Sample File 57 on the Vocabulary of Role-Playing by Phil Masters 81 Crossing the Line by Andrew Rilstone
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putting an interview with the Garriott Games Lost My Emotion” the “Gaming at Keep up the good work. brothers, an article from newcomer Nick the Margins” series and even “The Play Bousfield about an old adventure game, Is the Thing,” you described the need for A loyal reader, Originally, this week’s issue was The Last Express and an article from games that show the consequences of Nathan Jeles supposed to be “Gaming’s Young Turks Greg Costikyan sharing the roots of our actions, and allow us to make and Slavs,” an issue about the rise of games, all in the same issue. I’ll look decisions that will affect the outcome of To the Editor: First, let’s get the usual gaming in Eastern Europe, both in forward to your comments on The Lounge. the game. In our society there are fewer pleasantries dispensed with. I love the development and in playerbase. I and fewer people willing to take magazine, read it every week, enjoy received several article pitches on the Cheers, responsibility for their actions or believe thinking about the issues it throws up, topic and the issue was nearly full. And that their actions have no consequences. and love that other people think games then flu season hit. And then allergies Many of these people are in the marketing are more than they may first appear. hit. All but one of my writers for this issue demographic for video games. It is great has fallen prey to flu, allergies or a minor to see a group of people who are interested There’s one game, one, that has made bout of forgetfulness. -
Computer-Supported Cooperative Work for Music Applications
Computer-Supported Cooperative Work for Music Applications Author: Álvaro Mendes Barbosa April 2006 Dipòsit legal: B.48971-2006 ISBN: 978-84-690-3933-5 Dissertation submitted to the Department of Technology of the Pompeu Fabra University for the Program in Computer Science and Digital Communication, in partial fulfillment of the requirements of the degree: Doctor per la Universitat Pompeu Fabra with Mention of European Doctor Dissertation directed by Dr. Xavier Serra and co-directed by Dr. Sergi Jordà Universitat Pompeu Fabra Departamento de Tecnologia Estació de França Passeig de Circumvallació, 8 08003 Barcelona, España Research leading to this Dissertation was conducted by the author at: This Doctorate Research Work was supported through the award of a Doctorate Scholarship by: (SFRH/BD/5192/2001) The Author is affiliated with: To Sofia Abstract This dissertation derives from research on musical practices mediated by computer networks conducted from 2001 to 2005 in the Music Technology Group of the Pompeu Fabra University in Barcelona, Spain. It departs from work carried out over the last decades in the field of Computer-Supported Cooperative Work (CSCW), which provides us with collaborative communication mechanisms that can be regarded from a music perspective in diverse scenarios: Composition, Performance, Improvisation or Education. The first contribution originated from this research work is an extensive survey and systematic classification of Computer-Supported Cooperative Work for Music Applications. This survey led to the identification of innovative approaches, models and applications, with special emphasis on the shared nature of geographically displaced communication over the Internet. The notion of a Shared Sonic Environments was introduced and implemented in a proof-of- concept application entitled Public Sound Objects (PSOs). -
The Role of Wargames in the Development of Game Design
The role of wargames in the development of game design Luiz Cláudio S. Duarte∗ Thiago Schaedler Uhlmann2 1PUCPR Figure 1: Playing Second Front: Sicily in 1943. Abstract ical representation of information. During the third quarter of the XX century, board wargames led the way in innovation in game design. Although small 1 Playing at war in comparison with present-day digital games industry, the Games are probably older than civilization [15]; however, as wargames industry was far from inconsequential, and several far as we know, game designers are a much younger breed. leading digital game designers started their careers playing Indeed, it is only from the 17th century onwards that we can or creating board wargames. Even the term “game designer” identify any game authors at all, such as Sir John Suckling was first used about the creators of board wargames. Noneof (Cribbage, 1630) [18] or John Jefferys (A Journey Through Eu- the information in this paper is new or unknown. However, rope, 1759). [6] But they did not think of themselves as game we believe that, as in any other human endeavour, game designers; even George S. Parker, founder and lead game designers can benefit from knowing some of the history from designer of the former Parker Brothers game company, did their field. Accordingly, in this paper we present some in- not identify himself as such during his lifetime (1866–1952). formation on board wargames, with special attention to the [16] influential role played by Redmond A. Simonsen, a graphic This comes as no surprise, since the concept of design as designer. -
Liste De Jeux - 1/26 - Ambition Schmidt France G
