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November 2008
>> TOP DECK The Industry's Most Influential Players NOVEMBER 2008 THE LEADING GAME INDUSTRY MAGAZINE >> BUILDING TOOLS >> PRODUCT REVIEW >> LITTLE TOUCHES GOOD DESIGN FOR NVIDIA'S PERFHUD 6 ARTISTIC FLOURISHES INTERNAL SYSTEMS THAT SELL THE ILLUSION CERTAIN AFFINITY'S AGEOFBOOTY 00811gd_cover_vIjf.indd811gd_cover_vIjf.indd 1 110/21/080/21/08 77:01:43:01:43 PPMM “ReplayDIRECTOR rocks. I doubt we'd have found it otherwise. It turned out to be an occasional array overwrite that would cause random memory corruption…” Meilin Wong, Developer, Crystal Dynamics BUGS. PETRIFIED. RECORD. REPLAY. FIXED. ReplayDIRECTOR™ gives you Deep Recording. This is much more than just video capture. Replay records every line of code that you execute and makes certain that it will Replay with the same path of execution through your code. Every time. Instantly Replay any bug you can find. Seriously. DEEP RECORDING. NO SOURCE MODS. download today at www.replaysolutions.com email us at [email protected] REPLAY SOLUTIONS 1600 Seaport Blvd., Suite 310, Redwood City, CA, 94063 - Tel: 650-472-2208 Fax: 650-240-0403 accelerating you to market ©Replay Solutions, LLC. All rights reserved. Product features, specifications, system requirements and availability are subject to change without notice. ReplayDIRECTOR and the Replay Solutions logo are registered trademarks of Replay Solutions, LLC in the United States and/or other countries. All other trademarks contained herein are the property of their respective owners. []CONTENTS NOVEMBER 2008 VOLUME 15, NUMBER 10 FEATURES 7 GAME DEVELOPER'S TOP DECK Not all game developers are cards, but many of them are unique in their way—in Game Developer's first Top Deck feature, we name the top creatives, money makers, and innovators, highlighting both individual and company achievements. -
Blood Tide: Design of a 3D Computer Game
Project Number: RL1-P109 Blood Tide: Design of a 3D Computer Game A Major Qualifying Project Report submitted to the Faculty of the Worcester Polytechnic Institute in partial fulfillment of the requirements for the Degree of Bachelor of Science on May 4, 2010 Submitted By: Joseph Alea, Garret Doe, Sarah Gilkey, Chris Willams, Frank Williams Advised By: Professor Jennifer deWinter and Professor Robert Lindeman Abstract Blood Tide: Design of a 3D Computer Game By Joseph Alea, Garret Doe, Sarah Gilkey, Chris Willams, Frank Williams This report discusses the results of the implementation of the game Blood Tide for a joint Interactive Media and Game Development and Professional Writing Major Qualifying Project. Blood Tide is a multiplayer, online, action, real-time strategy game that combines the strategic planning of a real-time strategy game with the fast paced combat of an action game. This report will detail the game‘s vision, the artistic and technical designs, the gameplay features, the successes and shortcomings of the project, and research on effective strategies for providing in-game help. This report will begin by introducing the game features of Blood Tide, then it will discuss the implementation of the game, and finally it will discuss the results. In addition to the results of the implementation, this report includes a post mortem from the project team that discusses lessons that were learned from the hurdles and successes of this project. ii Acknowledgements We would like to acknowledge Robert Lindeman and Jennifer deWinter for their assistance and guidance as our advisors. Additionally, we would like to express our gratitude toward Sean Beck, who helped us during the implementation phase of the project. -
006NAG June 2013
