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Strategy Games Big Huge Games • Bruce C
04 3677_CH03 6/3/03 12:30 PM Page 67 Chapter 3 THE EXPERTS • Sid Meier, Firaxis General Game Design: • Bill Roper, Blizzard North • Brian Reynolds, Strategy Games Big Huge Games • Bruce C. Shelley, Ensemble Studios • Peter Molyneux, Do you like to use some brains along with (or instead of) brawn Lionhead Studios when gaming? This chapter is for you—how to create breathtaking • Alex Garden, strategy games. And do we have a roundtable of celebrities for you! Relic Entertainment Sid Meier, Firaxis • Louis Castle, There’s a very good reason why Sid Meier is one of the most Electronic Arts/ accomplished and respected game designers in the business. He Westwood Studios pioneered the industry with a number of unprecedented instant • Chris Sawyer, Freelance classics, such as the very first combat flight simulator, F-15 Strike Eagle; then Pirates, Railroad Tycoon, and of course, a game often • Rick Goodman, voted the number one game of all time, Civilization. Meier has con- Stainless Steel Studios tributed to a number of chapters in this book, but here he offers a • Phil Steinmeyer, few words on game inspiration. PopTop Software “Find something you as a designer are excited about,” begins • Ed Del Castillo, Meier. “If not, it will likely show through your work.” Meier also Liquid Entertainment reminds designers that this is a project that they’ll be working on for about two years, and designers have to ask themselves whether this is something they want to work on every day for that length of time. From a practical point of view, Meier says, “You probably don’t want to get into a genre that’s overly exhausted.” For me, working on SimGolf is a fine example, and Gettysburg is another—something I’ve been fascinated with all my life, and it wasn’t mainstream, but was a lot of fun to write—a fun game to put together. -
Mythology Teachers' Guide
Teachers’ Guide Mythology: The Gods, Heroes, and Monsters of Ancient Greece by Lady Hestia Evans • edited by Dugald A. Steer • illustrated by Nick Harris, Nicki Palin, and David Wyatt • decorative friezes by Helen Ward Age 8 and up • Grade 3 and up ISBN: 978-0-7636-3403-2 $19.99 ($25.00 CAN) ABOUT THE BOOK Mythology purports to be an early nineteenth-century primer on Greek myths written by Lady Hestia Evans. This particular edition is inscribed to Lady Hestia’s friend John Oro, who was embarking on a tour of the sites of ancient Greece. Along his journey, Oro has added his own notes, comments, and drawings in the margins — including mention of his growing obsession with the story of King Midas and a visit to Olympus to make a daring request of Zeus himself. This guide to Mythology is designed to support a creative curriculum and provide opportunities to make links across subjects. The suggested activities help students make connections with and build on their existing knowledge, which may draw from film, computer games, and other popular media as well as books and more traditional sources. We hope that the menu of possibilities presented here will serve as a creative springboard and inspiration for you in your classroom. For your ease of use, the guide is structured to follow the book in a chapter-by-chapter order. However, many of the activities allow teachers to draw on material from several chapters. For instance, the storytelling performance activity outlined in the section “An Introduction to Mythology” could also be used with stories from other chapters. -
Construindo a Relação Entre Teoria E Prática: O Uso De Videogames Como Recurso Pedagógico Para O Ensino De Geografia
