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Cultural Imaginations of Piracy in Video Games
FORUM FOR INTER-AMERICAN RESEARCH (FIAR) VOL. 11.2 (SEP. 2018) 30-43 ISSN: 1867-1519 © forum for inter-american research “In a world without gold, we might have been heroes!” Cultural Imaginations of Piracy in Video Games EUGEN PFISTER (HOCHSCHULE DER KÜNSTE BERN) Abstract From its beginning, colonialism had to be legitimized in Western Europe through cultural and political narratives and imagery, for example in early modern travel reports and engravings. Images and tales of the exotic Caribbean, of beautiful but dangerous „natives“, of unbelievable fortunes and adventures inspired numerous generations of young men to leave for the „new worlds“ and those left behind to support the project. An interesting figure in this set of imaginations in North- Western Europe was the “pirate”: poems, plays, novels and illustrations of dashing young rogues, helping their nation to claim their rightful share of the „Seven Seas“ achieved major successes in France, Britain the Netherlands and beyond. These images – regardless of how far they might have been from their historical inspiration – were immensely successful and are still an integral and popular part of our narrative repertoire: from novels to movies to video games. It is important to note that the “story” was – from the 18th century onwards –almost always the same: a young (often aristocratic) man, unfairly convicted for a crime he didn’t commit became an hors-la-loi against his will but still adhered to his own strict code of conduct and honour. By rescuing a city/ colony/princess he redeemed himself and could be reintegrated into society. Here lies the morale of the story: these imaginations functioned also as acts of political communication, teaching “social discipline”. -
2K and Bethesda Softworks Release Legendary Bundles February 11
2K and Bethesda Softworks Release Legendary Bundles February 11, 2014 8:00 AM ET The Elder Scrolls® V: Skyrim and BioShock® Infinite; Borderlands® 2 and Dishonored™ bundles deliver supreme quality at an unprecedented price NEW YORK--(BUSINESS WIRE)--Feb. 11, 2014-- 2K and Bethesda Softworks® today announced that four of the most critically-acclaimed video games of their generation – The Elder Scrolls® V: Skyrim, BioShock® Infinite, Borderlands® 2, and Dishonored™ – are now available in two all-new bundles* for $29.99 each in North America on the Xbox 360 games and entertainment system from Microsoft, PlayStation®3 computer entertainment system, and Windows PC. ● The Elder Scrolls V: Skyrim & BioShock Infinite Bundle combines two blockbusters from world-renowned developers Bethesda Game Studios and Irrational Games. ● The Borderlands 2 & Dishonored Bundle combines Gearbox Software’s fan favorite shooter-looter with Arkane Studio’s first- person action breakout hit. Critics agree that Skyrim, BioShock Infinite, Borderlands 2, and Dishonored are four of the most celebrated and influential games of all time. 2K and Bethesda Softworks(R) today announced that four of the most critically- ● Skyrim garnered more than 50 perfect review acclaimed video games of their generation - The Elder Scrolls(R) V: Skyrim, scores and more than 200 awards on its way BioShock(R) Infinite, Borderlands(R) 2, and Dishonored(TM) - are now available to a 94 overall rating**, earning praise from in two all-new bundles* for $29.99 each in North America on the Xbox 360 some of the industry’s most influential and games and entertainment system from Microsoft, PlayStation(R)3 computer respected critics. -
Introduction
INTRODUCTION Xenonauts took exactly five years to develop. It took ten times as long and cost twenty times as much as expected, but has been such a big part of my life that I am somewhat sad that the journey has come to an end. There was a lot of personal risk involved. When development started in 2009, I was twenty-two and had no knowledge / experience of game development. I sunk all of my own savings into getting the project moving, most of which was inheritance money. My office was my bedroom; I worked on Xenonauts in the evenings and at weekends around a full-time consultancy job with KPMG that included three years of accountancy exams (failing any would have left me unemployed). Thankfully, everything turned out well. This article is the “development diary” promised on Kickstarter, an appraisal of the aspects of development that I felt went well and those I felt went badly. I hope it is of interest – perhaps it will prevent someone else making the same mistakes! WHAT WENT RIGHT #1: REMOTE TEAM The team on Xenonauts consisted almost entirely of remote freelancers – perhaps two hundred of whom were involved in production of the game across the entire period. Despite having built a close relationship with many of them, I’ve met perhaps five in person. Our production model was simple: I managed every team member directly via email. The team had almost no contact with one another – the two big exceptions being the coding team and my colleague Aaron, who joined me full-time when we set up an office after our successful Kickstarter (roughly three years into development). -
Rules Insert for XCOM: the Board Game
INTRODUCTION THE FOUR ROLES XCOM: The Board Game is a real-time cooperative Each player takes on a specific role with unique experience where players take control of the XCOM defense responsibilities. force and fight back against an alien invasion. Each player assumes a unique role within XCOM. The invasion The Commander is responsible for keeping is controlled by a free software application usable online track of the XCOM budget and deploying and on most mobile devices. Players must work together, Interceptors to repel alien UFOs. assigning Interceptors, deploying soldiers to missions, and researching advanced technology in order to overcome the The Chief Scientist is responsible for invasion. researching technology and upgrading the XCOM forces. Each round begins with a real-time phase. In the real- time phase, players start the app and information is The Central Officer is responsible for relayed about the alien invasion. UFOs appear over various controlling the app and relaying important continents, crisis cards are drawn from a crisis deck, and information to other players. aliens assault the XCOM base. Players deploy soldiers to defend the base and go on missions, Interceptors to shoot The Squad Leader is responsible for leading down the UFOs, scientists to research technology, and the XCOM forces on missions and defending satellites to collect intel and jam communications. the base. After resources are assigned, the real-time phase ends and each deployment is resolved with a push-your-luck dice LEARN TO PLAY mechanic. If UFOs are not removed from the board, they This insert lists the components and takes you through the cause worldwide panic. -