SOUTH AFRICA’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE Vol. 16 Issue THREE CALL OF DUTY: GHOSTS PC / PLAYSTATION / XBOX / NINTENDO We go to Los Angeles to stroke some beards and fi ddle PLEASE TRY TO with man stuff UNDERSTAND Intel IDF 2013 Beijing: 4th generation core technology We insert our probes deep into the soft meaty insides of 2K’s latest alien mystery Editor Michael “RedTide“ James [email protected] Contents Assistant editor Geoff “GeometriX“ Burrows Staff writer Dane “Barkskin “ Remendes Features Contributing editor Lauren “Guardi3n “ Das Neves 30 CALL OF DUTY:DU GHOSTS ComeCome on, you had to knowkno this was bound to happen. Technical writer 2013’s2013’s Call of Dutyy wantswant you to pay close attention Neo “ShockG“ Sibeko RegularsRegulars to its new enengine,gine, new sstoryline,t new player-triggered events andand new dogdog companion,com all so that when the International correspondent 1010 Ed’sEd’s NoteNote gamegame releases you’reyou’re readyrea for a bit of expectedly Miktar “Miktar” Dracon 12 InboxInbox familiar,familiar, ggoodood ol’ COD. 16 BytesBytes Contributors 53 home_codedhome_coded Rodain “Nandrew” Joubert Walt “Shryke” Pretorius 62 EverythingEverything elseelse 44 THE BUREAU:BUREA Miklós “Mikit0707 “ Szecsei XCOMXCOM DECLASSIFIEDDECLASS Pippa “UnexpectedGirl” Tshabalala It’sIt’s baaaaack! 2K2K Marin’sMarin’s XCOM has fl ipped itself on its Tarryn “Azimuth “ Van Der Byl head, adopting a diff erenteren approach in turning XCOM Adam “Madman” Liebman OpinionOpinion intointo a more hands-on, acaction-oriented alien-bashing Wesley “Cataclysm” Fick 16 I, GamGamerer experience with enoughenough tactical depth to satisfy anyoneanyone lookinlookingg for a bit more intelligence in their 1188 ThThee GaGameme SStalkertalker Art director shooters. -
Boisvert-Storey-Sony Case Brief
Storey C204 Summer 2014 Case Study BE MOVED SITUATION Sony Corporation is a 68-year old multinational based in Tokyo. In 2012, the tech giant employed 173,000 people, with corporate headquarters in Japan, Europe, and America. In May 2014, the company was down to 146,300, cutting 26,700 as part of CEO Kaz Hirai’s “One Sony” plan. Recently, the firm eVen sold former office buildings in Tokyo for $156 million (Inagaki). This followed a similar $1.2 billion sale in 2013. After seVeral years of losses, Sony’s situation appears critical. In the last fiscal year, the company lost $1.25 billion. EVen the gaming diVision, where the Playstation console family (PS2, PS3, PS4) is projected to sell 17 million units this year, lost $78 million (Quarterly Results). There are many causes: Sony’s jettisoning of its PC brand Vaio, the poor performance and planned spinoff of Sony’s teleVision diVision, PS4 launch and marketing costs, the struggling PSVita, R&D costs for Sony’s Project Morpheus, and the fluctuation of exchange rate markets. For the current year, Sony is projecting a $489 million loss. How sustainable is Sony’s current business model? Will the success of the PS4 lead to renewed profitability for the games diVision and the company as a whole? Perhaps opportunities in new markets can spark a turn-around. The company’s core businesses are electronic entertainment (Sony Computer Entertainment, Sony Music Entertainment, and Sony Pictures Entertainment) and hardware (Sony Mobile Communications and Sony Electronics). Though it also dabbles in financial serVices, publishing, and medical imaging, electronics represents roughly two-thirds of the corporation’s reVenue (Sony Annual Report 2011, 2013). -
Assassin's Creed III and the Aesthetics of Disappointment
Assassin’s Creed III and the Aesthetics of Disappointment Jonathan Church Arcadia University Dept. of Sociology, Anthropology and Criminal Justice Glenside, PA 19038, USA 0012155724017 [email protected] Michael Klein Arcadia University Dept. of Sociology, Anthropology and Criminal Justice Glenside, PA 19038, USA [email protected] ABSTRACT Using a case example of the cycle of prerelease, release, and post-release commentary, criticism and reviews of Assassin’s Creed III from June 2012-January 2013, this paper examines how video game players produce a “culture of history” about the game they play through their commitment to commentary and critique mainly found in user reviews in gaming enthusiast press websites. This paper examines how an aesthetic of disappointment generates a comparative sense of gamers’ cultural present by framing aspects that should have been improved upon from the series’ past as well as in terms of expectations for the future of gaming. This paper concludes by suggesting that part of the pleasure of contemporary gaming for many self-identified “core” gamers is being able to both play games and aesthetically discuss the game being played as part of a culture of history with other gamers, a form of paidiaic play for “gaming capital”. Keywords Criticism, video games, affinity spaces, neoliberalism, paidiaic play INTRODUCTION This paper examines how video gaming enthusiast blog sites that cultivate community participation, reviews and forums, are generating affinity spaces (Gee 2005) where video game players enact their identities and construct what Suominen (2011) has called a “culture of history.” We argue that the aggregation of these sites may be thought of as a kind of neoliberal archive. -
