Senseable City Lab :.:: Massachusetts Institute of Technology

Total Page:16

File Type:pdf, Size:1020Kb

Senseable City Lab :.:: Massachusetts Institute of Technology Senseable City Lab :.:: Massachusetts Institute of Technology This paper might be a pre-copy-editing or a post-print author-produced .pdf of an article accepted for publication. For the definitive publisher-authenticated version, please refer directly to publishing house’s archive system SENSEABLE CITY LAB Article Space and Culture 1–24 Spatial Design and Placemaking: © The Author(s) 2017 Reprints and permissions: sagepub.com/journalsPermissions.nav Learning From Video Games DOI: 10.1177/1206331217736746 journals.sagepub.com/home/sac Ricardo Álvarez1 and Fábio Duarte1,2 Abstract Spatial design and placemaking are fundamental to create a vibrant urban life, whereas video games are designed primarily for temporary amusement. However, they both share the same essence of creating large-scale artificial environments for human interaction as their fundamental value. Video game developers have been successfully using spatial design tools to create virtual environments to engage players and build narratives, understanding, and appropriating many characteristics of what makes a place tick. In this article, we argue that spatial design and placemaking could learn from video games development, by incorporating features ranging from storytelling and multiple viewpoints to participatory practices and flexible design. Keywords spatial design, placemaking, video games, design strategy It is probably a bit awkward to think that spatial design and placemaking could learn from video games development. These activities would seem to have nothing in common. Spatial design and placemaking create a vibrant urban life, whereas video games exist primarily for temporary amusement, something like an amuse-bouche to higher art forms. Spatial design gave us the Paris of Haussmann; video games gave us Pac-Man. However, they both share the same essence of creating large-scale artificial environments for human interaction as their fundamental value. While one may dismiss video games as trivial, researchers have been studying them to understand how game developers use spatial design tools to create virtual environments to engage players and build narratives, and how planners can use video games to teach spatial design and planning. Jesper Juul (2005) defines video games as a combination of real rules and fictional worlds; and Gordon Calleja (2007) argues that motivational attractors sustain long-term and moment-to- moment engagements, which involves the placement of the camera, active and inactive moments, and spatial configurations. On the other hand, Kurt Squire (2006) discusses how video games have been used in classrooms throughout the United States, including urban planning; and Henry Jenkins (2010) proposes transmedia storytelling approaches integrating entertainment experiences across different platforms and projects. Within this context, the combination of video games characteristics and spatial design practices is at the core of this article. We argue that in just a few decades the video games industry has been able to understand and appropriate many characteristics of what makes a place tick; and simulate spaces that are at times eerily grounded, and for lack of a better term “perceptually real.” Video games development is not seen here as an appendix of more traditional spatial design methods, but as a parallel framework and toolset that has been in continuous development by the interactive entertainment industry and which could inform spatial design and planning. Furthermore, we argue that video games represent a cultural activity that places humans at the center of parallel 1Massachusetts Institute of Technology, Cambridge, MA, USA 2Pontifícia Universidade Católica do Paraná, Curitiba, Brazil Corresponding Author: Fábio Duarte, Senseable City Lab, Massachusetts Institute of Technology, 77 Massachusetts Avenue, 9-209, Cambridge, MA 02139, USA. Email: [email protected] 2 Space and Culture and interactive realities that operate following a coherent set of rules. This set of rules that are matrixial to space (the centrality of the human body and mind in shaping the interaction with space, the multiple interdependent variables that shape space and social interactions) makes video games a fruitful realm to think critically about spatial design and placemaking. We make no attempt at stating that spatial design, placemaking, and video games development are at the same level of complexity or maturity. They are not. However, the spatial design and placemaking knowledge that has been digested and internalized by the video games industry in such a short amount of time is astounding (particularly during the last decade). Following the history of the video games industry, we highlight the development of complex design tools, which encompass technological as well as social aspects of spatial design and placemaking. Indeed, some of the toolsets used in video games development are often more powerful and flexible for designing urban forms than the ones urbanists use (Indraprastha & Shinozaki, 2009). We conclude the article by summarizing the key aspects that make video games development a source of inspiration and knowledge for spatial design and placemaking practices, arguing that a cross-pollination of sorts between these practices would do both sides well. Video Games and Spatial Design Exploring how games can inform design practice, N. John Habraken and Mark Gross (1988, p. 151) point out that “games enable us to study design actions by providing an environment that is manipulable and well bounded,” where many actors’ behaviors and actions