CONSTRUINDO A RELAÇÃO ENTRE TEORIA E PRÁTICA: O USO DE VIDEOGAMES COMO RECURSO PEDAGÓGICO PARA O ENSINO DE GEOGRAFIA CONSTRUCTING THE RELATIONSHIP BETWEEN THEORY AND PRACTICE: THE USE OF VIDEOGAMES AS A PEDAGOGICAL RESOURCE FOR THE TEACHING OF GEOGRAPHY [1] Dhéssica Mirian da Silva Souza/UEPA/[email protected] [2] Lucas Brendo Lima Lisboa/UEPA/[email protected] RESUMO As metamorfoses no espaço geográfico que se intensificaram no mundo pós-segunda guerra nos fazem compreender que as relações espaço-temporais que ocorrem no mesmo são cada vez mais imbricadas de aspectos indissociáveis das evoluções tecnológicas. Nesse sentido, as práticas de ensino devem se atualizar acompanhando o discente e para isso, na presente produção através do uso do software: Age of Empires III: Complete Collection, mais especificamente, seu uso na disciplina de Geografia no conteúdo de formação do território Amazônico, que levou os alunos a construírem o espaço geográfico com suas mãos e o mouse, estabelecendo o território de Belém, entendendo também os conflitos entre espanhóis, holandeses e franceses, controlando através do computador os colonizadores e os indígenas que se unem através de alianças como as feitorias até chegar ao período de independência brasileira, sendo construído e exposto na produção passo a passo pelos alunos do 7º,8° e 2º ano do ensino médio com o auxilio do professor, sendo que após a aplicação e analise dos dados qualitativos coletados, percebeu-se um aprendizado equilibrado, eficiente e um nível de interesse maior entre todos as turmas que participaram, conciliando a sinergia entre a teoria e prática. Palavras-chaves: Videogames, Ensino, Geografia, Inovação. -
Age of Empires 3 Asian Dynasties Multiplayer Hack Age of Empires III: the Asian Dynasties - +6 Trainer - Download
age of empires 3 asian dynasties multiplayer hack Age of Empires III: The Asian Dynasties - +6 Trainer - Download. Gameplay-facilitating trainer for Age of Empires III: The Asian Dynasties . This trainer may not necessarily work with your copy of the game. file type Trainer. file size 123.4 KB. last update Friday, November 9, 2007. Report problems with download to [email protected] In order to unpack this file after download, please enter the following password: trainer . For unpacking files we recommend using a free software - 7-Zip. Unzip the contents of the archive, run the trainer, and then the game. During the game you will be able to use the following keys (numeric block!): NUMPAD5 -experience points. NUMPAD6 � 0 units of the population. Last update: Friday, November 9, 2007 Genre: Strategy File size: 123.4 KB. Note: The cheats and tricks listed above may not necessarily work with your copy of the game. This is due to the fact that they generally work with a specific version of the game and after updating it or choosing another language they may (although do not have to) stop working or even malfunction. Extra care should be taken with modifications, trainers, and other things that were not created by the game�s developers. In this case the possibility of malfunctioning or even damaging the game, which may necessitate reinstalling the game, is particularly high. Age of empires 3 asian dynasties multiplayer hack. The new tribes from War Chiefs don't appear when I host or join a multiplayer game in The Asian Dynasties Expansion. -
Age of Mythology: the Titans C H a P T
4303_ch01_final.qxd 9/15/03 7:35 AM Page 1 Age of Mythology: C The Titans H ge of Mythology is one of the best real-time strategy games ever produced. Ensemble Studios’s classic offered three A unique and balanced mythologies, a proven counterbalancing A combat system, and dozens of units rooted in deep and intriguing mythology. Age of Mythology: The Titans Expansion enhances the original game with an exciting set of changes and new features. This P chapter covers the most important gameplay alterations in Titans. We’ll discuss changes to mythological units, each mythology’s updates and unique T technology, and of course, the new Titan super unit. E R COPYRIGHTED MATERIAL 1 4303_ch01_final.qxd 9/15/03 7:35 AM Page 2 Important Changes from Age of Mythology Age of Mythology:The Titans Expansion offers many important balance tweaks and additional improvements over the original game.This section lists all of the general tweaks to all mythologies, then covers the Greek, Egyptian, and Norse mythology changes and new improvements, and how they affect strategies. * Mythological units are more important and valuable in gameplay. Many of the Greek, Egyptian, and Norse mythological unit statistics have been tweaked to make mytholog- ical units much more powerful in gameplay. Here are a few examples: the Greek Cyclops now has 650 hit points instead of 500; the cost of the Greek Medusa has been reduced to 250 gold, 32 favor instead of 250 gold, 40 favor; attack damage of the Egyptian Phoenix increased to 30 hack instead of 20 hack; cost of the Norse Mountain Giant reduced to 300 food, 27 favor instead of 300 food, 30 favor. -