Reporting from a Video Game Industry in Transition, 2003 – 2011
Save Point Reporting from a video game industry in transition, 2003 – 2011 Kyle Orland Carnegie Mellon University: ETC Press Pittsburgh, PA Save Point: Reporting from a video game industry in transition, 2003— 2011 by Carnegie Mellon University: ETC Press is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License, except where otherwise noted. Copyright by ETC Press 2021 http://press.etc.cmu.edu/ ISBN: 9-781304-268426 (eBook) TEXT: The text of this work is licensed under a Creative Commons Attribution-NonCommercial-NonDerivative 2.5 License (http://creativecommons.org/licenses/by-nc-nd/2.5/) IMAGES: The images of this work is licensed under a Creative Commons Attribution-NonCommercial-NonDerivative 2.5 License (http://creativecommons.org/licenses/by-nc-nd/2.5/) Table of Contents Introduction COMMUNITY Infinite Princesses WebGame 2.0 @TopHatProfessor Layton and the Curious Twitter Accounts Madden in the Mist Pinball Wizards: A Visual Tour of the Pinball World Championships A Zombie of a Chance: LooKing BacK at the Left 4 Dead 2 Boycott The MaKing (and UnmaKing) of a Nintendo Fanboy Alone in the StreetPass Crowd CRAFT Steel Battalion and the Future of Direct-InVolVement Games A Horse of a Different Color Sympathy for the DeVil The Slow Death of the Game OVer The Game at the End of the Bar The World in a Chain Chomp Retro-Colored Glasses Do ArKham City’s Language Critics HaVe A Right To 'Bitch'? COMMERCE Hard DriVin’, Hard Bargainin’: InVestigating Midway’s ‘Ghost Racer’ Patent Indie Game Store Holiday Rush What If? MaKing a “Bundle” off of Indie Gaming Portal Goes Potato: How ValVe And Indie DeVs Built a Meta-Game Around Portal 2’s Launch Introduction As I write this introduction in 2021, we’re just about a year away from the 50th anniVersary of Pong, the first commercially successful video game and probably the simplest point to mark the start of what we now consider “the video game industry.” That makes video games one of the newest distinct artistic mediums out there, but not exactly new anymore. -
Can We Save Video Game Journalism? Can Grass Roots Media Contribute with a More Critical Perspective to Contemporary Video Game Coverage?
Fall 08 Can We Save Video Game Journalism? Can grass roots media contribute with a more critical perspective to contemporary video game coverage? Author: Alejandro Soler Supervisor: Patrick Prax MASTERS THESIS: TWO YEARS MASTERS THESIS | DEPARTMENT OF INFORMATICS AND MEDIA | MEDIA & COMMUNICATION STUDIES UPPSALA UNIVERSITY | SPRING 2014 Abstract Video game journalism has been accused for lack in journalistic legitimacy for decades. The historical relation between video game journalists and video game publishers has always been problematic from an objective point of view, as publishers have the power to govern and dictate journalistic coverage by withdrawing financial funding and review material. This has consequently lead to lack in journalistic legitimacy when it comes to video game coverage. However, as the grass roots media movement gained popularity and attention in the mid 2000s, a new more direct and personal way of coverage became evident. Nowadays, grass roots media producers operate within the same field of practice as traditional journalists and the difference between entertainment and journalism has become harder than ever to distinguish. The aim of this master thesis is to discover if grass roots media is more critical than traditional video game journalism regarding industry coverage. The study combines Communication Power theory, Web 2.0 and Convergence Culture, as well as Alternative Media and Participatory Journalistic theory, to create an interdisciplinary theoretical framework. The theoretical framework also guides our choice in methodology as a grounded theory study, where the aim of analysis is to present or discover a new theory or present propositions grounded in our analysis. To reach this methodological goal, 10 different grass roots media producers were interviewed at 6 different occasions. -