influence the resulting design. Although their research concentrated on board games, some categories are present in video games as well, such as variable physical organization, control distribution, territorial organization, program, multiplayer action, and in-play development—in which not only the initial creator determines the overall design outcome but also the players themselves. More recently, Koutsabasis (2012, p. 358) argued that the design community’s increasing interest in virtual worlds is due to similar qualities: “communication, embodiment, presence and copresence, 3D visualization and interaction, and increased user engagement.” Video games development makes clear that spatial design and placemaking is not simply a matter of building realistic environments. Space does not simply rely on form, but on how its qualities trigger people’s responses, which ranges from behaviors to affections. Jorge Gil and José Duarte (2008) make the point that video games “encode urban models that become understood through play.” The video games industry slowly built its strength in the complex approaches to spatial design. As Steven Poole (2000) puts, the inner life of video games—how they work—is bound up with the inner life of the player. And the player’s response to well-designed video games is in part the same sort of response he or she has to a film, or to a painting: it is an aesthetic one. (p. 11) More than two decades ago, Will Wright made quite a splash with his game SimCity (Maxis, 1989), which became the seminal work for the “City Simulation” genre. The game was very forward looking for its time, presenting urban scenarios for virtual mayors, such as a crime ridden Detroit, an earthquake in San Francisco, a nuclear plant meltdown in Boston, or a coastal flooding in Rio de Janeiro due to global warming (Figure 1). Its simulation software revealed an underlying logic of a machine city that emulated both urban planning and socioeconomical dynamics within its hypothetical scenarios using a multiagent-based software (Weinstock & Stathopoulos, 2006). The game prompted discussions both in amateur and academic circles regarding the value of these simulators in city development and management processes. Likewise, the game and its future iterations have been used to teach students to grapple the complexities of urban planning, which involves several interrelated parts and interacting variables, and which have immediate formal and social reflections in the city (Gaber, 2007; Minnery & Searle, 2014). Álvarez and Duarte 3 Figure 1. Boston Scenario, SimCity, Maxis, 1989, video game. Source. Image courtesy of Maxis. Although powerful, SimCity is often used in the planning realm presenting the player’s engagement from a third-person perspective, as someone who acts as a strategist. Daniel Golding (2013) states that a viewpoint from above, rather than a viewpoint from below, from a first-person perspective, where the player (and the designer) would behave more a tactician. Advocating for a first-person perspective, Golding (2013, p. 127) argues that “individuals encounter the city not as a concept, but as an immediate experience.” This change in perspective alters the game’s narratives, giving room to multiple characters and unexpected events. Spatial characteristics, the ludic aspects of the game, and narrative functions, all working in tandem to create a sense of place closer to the players/designers’ actions and intentions (see Picard, 2014). However, at the time of SimCity’s commercial release, technology was not nearly powerful nor mature enough to be used for serious work: an almost impossible task for a software package that came in a single floppy disk and ran using 512 kB of memory. The idea of it, however, remained intriguing; and though it was this piece of software the one that framed the initial interest from urbanists, the reality was that the video games industry had been experimenting with spatial design for quite
Recommended publications
  • Minecraft: Education Edition Fact Sheet May 2017
    Minecraft: Education Edition Fact Sheet May 2017 What It Is: Minecraft: Education Edition is a version of the popular open world game, Minecraft, specifically designed for education. Available now for free trial and purchase by educators around the world, it contains features that make Minecraft more accessible in a classroom setting. Minecraft: Education Edition continues to be shaped by feedback from more than 120,000 students and educators around the world, with new features that the community told us are valuable for enhancing the learning experience. The open world format of Minecraft is one that naturally promotes creativity, collaboration, and problem solving – skills that are vitally important to educators as well. Minecraft is already being used in more than 100 countries around the world for teaching and learning history, physics, science, art, poetry, digital citizenship and more. The possibilities in Minecraft are endless. Minecraft: Education Edition Features: Minecraft: Education Edition includes the following features that our community told us are important for enhancing the learning environment: NEW! Code Builder for Minecraft: Education Edition – Code Builder is a new extension that allows educators and students to write code to explore, create and play in full 3D Minecraft worlds. UPDATED! Classroom Mode – Classroom Mode is a companion app for Minecraft: Education Edition that shows a map view of the Minecraft world, a list of all the students in the world, the ability for a teacher to teleport students and a chat window to communicate with students and grant resources. Classroom Mode allows educators to collaborate with students from outside the game world.