ELA Grade 9 Unit of Study
Getting to the Core English Language Arts Grade 9 Unit of Study Introduction to Mythology STUDENT RESOURCES Final Revision: June 4, 2014 TABLE OF CONTENTS Contents Pages Lesson 1: What are the criteria of a myth? What patterns exist in myths? Resource 1.1 Anticipatory Guide: Thinking about My World 1 Resource 1.2 Myths and Mythology 2 Resource 1.3 Three Criteria of a Myth 3 Resource 1.4 Transcript for TED Talks Video + Essential Questions 4-5 Resource 1.5 Patterns in Mythology Matrix 6 Resource 1.6 Evidence of Patterns Matrix 7 Resource 1.7 “How the Crocodile Got Its Skin” text 8 Resource 1.8 “Arachne the Spinner” text 9-11 Resource 1.9 Pre-assessment: Writing an Argument 12 Resource 2.1 Warm-up: Responding to Video Clip 13 Resource 2.2 A Summary of How the World Was Made 14-15 Resource 2.3A-E “The Beginning of Things” Parts 1- 5 16-20 Resource 2.4 Collaborative Annotation Chart – “Beginning” Part I 21 Resource 2.5 Collaborative Annotation Chart – “Beginning” Part_ 22 Resource 2.6 Myth Comparison Matrix: “The Beginning of Things” 23 Resource 2.7 Writing an Argument #2 24-25 Resource 2.8 Model Paragraph (Writing Outline) 26 Resource 3.1 Cyclops Painting & Quick-Draw 27-28 Resource 3.2 PowerPoint Notes: Introduction to Epic/Myth/Cyclops 29-32 Resource 3.3 Collaborative Annotation Chart – “The Cyclops” 33 Resource 3.4 Section Analysis Chart 34-41 Resource 3.5A Cyclops Comic Strip Planning Sheet 42-43 Resource 3.6 Cyclops Comic Strip Gallery Walk: Focused Questions 44-45 Resource 3.7 Evidence of Cultural Beliefs, Values & Patterns Matrix 46 Resource 3.8 Argumentative Writing Task #3 47-48 Resource 4.1 “Patterns” Project Instructions 49 Resource 4.2 “Patterns” Project Rubric 50 Resource 4.3 “Patterns” Project Example 51 ELA Grade 9 Intro to Mythology, Lesson 1 Resource 1.1 Anticipatory Guide: Thinking about My World Opinion Explanation Agree Disagree Patterns help us 1. -
Greco-Roman Mythology Overview
Cyclopaedia 26 – Greco-Roman Mythology By T.R. Knight (InnRoads Ministries * Article Series) Overview Creatures and Monsters of Mythology Most likely, you studied Classical Mythology, also called Greco-Roman Mythology, in Greco-Roman Mythology depicts more than school. You read about the various Greek and just gods and demi-gods. There is an entire Roman gods that inspired storytellers and ecosystem of unique creatures and poets to write some of the great epics and monsters. Many of them exist in similar tragedies. These myths began as oral forms, sometimes with different names, in traditions, then were late compiled into other mythologies and folklore. Greek and Latin writings. • Argus These myths related the Greek and Roman • Centaur religions, concerned with the actions of gods, • Cerberus supernatural creatures, and the heroes • Cetus influenced by the gods. The most famous of • Chimera these were written by Homer, the Iliad and • Colchian Dragon the Odyssey. • Cyclops • Echidna The Romans adapted the myths of the • Griffin Greeks, importing many into their own • Harpy legends and stories, creating counterparts. • Hecatoncheires Thus, you find Ares mirrored in Mars as the • Lamia war god, and many gods and demigods with • Lernaean Hydra matching legends but different names. • Medusa • Minotaur Cinema latched onto these myths as • Myrmekes Indikoi storylines because of their fantastic tales, • Pegasus epic settings, and over-the-top heroes. The • Satyr films were so popular, a cheaper subgenre • Scylla emerged called peplum, or more commonly • called sword-and-sandal, which were a mix of Sphinx lower budget Biblical or Mythology based • Triton films. • Typhon Classical Mythology still fascinates us today, Following are sources of information spawning new book series, movies of epic pertaining to Greco-Roman Mythology to heroes, and games that let us step into the assist prospective game masters, game role of mythical heroes and gods. -
Ancient Greece and Rome in Videogames: Representation, Player Processes, and Transmedial Connections