White by Default: an Examination of Race Portrayed by Character Creation Systems in Video Games
White by Default: An Examination of Race Portrayed by Character Creation Systems in Video Games A thesis submitted to the Graduate School of the University of Cincinnati In partial fulfillment of the requirements for the degree of Master of Arts In the Department of Sociology of the College of Arts and Sciences By Samuel Oakley B.A. Otterbein University July 2019 Committee Chair: Dr. Littisha A. Bates, PhD Abstract Video games are utilized as a form of escapism by millions, thousands of hours are put in by multiple players every week. However, the opportunity to escape, and free oneself from societal scrutiny and biases like racism is limited within video games. Color-blind development and reaffirmation of gaming as a white male space limits the ability of players with marginalized identities to escape and enjoy games. A sample of character creation focused video games were analyzed to better understand if there was an impact of the White by Default character occurrence on the overall narrative, ludic (gameplay mechanics) and limitations or bonuses that could affect a player’s agency within a video game. This analysis includes The Sims 3 (freeform life simulator), Skyrim (fantasy roleplaying game), XCOM 2 (tactical science fiction), Tyranny (tactical fantasy), and South Park: The Fractured but Whole (science fiction roleplaying game) all of which allow character creations. My findings suggest that character creation did not limit a player’s agency through the usage of race in character creation, but instead offered a chance for players to self-insert or correct negative stereotypes of color-blind racism in the games narrative. -
XCOM 2: SDK Quick Start
XCOM 2: SDK Quick Start Contents Introduction .................................................................................................................................................. 1 Getting Started .............................................................................................................................................. 2 Install the XCOM2 SDK on Steam .............................................................................................................. 2 Install the 2013 Visual Studio Isolated Shell Redistributable ................................................................... 2 Launch Modbuddy for XCOM2 ................................................................................................................. 2 First Time Setup ........................................................................................................................................ 3 Start Page .................................................................................................................................................. 4 New Project ............................................................................................................................................... 4 The Mod Pipeline .......................................................................................................................................... 4 Mod Components ..................................................................................................................................... 4 Building -
Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles
Salvation: Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles A Senior Project Presented To: the Faculty of the Liberal Arts and Engineering Studies Department California Polytechnic State University, San Luis Obispo In Partial Fulfillment of the Requirements for the Degree Bachelor of Arts in Liberal Arts and Engineering Studies by Zachary Griffith June 2017 © Zachary Griffith 2017 Griffith 1 Table of Contents Introduction .................................................................................................................................................. 2 How to Play................................................................................................................................................... 3 Blending Eurogames and 4X ........................................................................................................................ 3 Eurogames ....................................................................................................................................... 3 4X Strategy ....................................................................................................................................... 4 Putting it All Together ...................................................................................................................... 4 Influences ..................................................................................................................................................... 4 The Game Design Process ........................................................................................................................... -
Dokument Informacyjny