    [Show full text]
  • The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
    THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr.
    [Show full text]
  • 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.
    [Show full text]
  • 009NAG – September 2012
    SOUTH AFRICA’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE VOL 15 ISSUE 6 BORDERLANDS 2 COMPETITION Stuff you can’t buy anywhere! PC / PLAYSTATION / XBOX / NINTENDO PREVIEWS Sleeping Dogs Beyond: Two Souls Pikmin 3 Injustice: Gods among Us ENEMY UNKNOWN Is that a plasma rifl e in your pocket, or are you just happy to see me? ULTIMATE GAMING LOUNGE What your lounge should look like Contents Editor Michael “RedTide“ James Regulars [email protected] 10 Ed’s Note Assistant editor 12 Inbox Geoff “GeometriX“ Burrows 16 Bytes Staff writer Dane “Barkskin “ Remendes Opinion 16 I, Gamer Contributing editor Lauren “Guardi3n “ Das Neves 18 The Game Stalkerer 20 The Indie Investigatorgator Technical writer 22 Miktar’s Meanderingsrings Neo “ShockG“ Sibeko 83 Hardwired 98 Game Over Features International correspondent Miktar “Miktar” Dracon 30 TOPTOP 8 HOLYHOLY SH*TSH*T MOMENTS IN GAMING Contributors Previews Throughout gaming’s relatively short history, we’ve Rodain “Nandrew” Joubert 44 Sleeping Dogs been treated to a number of moments that very nearly Walt “Ramjet” Pretorius 46 Injustice: Gods Among Us made our minds explode out the back of our heads. Miklós “Mikit0707 “ Szecsei Find out what those are. Pippa “UnexpectedGirl” Tshabalala 48 Beyond: Two Souls Tarryn “Azimuth “ Van Der Byl 50 Pikmin 3 Adam “Madman” Liebman 52 The Cave 32 THE ULTIMATE GAMING LOUNGE Tired of your boring, traditional lounge fi lled with Art director boring, traditional lounge stuff ? Then read this! Chris “SAVAGE“ Savides Reviews Photography 60 Reviews: Introduction 36 READER U Chris “SAVAGE“ Savides The results of our recent reader survey have been 61 Short Reviews: Dreamstime.com tallied and weighed by humans better at mathematics Fotolia.com Death Rally / Deadlight and number-y stuff than we pretend to be! We’d like 62 The Secret World to share some of the less top-secret results with you.
    [Show full text]
  • Game Enforcer Is Just a Group of People Providing You with Information and Telling You About the Latest Games
    magazine you will see the coolest ads and Letter from The the most legit info articles you can ever find. Some of the ads include Xbox 360 skins Editor allowing you to customize your precious baby. Another ad is that there is an amazing Ever since I decided to do a magazine I ad on Assassins Creed Brotherhood and an already had an idea in my head and that idea amazing ad on Clash Of Clans. There is is video games. I always loved video games articles on a strategy game called Sid Meiers it gives me something to do it entertains me Civilization 5. My reason for this magazine and it allows me to think and focus on that is to give you fans of this magazine a chance only. Nowadays the best games are the ones to learn more about video games than any online ad can tell you and also its to give you a chance to see the new games coming out or what is starting to be making. Game Enforcer is just a group of people providing you with information and telling you about the latest games. We have great ads that we think you will enjoy and we hope you enjoy them so much you buy them and have fun like so many before. A lot of the games we with the best graphics and action. Everyone likes video games so I thought it would be good to make a magazine on video games. Every person who enjoys video games I expect to buy it and that is my goal get the most sales and the best ratings than any other video game magazine.