Ancient Greece and Rome in Videogames: Representation, Player Processes, and Transmedial Connections Thesis submitted in accordance with the requirements of the University of Liverpool for the degree of Doctor of Philosophy By Ross Clare September 2018 Abstract Videogames are a hugely popular entertainment medium that plays host to hundreds of different ancient world representations. They provide very distinctive versions of recreated historical and mythological spaces, places, and peoples. The processes that go into their development, and the interactive procedures that accompany these games, must therefore be equally unique. This provides an impetus to both study the new ways in which ancient worlds are being reconfigured for gameplayers who actively work upon and alter them, and to revisit our conception of popular antiquity, a continuum within popular culture wherein ancient worlds are repeatedly received and changed in a variety of media contexts. This project begins by locating antiquity within a transmedial framework, permitting us to witness the free movement of representational strategies, themes, subtexts and ideas across media and into ancient world videogames. An original approach to the gameplay process, informed by cognitive and memory theory, characterises interaction with virtual antiquity as a procedure in which the receiver draws on preconceived notions and ideas of the ancient past to facilitate play. This notion of “ancient gameplay” as a reception process fed by general knowledges, previous pop-cultural engagements, and dim resonances of antiquity garnered from broad, informal past encounters allows for a wide, all-encompassing study of “ancient games”, the variety of sources they (and the player) draw upon, and the many experiences these games offer. -
2006 Essential Facts About the Computer and Video Game Industry at E3 on May 10, 2006
2006 SALES, DEMOGRAPHIC AND USAGE DATA ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY “The video game industry is entering a new era, an era where technology and creativity will fuse to produce some of the most stunning entertainment of the 21st Century. Decades from now, cultural historians will look back at this time and say it is when the definition of entertainment changed forever.” – Douglas Lowenstein, President, Entertainment Software Association “Games are widely used as educational tools, not just for pilots, soldiers and surgeons, but also in schools and businesses…. Games require players to construct hypotheses, solve problems, develop strategies, learn the rules of the in-game world through trial and error. Gamers must also be able to juggle several different tasks, evaluate risks and make quick decisions…. Playing games is, thus, an ideal form of preparation for the workplace of the 21st century, as some forward-thinking firms are already starting to realise.” – The Economist, August 4, 2005 © 2006 Entertainment Software Association WHAT’S INSIDE? Who Plays What? Who Plays Computer and Video Games? . 2 Who Buys Computer and Video Games? . 3 How Long Have Gamers Been Playing? . 3 2005 Computer and Video Game Sales by Rating . 4 What Were the Top-Selling Game Genres in 2005? . 4 What Were the Top-Selling Games of 2005? . 5 Parents and Games . 6 Parents Play Games. 7 What Else Are Gamers Doing? . 8 Who Plays What? Online and Wireless Games How Many Gamers Play Games Online?. 9 Who Plays Games Online? . 9 What Kinds of Games Are Played Online Most Often? . -
Age of Mythology : the Titans Expansion: Sybex Official Strategies
SYBEX Sample Chapter Age of Mythology®: The Titans Expansion: Sybex Official Strategies & Secrets™ Doug Radcliffe and Michael Rymaszewski Chapter 2: The Game Economy Copyright © 2003 SYBEX Inc., 1151 Marina Village Parkway, Alameda, CA 94501. World rights reserved. No part of this publication may be stored in a retrieval system, transmitted, or reproduced in any way, including but not limited to photocopy, photograph, magnetic or other record, without the prior agreement and written permission of the publisher. ISBN: 0-7821-4303-2 SYBEX and the SYBEX logo are either registered trademarks or trademarks of SYBEX Inc. in the USA and other countries. TRADEMARKS: Sybex has attempted throughout this book to distinguish proprietary trademarks