su compositor Kow Otani, “Shadow of the Colossus™ ha renacido y el nivel de inmersión es increíble. Al actualizar la música quisimos dar más intensidad al inicio y al final, así que introdujimos más músicos y también instrumentos de cuerda. -
Irrevocability in Games Daniel J
Worcester Polytechnic Institute Digital WPI Interactive Qualifying Projects (All Years) Interactive Qualifying Projects April 2012 Irrevocability in Games Daniel J. White Worcester Polytechnic Institute Michael Lee Grossfeld Worcester Polytechnic Institute Follow this and additional works at: https://digitalcommons.wpi.edu/iqp-all Repository Citation White, D. J., & Grossfeld, M. L. (2012). Irrevocability in Games. Retrieved from https://digitalcommons.wpi.edu/iqp-all/2947 This Unrestricted is brought to you for free and open access by the Interactive Qualifying Projects at Digital WPI. It has been accepted for inclusion in Interactive Qualifying Projects (All Years) by an authorized administrator of Digital WPI. For more information, please contact [email protected]. IRREVOCABILITY IN GAMES Interactive Qualifying Project Report completed in partial fulfillment of the Bachelor of Science degree at Worcester Polytechnic Institute, Worcester, MA Submitted to: Professor Brian Moriarty Daniel White Michael Grossfeld 1 Abstract This report examines the history and future application of irrevocability in video games. Decision making is an essential part of playing video games and irrevocability negates replayability by disallowing alternate decisions. We found that successful games with this theme exhibit irreversibility in both story and game mechanics. Future games looking to use irrevocability well must create an ownership that the player feels towards the experience by balancing these two mechanics. 2 Table of Contents IRREVOCABILITY IN -
Illegal File Sharing
ILLEGAL FILE SHARING The sharing of copyright materials such as MUSIC or MOVIES either through P2P (peer-to-peer) file sharing or other means WITHOUT the permission of the copyright owner is ILLEGAL and can have very serious legal repercussions. Those found GUILTY of violating copyrights in this way have been fined ENORMOUS sums of money. Accordingly, the unauthorized distribution of copyrighted materials is PROHIBITED at Bellarmine University. The list of sites below is provided by Educause and some of the sites listed provide some or all content at no charge; they are funded by advertising or represent artists who want their material distributed for free, or for other reasons. Remember that just because content is free doesn't mean it's illegal. On the other hand, you may find websites offering to sell content which are not on the list below. Just because content is not free doesn't mean it's legal. Legal Alternatives for Downloading • ABC.com TV Shows • [adult swim] Video • Amazon MP3 Downloads • Amazon Instant Video • AOL Music • ARTISTdirect Network • AudioCandy • Audio Lunchbox • BearShare • Best Buy • BET Music • BET Shows • Blackberry World • Blip.fm • Blockbuster on Demand • Bravo TV • Buy.com • Cartoon Network Video • Zap2it • Catsmusic • CBS Video • CD Baby • Christian MP Free • CinemaNow • Clicker (formerly Modern Feed) • Comedy Central Video • Crackle • Criterion Online • The CW Video • Dimple Records • DirecTV Watch Online • Disney Videos • Dish Online • Download Fundraiser • DramaFever • The Electric Fetus • eMusic.com -
Marketing Virtual Worlds
MARKETING VIRTUAL WORLDS the industry of Massively Multiplayer Online Role Playing Games WAYNE STATE UNIVERSITY Gerard Imbert ● Pauline Leboeuf ● Adriana Murillo Contact: [email protected] Marketing Virtual Worlds: the industry of massively multiplayer online role playing games EXECUTIVE SUMMARY................................................................................................... 3 LINEAGE ....................................................................................................................................................................3 EVERQUEST ...............................................................................................................................................................4 APPLICATION OF FINDINGS ........................................................................................................................................5 TUTORIAL: THE WORLD OF ONLINE GAMES ................................................................. 6 DISTRIBUTION STRUCTURE OF THE INDUSTRY......................................................... 12 KEY PLAYERS OF THE INDUSTRY’S SUPPLY CHAIN .................................................................................................14 WORLDWIDE MACRO-ENVIRONMENTAL TRENDS ....................................................... 16 CONSUMER BEHAVIOR: PROFILING THE “GAMERS” .................................................. 19 CATEGORY DESCRIPTIONS.......................................................................................................................................20 -
Terrain Rendering in Frostbite Using Procedural Shader Splatting
Chapter 5: Terrain Rendering in Frostbite Using Procedural Shader Splatting Chapter 5 Terrain Rendering in Frostbite Using Procedural Shader Splatting Johan Andersson 7 5.1 Introduction Many modern games take place in outdoor environments. While there has been much research into geometrical LOD solutions, the texturing and shading solutions used in real-time applications is usually quite basic and non-flexible, which often result in lack of detail either up close, in a distance, or at high angles. One of the more common approaches for terrain texturing is to combine low-resolution unique color maps (Figure 1) for low-frequency details with multiple tiled detail maps for high-frequency details that are blended in at certain distance to the camera. This gives artists good control over the lower frequencies as they can paint or generate the color maps however they want. For the detail mapping there are multiple methods that can be used. In Battlefield 2, a 256 m2 patch of the terrain could have up to six different tiling detail maps that were blended together using one or two three-component unique detail mask textures (Figure 4) that controlled the visibility of the individual detail maps. Artists would paint or generate the detail masks just as for the color map. Figure 1. Terrain color map from Battlefield 2 7 email: [email protected] 38 Advanced Real-Time Rendering in 3D Graphics and Games Course – SIGGRAPH 2007 Figure 2. Overhead view of Battlefield: Bad Company landscape Figure 3. Close up view of Battlefield: Bad Company landscape 39 Chapter 5: Terrain Rendering in Frostbite Using Procedural Shader Splatting There are a couple of potential problems with all these traditional terrain texturing and rendering methods going forward, that we wanted to try to solve or improve on when developing our Frostbite engine.