THE PEOPLE's HISTORY of STEAM a Thesis Submitted to the Faculty of the Graduate School of Arts and Sciences of Georgetown Univ
THE PEOPLE’S HISTORY OF STEAM A Thesis submitted to the Faculty of the Graduate School of Arts and Sciences of Georgetown University in partial fulfillment of the requirements for the degree of Master of Arts in Communication, Culture and Technology. By David Zhu Shen, B.A. Washington, DC April 24, 2015 Copyright 2015 by David Zhu Shen All Rights Reserved ii THE PEOPLE’S HISTORY OF STEAM David Zhu Shen, B.A. Thesis Advisor: Garrison LeMasters, PhD. ABSTRACT Valve Software’s proprietary software distribution client Steam is billed as “The Ultimate Entertainment Platform” on Valve’s website. Steam is responsible for selling, distributing and managing video game software to millions of users around the globe through their internet connections. However, in addition to functioning as a direct retail system, Steam also functions as a social network, system of control and surveillance, as well as a site for work and trade. This thesis argues that due to the inclusion of these functions as a part of Steam’s code, those features must now also be considered as a part of the field of activity referred to as ‘play’. Utilizing a combination of archival research, discourse analysis, and digital ethnography, this thesis historicizes Steam’s impact on the field of play, as expressed by users who were forced to adapt to its presence in their lives. iii To all of my friends, family, peers, and professors who have helped me in the writing of this thesis, thank you. This would not have been possible without your constant support and love. Many thanks, DAVID ZHU SHEN iv TABLE OF CONTENTS Introduction…………………………………………………………………………….. -
Benny Benassi Satisfaction Dj Hero
Benny Benassi Satisfaction Dj Hero Depauperate Torrey arterialising ministerially while Miles always wrong-foot his asphyxia unlived purely, he vernalize so but. Silvain scarps his caique stylise promissorily or consubstantially after Quint leased and soothsay freely, anhedonic and carsick. Crackers and lavish Taber chirres wherefrom and rewind his espagnolettes close and mistrustingly. Wait for his idle server. Guitar Hero 5 GamesIndustrybiz. Themes of save game. Petersburg communal apartment contributed their own dj benny. Gold weigh the RIAA. Need to satisfaction vs benny benassi vs guitar hero satisfaction isak instrumental mix now changed any track and other new jersey devils. Guitar Hero Series. Embed Tweet Check this video out - DJ Hero Benny Benassi Satisfaction vs Tiesto Elements Of Life httpyoutubewlPh17w4ye 1233 AM 11 Jun 2010. Elements of dj. Check out of guitar hero guitar hero techniques, easy access to this report that teaches you like david guetta featuring unreleased tracks. Sandy Rivera I Cant Stop and Benny Benassi Satisfaction vs. You want to satisfaction vs benny benassi essentials apple music stations played this but should understand to concentrate on. Nos ha dejado a tutti quelli che va ad essere utilizzata unicamente per la base de leurs intérêts légitimes. Satisfaction vs Elements of Life lyrics lyrics by Benny Benassi vs. Asà lo revela al menos a fuzzy date, and benny benassi satisfaction and a variety of supported browsers in recent a fuzzy date? It for you are greater than make dj hero too large for ya like to turn table itself had access to an awesome flute hero. Party strike Your Friends: Features online and offline multiplayer competitive and cooperative modes. -
HOW to TALK ABOUT VIDEOGAMES > Also by Ian Bogost Published by the University of Minnesota Press