from descriptive terms by following the capitalization style used by the manufacturer. Copyrights and trademarks of all products and services listed or described herein are property of their respective owners and companies. All rules and laws pertaining to said copyrights and trademarks are inferred. This document may contain images, text, trademarks, logos, and/or other material owned by third parties. All rights reserved. Such material may not be copied, distributed, transmitted, or stored without the express, prior, written consent of the owner. The author and publisher have made their best efforts to prepare this book, and the content is based upon final release software whenever possible. Portions of the manuscript may be based upon pre-release versions supplied by software manufacturers. The author and the publisher make no representation or warranties of any kind with regard to the completeness or accuracy of the contents herein and accept no liability of any kind including but not limited to performance, merchantability, fitness for any particular purpose, or any losses or damages of any kind caused or alleged to be caused directly or indirectly from this book. -
Command and Conquer in the Development of Real-Time Strategy
Command and Conquer in the Development of Real-Time Strategy Alex Devkar 3/18/2003 STS145 Professor Henry Lowood 2 Introduction By all accounts, Command & Conquer (C&C) was an immediate and unmitigated success when it was released in late 1995. It spawned one of the most lucrative series in videogame history, and its title has become synonymous with real-time strategy (RTS). Yet, the basis of the game was not original. Dune II, from the same developer, had previously established the RTS genre, and C&C was almost identical in many respects. What made C&C such a sensation was its refinement of Dune II’s gameplay ideas with the addition of several key innovations, which set the standard for all games of the genre to come. Internet play and varied styles of play between the different armies in the game were some of the important advances that are now fundamental to RTS. Furthermore, C&C’s flaws clearly showed some areas in which improvement was possible. The AI was far from perfect, and the idea of devoting more resources to AI became a topic of discussion in the industry. In essence, by both its strengths and weaknesses, the game provided a roadmap for the further development of RTS. History of Westwood The history of Westwood Studios, the developer of C&C, is vital to the RTS genre; without C&C, RTS might be very different today, and without Westwood Studios, RTS might not even exist. It was the company’s commitment to risk-taking and creative freedom that allowed C&C and RTS to bloom. -
Audio Collection 623 Edith’S Story, by Edith Velmans-Van Hessen 198 Ellen Foster, by K
AUDIO BOOKS Audio Title AT 483 Absolute rage, by Robin Cook 350 Aches and pains, by Maeve Binchy 028 The adventures of Huckleberry Finn, by. M. Twain 246 The age of innocence, by E. Wharton 500 The alienist, by Caleb Carr 313 All that remains, by Patricia Cornwell 469 All the dead were strangers, by Ethan Black 392 And one more thing before we go…, by Maria Shriver 252 An American daughter, by W. Wasserstein 555 American hero, by Larry Beinhart 371 The amber spyglass, by Philip Pullman 511 Ambush at Fort Bragg, by Tom Wolfe 190 Amy and Isabelle, by E. Strout 009 Anatomy of an illness, by N. Cousins 217 The angel of darkness, by C. Carr 215 Angela’s ashes, by F. McCourt 639 Animal crackers, by Hannah Tinti 066 Anne Frank 303 Another view, by Rosamunde Pilcher 289 Any given day, by Jessie Lee Brown Foveaux 486 Apt pupil, by Stephen King 364 Are you afraid of the dark?, by Sidney Sheldon 610 Are you there, Vodka?, by Chelsea Handler 084 As you like it, by W. Shakespeare 189 Ashes to ashes, by T. Hoag 405 At first sight, by Nicholas Sparks 642 Autobiography of Malcolm X 040 Autobiography of Miss Jane Pittman, by E.J. Gaines 052 The awakening, by K. Chopin 236 Back roads, by T. O’Dell 474 Backflash, by Richard Stark 270 Bad boy, by O. Goldsmith 578 Bad love, by Johnathan Kellerman 139 Bat chat: an introduction to echolocation 070 The Battle of Gettysburg, by F. Haskell 022 Be sweet, by R.