CREATIVEFORGE GAMES SPÓŁKA AKCYJNA z siedzibą w Warszawie DOKUMENT INFORMACYJNY sporządzony w związku z ubieganiem się o wprowadzenie do obrotu na rynku NewConnect, prowadzonym jako Alternatywny System Obrotu (ASO) przez Giełdę Papierów Wartościowych w Warszawie S.A.: - 450.000 akcji zwykłych na okaziciela serii A - 150.000 akcji zwykłych na okaziciela serii B - 150.000 akcji zwykłych na okaziciela serii C - 150.000 akcji zwykłych na okaziciela serii D - 150.000 akcji zwykłych na okaziciela serii E - 300.000 akcji zwykłych na okaziciela serii F - 150.000 akcji zwykłych na okaziciela serii G - 194.000 akcji zwykłych na okaziciela serii H - 170.000 akcji zwykłych na okaziciela serii I - 136.000 akcji zwykłych na okaziciela serii J - 667.000 akcji zwykłych na okaziciela serii K. Niniejszy Dokument Informacyjny został sporządzony w związku z ubieganiem się o wprowadzenie instrumentów finansowych objętych tym dokumentem do obrotu w alternatywnym systemie obrotu prowadzonym przez Giełdę Papierów Wartościowych w Warszawie S.A. Wprowadzenie instrumentów finansowych do obrotu w alternatywnym systemie obrotu nie stanowi dopuszczenia ani wprowadzenia tych instrumentów do obrotu na rynku regulowanym prowadzonym przez Giełdę Papierów Wartościowych w Warszawie S.A. (rynku podstawowym lub równoległym). Inwestorzy powinni być świadomi ryzyka, jakie niesie za sobą inwestowanie w instrumenty finansowe notowane w alternatywnym systemie obrotu, a ich decyzje inwestycyjne powinny być poprzedzone właściwą analizą, a także, jeżeli wymaga tego sytuacja, konsultacją z doradcą inwestycyjnym. Treść niniejszego Dokumentu Informacyjnego nie była zatwierdzana przez Giełdę Papierów Wartościowych w Warszawie S.A. pod względem zgodności informacji w nim zawartych ze stanem faktycznym lub przepisami prawa. Warszawa, dnia 17 maja 2018 roku Autoryzowany Doradca: Trigon Dom Maklerski S.A. -
Xcom Files Download XCOM: Enemy Unknown - XCOM Toolboks V.1.6.4 - Game Mod - Download
xcom files download XCOM: Enemy Unknown - XCOM ToolBoks v.1.6.4 - Game mod - Download. The file XCOM ToolBoks v.1.6.4 is a modification for XCOM: Enemy Unknown , a(n) strategy game. Download for free. file type Game mod. file size 5.1 MB. last update Sunday, February 21, 2016. Report problems with download to [email protected] XCOM ToolBoks is a modification for XCOM: Enemy Unknown , created by bokauk. Description: A collection of mods and tweaks which can be enabled separately: * Increase Squad Size. * Perk Tree Builder. * Display Soldiers' XP. * Configurable Ability Hot-Keys. * Configurable Camera - Free rotation, Max/Min zoom etc. * Selective Recruitment - Select the nationality and gender probability of new recruits. * Select the Class that Rookies will be promoted as. * Skip Startup Movies. * Enable Developer Shell. * Skip Revealed Aliens Cutscenes. * Revealed Aliens Only Move After XCOM Turn. * Disable Panicked Friendly Fire. * Alien Abductions in Nations with Satellite Coverage. * Disable Disappearing Corpses. * Remove Overwatch and Hunker-Down delay after activating. * Adjust the amount of Will a soldier loses when they are critically wounded. * Action Cam for Missed Shots. * Action Cam for Every Dash. * Arc Thrower in Pistol Slot. * Rename Rank Titles. * Rockets 100% Accurate. * Disable Continental Abduction Panic. Instructions: 1. Open ToolBoks and select XCOM installation directory (if it's not the default: C:Program Files (x86)SteamsteamappscommonXCom-Enemy- Unknown). 2. Apply desired settings. By default, you will be prompted to backup the files that ToolBoks modified, which are then saved in ToolBoksBackups . This can be changed in the Settings tab. To completely remove ToolBoks settings, use the backed up files to replace the ones in the installation directories. -
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. -
Infogrames Entertainment, SA
Infogrames Entertainment, SA Infogrames Entertainment, SA (IESA)(French pronun- more than $500 million; the objective was to become ciation: [ɛ̃fɔɡʁam]) was an international French holding the world’s leading interactive entertainment publisher.[6] company headquartered in Lyon, France. It was the While the company’s debt increased from $55 million in owner of Atari, Inc., headquartered in New York City, 1999 to $493 million in 2002, the company’s revenue also U.S. and Atari Europe. It was founded in 1983 by increased from $246 million to $650 million during the Bruno Bonnell and Christophe Sapet using the proceeds same period.[7] from an introductory computer book. Through its sub- In 1996 IESA bought Ocean Software for about $100 sidiaries, Infogrames produced, published and distributed million,[8] renaming the company as Infogrames UK.[9] interactive games for all major video game consoles and In 1997 Philips Media BV was purchased. computer game platforms. In 1998 IESA acquired a majority share of 62.5% in the game distributor OziSoft, which became Infogrames Australia,[10] and in 2002 IESA bought the remaining 1 History shares of Infogrames Australia from Sega and other share holders[11] for $3.7 million.[7] In this same year 1.1 Early history the distributors ABS Multimedia, Arcadia and the Swiss Gamecity GmbH were acquired.[12][13] The founders wanted to christen the company Zboub Sys- In 1999 IESA bought Gremlin Interactive for $40 mil- tème (which can be approximatively translated by Dick lion, renaming it to Infogrames Sheffield House but it was [4] System), but were dissuaded by their legal counsel. -
Efalcon 1.10 - USER's MANUAL
eFALCON 1.10 - USER'S MANUAL eFALCON 1.10 User's manual Ó Falcon 4 is Intellectual Property of Infogrames Inc. 1 rev. 6a 2 eFALCON 1.10 - USER'S MANUAL Table of contents Introduction..............................................................................................................................9 Foreword by the producers....................................................................................................9 Editor’s note.........................................................................................................................10 War Story................................................................................................................................12 System requirements ............................................................................................................12 Installation..............................................................................................................................13 eFalcon Installer...................................................................................................................13 F4Patch Installer..................................................................................................................14 Installing the eFalcon cockpit ...............................................................................................16 Multiple Installations.............................................................................................................16 Configuring eFalcon.............................................................................................................18