N Nom editeur createurs An Num Lg Tr Min Max 1870 Descartes Jean-Pierre Defieux 1978 W 82 fr - 2 1806: Iéna, Campagne de Prusse (Jena!) Tilsit Ed Wimble 1997 W 71 fr - 2 1814: Six jours de gloire Tilsit Kevin Zucker 1998 W 61 fr - 2 1830 Avalon Hill Francis Tresham 1986 S 52 en fr 3 6 1862, The Battles and Leaders Series Simulation Design Incorporated Richard Berg, Thaddeus B. Kubis, 1990 W 99 en - 2 Robert G. Markham 1863: Chickamauga, la rivière de la mort Tilsit Gary Selrik , Stephen Rawling 1997 W 84 fr - 2 221b Baker Street: Master Detective Game Gibsons Games Sg 12 en - 2 6 2e D.B. 1 Normandie Descartes Jean-Jacques Petit 1983 W 32 fr - 2 4 7 Royaumes combattants (les) éditions du stratège Jean-Pierre Pecau, Jël Gourdon W 127 fr - 2 7 8th army: WWII desert campaign Attactix 1982 W 81 en - 2 4 A Game of Throne Fantasy Flight Games Christian T. Petersen 2003 S 305a en fr 3 5 A Game of Throne : A clash of Kings Fantasy Flight Games Christian T. Petersen 2005 S 305b en fr 3 6 A Game of Throne : A storm of Swords Fantasy Flight Games Christian T. Petersen 2006 S 305c en fr 3 6 Abalone Hasbro Michel Lalet, Laurent Lévi 1990 R 8 fr - 2 Accross 5 April Victory Games Eric Lee Smith 1992 W 48 en fr 2 4 Adel Verpflichtet FX Schmid Klaus Tauber 1990 S 92 de fr 2 5 Africa 1880 Tilsit Francis Pacherie 1997 S 28 fr - 3 6 Afrika: La guerre du Désert Oriflam Dean Essig 1994 W 134 fr - 2 Âge des dieux (L') Asmodée Edition Croc 2004 S 236 fr - 3 6 Age of Battles : the Battle of Marathon Zvezda W 122 en - 2 Age of Chivalry 3W Rob Markham 1992 W 65 en - 1 4 Age of Renaissance Avalon Hill 1996 S 142 en fr 3 6 Age of Steam Warfrog Martin Wallace 2001 S 259 en fr 2 6 Ages of Mythology Eagle Games Glenn Drover 2003 S 223 en fr 4 6 Aigles (les) Descartes J.m. -
Rules of Play - Game Design Fundamentals
Table of Contents Table of Contents Table of Contents Rules of Play - Game Design Fundamentals.....................................................................................................1 Foreword..............................................................................................................................................................1 Preface..................................................................................................................................................................1 Chapter 1: What Is This Book About?............................................................................................................1 Overview.................................................................................................................................................1 Establishing a Critical Discourse............................................................................................................2 Ways of Looking.....................................................................................................................................3 Game Design Schemas...........................................................................................................................4 Game Design Fundamentals...................................................................................................................5 Further Readings.....................................................................................................................................6 -
Universidade Federal De Santa Catarina Departamento De Informática E De Estatística Curso De Pós-Graduação Em Ciência Da Computação
UNIVERSIDADE FEDERAL DE SANTA CATARINA DEPARTAMENTO DE INFORMÁTICA E DE ESTATÍSTICA CURSO DE PÓS-GRADUAÇÃO EM CIÊNCIA DA COMPUTAÇÃO SISTEMA DE AUTORIA PARA CONSTRUÇÃO DE “ADVENTURES” EDUCACIONAIS EM REALIDADE VIRTUAL Patrícia Cristiane de Souza Florianópolis, fevereiro de 1997 UNIVERSIDADE FEDERAL DE SANTA CATARINA DEPARTAMENTO DE INFORMÁTICA E DE ESTATÍSTICA CURSO DE PÓS-GRADUAÇÃO EM CIÊNCIA DA COMPUTAÇÃO ÁREA DE CONCENTRAÇÃO: SISTEMAS DE CONHECIMENTO SISTEMA DE AUTORIA PARA CONSTRUÇÃO DE “ADVENTURES” EDUCACIONAIS EM REALIDADE VIRTUAL por Patrícia Cristiane de Souza Orientador: Prof. Raul Sidnei Wazlawick, Dr. Dissertação apresentada ao Curso de Pós-Graduação em Ciência da Computação da Universidade Federal de Santa Catarina, como parte dos requisitos exigidos para obtenção do grau de Mestre em Ciência da Computação. Florianópolis, fevereiro de 1997 Sistema de Autoria para Construção de “Adventures” Educacionais em Realidade Virtual Patrícia Cristiane de Souza Esta dissertação foi julgada adequada para a obtenção do título de MESTRE EM CIÊNCIA DA COMPUTAÇÃO na área de concentração Sistemas de Conhecimento e aprovada em sua for final pelo Programa de Pós-Graduação em Ciência da Computação da UFSC. Raul^Smnei Wazlawick Murilo Silva de Camargo - Coordenador do CPGCC/UFSC Banca Examinadora ,ul Sidnei Wazlawick Aguinaldo Robson de Souza iv Não há nada mais difícil de se realizar, nem cujo êxito seja mais duvidoso nem cuja execução seja mais perigosa, do que iniciar uma nova ordem das coisas. Pois o reformista tem como inimigos todos aqueles que lucram com a antiga ordem e tem como defensores não muito entusiastas apenas aqueles que lucram com a nova ordem, sendo essa falta de entusiasmo proveniente em parte do temor aos adversários, que têm as leis a seu favor, e em parte da incredulidade da Humanidade, que não acredita realmente em nada que ainda não tenha experimentado. -