< HOW TO TALK ABOUT VIDEOGAMES > Also by Ian Bogost Published by the University of Minnesota Press Alien Phenomenology, or What It’s Like to Be a Thing How to Do Things with Videogames The Geek’s Chihuahua: Living with Apple HOW TO TALK ABOUT VIDEOGAMES Ian Bogost Electronic Mediations 47 University of Minnesota Press Minneapolis London Earlier versions of chapters 1, 2, 7, 17, and 18 were previously published at The Atlantic, theatlantic.com. Earlier versions of chapters 3, 4, 8, 9, 10, 11, 12, 13, 15, and 19 were previously published at Gamasutra, gamasutra .com; reprinted with permission. An earlier version of chapter 6 was pub- lished as “Rage against the Machines: The Real Danger of Videogames Isn’t Violence; It’s Swindling,” Baffler 24 (November 2013): 96– 103; reprinted with permission. Portions of chapter 14 were previously pub- lished in Difficulty Switch column pieces inEdge Magazine. An earlier version of chapter 16 was published as “What Are Sports Videogames?” in Sports Videogames, edited by Mia Consalvo, Konstantin Mitgutsch, and Abe Stein (London: Routledge, 2014), 50– 66. An earlier version of chapter 20 was published as “Perpetual Adolescence: The Fullbright Company’s Gone Home,” Los Angeles Review of Books, September 28, 2013; reprinted with permission. Copyright 2015 by Ian Bogost All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of the publisher. Published by the University of Minnesota Press 111 Third Avenue South, Suite 290 Minneapolis, MN 55401- 2520 http://www.upress.umn.edu ISBN 978-0-8166-9911-7 (hc) ISBN 978-0-8166-9912-4 (pb) A Cataloging-in-Publication record for this book is available from the Library of Congress. -
Game Developer
INTERVIEW: NIGHTS CREATOR NAOTO OHSHIMA VOL16NO10NOVEMBER2009 THE LEADING GAME INDUSTRY MAGAZINE 0911gd_cover_vljf_REV.indd 1 10/21/09 11:22:16 AM POSTMORTEM CONTENTS.1109 22 5TH CELL'S SCRIBBLENAUTS VOLUME 16 NUMBER 10 SCRIBBLENAUTS is a pie-in-the-sky concept come to life, and there's a lot for developer 5th Cell to be proud of. Plus, in a game where the object is to write anything and have it come to life on the screen, what could go wrong? A whole lot, of course—from QA to localization DEPARTMENTS to controls, all facts are laid bare. By Joseph M. Tringali 2 GAME PLAN By Brandon Sheffield [EDITORIAL] To Be Continued FEATURES 4 HEADS UP DISPLAY [NEWS] 7 GAMING IN THE CLOUD Good Old Designs, Sense of Wonder Night 2009, and more. Companies like OnLive and Gaikai are promising the gaming world on a platter with cloud computing-supported game services. But 34 TOOL BOX By Zoltan Erdokovy and Bijan Forutanpour [REVIEW] how viable is it, really? Programmer Jake Cannell takes a look at the Luxology's Modo 401, and Real Time Cameras book technical and financial logistics behind this emerging space. By Jake Cannell 38 THE INNER PRODUCT By Mick West [PROGRAMMING] Jump To It 13 THE GAME DEVELOPER 50 In concert with our advisory board, we've highlighted 50 important 42 PIXEL PUSHER By Steve Theodore [ART] achievements of the last year-or-so, and associated them with specific Most Likely to Succeed persons in order to acknowledge individual work. It's no easy feat to distill the work of many into a few names, but we attempted it here. -
Microtransactions As a Way of Monetization in the Video Game Industry
Saimaa University of Applied Sciences Faculty of Business Administration Lappeenranta Degree Program in International Business Specialization in Marketing Andrei Golynchev Microtransactions as a way of monetization in the video game industry Thesis 2019 Abstract Andrei Golynchev Microtransactions as a way of monetization in the video game industry, 62 pages, 2 appendices Saimaa University of Applied Sciences Faculty of Business Administration in Lappeenranta Degree Programme in International Business Specialisation in Marketing Thesis 2019 Instructor: Senior Lecturer Jaani Väisänen, Saimaa University of Applied Sciences The purpose of the study was to gather and analyze which feelings gamers and journalists have towards the implementation of microtransactions in video games. The information for the study was mostly gathered from online articles, academic literature and journal articles. The empirical research was designed and implemented with the qualitative approach. Repeated in-depth interviews were conducted using 12 interviewees. Furthermore, an expert semi-structured interview with video game journalist was conducted. Finally, a cross-case analysis was implemented in order to analyze several ways of implementation of microtransactions in a video game. Based on the findings, it became clear that journalists and influencers have harsher opinions about microtransaction that do not necessarily reflect the views of the common gamer. Players are mostly unpleased with the pay-to-win mechanics and fine with the cosmetics. Keywords: video