A Chronicle of Map Interfaces in Games
Maps, Navigation and Transportation: Find a way DIS ’20, July 6–10, 2020, Eindhoven, Netherlands Paper to Pixels: A Chronicle of Map Interfaces in Games Z O. Toups,1,3 Nicolas LaLone,4 Katta Spiel,5 Bill Hamilton2,3 1Play & Interactive Experiences for Learning Lab / 2Participatory Live Experiences Laboratory 3Computer Science Department, New Mexico State University, Las Cruces, NM, USA 4Bridge Lab, Department of Information Systems and Quantitative Analysis, College of Information Science and Technology, University of Nebraska at Omaha, Omaha, NE, USA 5e-Media Research Lab, KU Leuven, BE & Centre for Teacher Education, University of Vienna, AT [email protected], [email protected], [email protected], [email protected] ABSTRACT More than physical navigation, maps navigate the complex Game map interfaces provide an alternative perspective on and dynamic world of human culture. Maps on news media the worlds players inhabit. Compared to navigation applica- show political and socio-economic divides. Maps can show us tions popular in day-to-day life, game maps have different where people like ice cream over frozen yogurt or can be used affordances to match players’ situated goals. To contextualize by sports commentators showing us where specific athletes and understand these differences and how they developed, we have placed a ball or puck over time. present a historical chronicle of game map interfaces. Starting Despite that ubiquity, maps in and of themselves are generally from how games came to involve maps, we trace how maps static, a relic of the paper to which they owe their creation. are first separate from the game, becoming more and more There is so much more that maps can provide users given the integrated into play until converging in smartphone-style inter- growing ubiquity of computation and the increasing digital faces. -
What Is the Future of Massively Multiplayer Online Gaming? Richard Slater (00804443) What Is the Future of Massively Multiplayer Online Gaming?
What is the future of Massively Multiplayer Online Gaming? Richard Slater (00804443) What is the future of Massively Multiplayer Online Gaming? Richard Slater (00804443) An undergraduate dissertation submitted in partial fulfillment of the requirements of CS335 - The Computing Dissertation module of BSc (Hons) Computer Science. I (Richard Slater) hereby certify that the content of this document has been produced solely by me in person according to the regulations set out by the University of Brighton, as such it is an original work. I so declare that any reference to non-original document or material has been properly acknowledged. Document Data Total Word Count 8944 Word Count 8090 excluding footnotes and annexes Modified 26 February 2004 By Richard Slater Revision 78 a PDF version of this document is available at http://www.richard-slater.co.uk/university/dissertation Page 1 of 28 What is the future of Massively Multiplayer Online Gaming? Richard Slater (00804443) 1) Table of Contents 1) Table of Contents................................................................................................... 2 2) Abstract................................................................................................................ 3 3) Introduction........................................................................................................... 4 3.1) Terms and Definitions.......................................................................................4 3.2) Quality of references........................................................................................5 -
On a Brisk March Morning, I Visited Noted Game Designer Mark Herman in His Office in Crystal City, a High-Tech Corporate Distric
there on Wednesday nights and listen On a brisk March morning, I while Dunnigan lectured on what games visited noted game designer were all about and how you designed them. Quite frankly, that was really Mark Herman in his office in where I got started. Ultimately, when I got out of college, I was working as a Crystal City, a high-tech tree expert in the summer of 1976 and I called Howie Barasch, who told me the corporate district in Northern receptionist job at SPI had just become available. Which, by the way, was a Virginia. From his llth floor $5200 a year salary. The reason I took the job was because if you sold games office, he commands a view of over the counter, you had to be knowl- edgeable about games. And the way the Potomac River, as well as they (SPI) were organized, the reception- ist in reality was the lowest job on the many of the monuments R&D staff. The agreement was that I could go to R&D meetings on Tuesday, which make up the and I took the job. These were the days Washington, D.C. skyline. We of the monster games, and Highway to the Reich (SPI, 1977) was going belly up. spent the next hour discussing playtesting sessions. 'After we get to It was late, it wasn't happening, and Jay know you, maybe you'll write some Nelson - the other guy who was laugh- Mark's background in game articles for Moves magazine, and that's ing back at the SPI booth at Origins - also how you start the process.' I started had all these S&T games to design on design and his thoughts on the showing up on Friday nights, and the schedule. -
P. Harrigan, M. G. Kirschenbaum (Eds)
Issue 05 – 2016 Critical Notes Book Review by GIAIME ALONGE P. Harrigan, M. G. Università di Torino [email protected] Kirschenbaum (eds) Zones of Control. Perspectives on Wargaming [The Mitt Press, 2016]. A wargame is a game that “realistically” simulates a military confict of any size and length, from a one afernoon skirmish between infantry platoons in an area of a few square miles to a global war lasting several years such as the First or Second World War. The majority of wargames simulate real conficts, from Alexander the Great’s campaigns to the present war in Afghanistan, but some of them depict “future” wars, such as the games imagining a clash between NATO and the Warsaw Pact that were quite popular in the seven- ties and eighties (afer the fall of the Berlin Wall these games became largely outmoded). A wargame can even simulate a confict with no specifc time and space context, like Tactics II (1958), one of the very frst recreational wargames ever released, which depicts the struggle between two non-historical twenty century-style armies called Red and Blue. As I said, in order to label a game as a wargame, what counts is realism, the fact that the game portrays war in a detailed and plausible way – diferent kinds of units (infantry, artillery, tanks, paratroopers, partisans, etc.) with diferent capabilities, moving on a map with a specifc geography (mountains, woods, swamps, rivers) that has an impact both on movement and fghting. Games such as Risk (1959), Diplomacy (1959), or Stratego (1961), albeit they played a role in the birth of the wargame industry, are not considered wargames because their simulation of war is too abstract, too chess-like. -
List of TCP and UDP Port Numbers from Wikipedia, the Free Encyclopedia
List of TCP and UDP port numbers From Wikipedia, the free encyclopedia This is a list of Internet socket port numbers used by protocols of the transport layer of the Internet Protocol Suite for the establishment of host-to-host connectivity. Originally, port numbers were used by the Network Control Program (NCP) in the ARPANET for which two ports were required for half- duplex transmission. Later, the Transmission Control Protocol (TCP) and the User Datagram Protocol (UDP) needed only one port for full- duplex, bidirectional traffic. The even-numbered ports were not used, and this resulted in some even numbers in the well-known port number /etc/services, a service name range being unassigned. The Stream Control Transmission Protocol database file on Unix-like operating (SCTP) and the Datagram Congestion Control Protocol (DCCP) also systems.[1][2][3][4] use port numbers. They usually use port numbers that match the services of the corresponding TCP or UDP implementation, if they exist. The Internet Assigned Numbers Authority (IANA) is responsible for maintaining the official assignments of port numbers for specific uses.[5] However, many unofficial uses of both well-known and registered port numbers occur in practice. Contents 1 Table legend 2 Well-known ports 3 Registered ports 4 Dynamic, private or ephemeral ports 5 See also 6 References 7 External links Table legend Official: Port is registered with IANA for the application.[5] Unofficial: Port is not registered with IANA for the application. Multiple use: Multiple applications are known to use this port. Well-known ports The port numbers in the range from 0 to 1023 are the well-known ports or system ports.[6] They are used by system processes that provide widely used types of network services. -
Telecommunications Seminar 2007
Why peoPlE play MmorPgs Indiana University 11 th April 2007 Prof. Richard A. Bartle University of esSex introduction • This talk concerns massively multiplayer online role-playing games – Mmorpgs to the players • Or mmogs, mmos, pws, muds, mugs, mu*s, … – Virtual worlds to academics • Or synthetic worlds, virtual environments, … • My aim here is to explain Why people play them – Because, hey, then we get better ones! • Get comfy, it’s a long journey… 1 What are vws? • Virtual worlds are places • being places, they have a number of place- like features – You can visit them – Other people can also visit them – At the same time • They are, however, not real • This seems like a major disadvantage – How do you visit somewhere that isn’t real? Answer: • You use an avatar – Or, more technically speaking, a character 2 About avatars • Far from its being a disadvantage , people often like using an avatar Furthermore… • Some people prefer it to reality 3 Leisure time • People play these for several hours a day – Day after day • Month after month – Year after year… • I have players for my own game that are still there after 19 years • Surveys have consistently shown that The average time a player spends in a virtual world is around 20 hours a wEek – They often invest a lot of time in it oFfline , too • So where did these games come from? World of warcraft • world of warcraft , blizzard, 2004: 4 everquest • Everquest , sony online entertainment, 1999 connection • Everquest ruled until Wow came along – 480,000 subscriptions at its peak • Wow is modeLled