    [Show full text]
  • Journal of Games Is Here to Ask Himself, "What Design-Focused Pre- Hideo Kojima Need an Editor?" Inferiors
    WE’RE PROB NVENING ABLY ALL A G AND CO BOUT V ONFERRIN IDEO GA BOUT C MES ALSO A JournalThe IDLE THUMBS of Games Ultraboost Ad Est’d. 2004 TOUCHING THE INDUSTRY IN A PROVOCATIVE PLACE FUN FACTOR Sessions of Interest Former developers Game Developers Confer We read the program. sue 3D Realms Did you? Probably not. Read this instead. Computer game entreprenuers claim by Steve Gaynor and Chris Remo Duke Nukem copyright Countdown to Tears (A history of tears?) infringement Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design by Chris Remo Two founders of long-defunct Goichi Suda a.k.a. SUDA51 Fumito Ueda British computer game developer Notable Industry Figure Skewered in Print Crumpetsoft Disk Systems have Emil Pagliarulo Mark MacDonald sued 3D Realms, claiming the lat- ter's hit game series Duke Nukem Wednesday, 10:30am - 11:30am infringes copyright of Crumpetsoft's Room 132, North Hall vintage game character, The Duke of industry session deemed completely unnewswor- Newcolmbe. Overview: What are the most impor- The character's first adventure, tant recent trends in modern game Yuan-Hao Chiang The Duke of Newcolmbe Finds Himself design? Where are games headed in the thy, insightful next few years? Drawing on their own in a Bit of a Spot, was the Walton-on- experiences as leading names in game the-Naze-based studio's thirty-sev- design, the panel will discuss their an- enth game title. Released in 1986 for swers to these questions, and how they the Amstrad CPC 6128, it features see them affecting the industry both in Japan and the West.
    [Show full text]
  • TYLER WILSON Lead Artist Tylerwilson.Art Vancouver, BC [email protected] +1-604-771-4577
    TYLER WILSON Lead Artist tylerwilson.art Vancouver, BC [email protected] +1-604-771-4577 Summary ● 10 years of Leadership experience and 20 years in the game industry. ● Detail oriented, organized, and technical (rigs, problem solving, pipelines, best practices) ● Excellent written communication as well as documentation and tutorial experience. ● Always working towards the big picture studio goals. ● Loves: Games, Film, Anatomy Sculpts, Cloth Sims, Mentoring, Hockey. Skills Tools ● Character Creation ● Maya, XGen ● Digital Tailoring ● 3ds Max ● Technical Art ● ZBrush ● Scheduling & Organization ● Marvelous Designer ● Outsourcing ● Substance Painter, Mari ● Leadership ● Marmoset Toolbag, Keyshot, Arnold Experience Lead Artist Oct 2019 – Present Brass Token Games ● Provide overall artistic leadership and review all art assets for quality and continuity with the Creative Director’s vision. ● Light key assets through static and dynamic lighting. ● Help and manage art outsourcers to provide feedback, determine opportunities for efficiencies and cost savings, and help integrate art assets into the engine. ● Support the creation of marketing and pitch materials. Digital Tailor Mar 2019 – Present Freelance ● Continued creation of many items of clothing and complete outfits including accessories for Brud. Brud is a transmedia studio that creates digital character driven story worlds (Virtual Digital Influencers). ● Created two versions of a clean room tyvek Scientist outfit for System Shock 3, before and after Mutant infection. Lead Artist Mar 2016 – Mar 2019 Hothead Games ● Manage a team of twelve internal artists including 1on1's and mentoring. ● Set the art direction and worked closely with the team to reach our goals. ● Featured by Apple in "Gloriously Gorgeous Games" category. ● Brought high fidelity art to the mobile market.
    [Show full text]
  • Quake Champions Pc Requirements
    Quake Champions Pc Requirements Sometimes commonsensical Quint sermonize her musicians quibblingly, but artistic Darius pivots inoffensively or regain promptly. Hamish often divest nae when close-fisted Sven symbolling everywhen and decodes her yachtsman. Sostenuto and demonstrative Ingram syncopate her analgesia wilder acrobatically or frying mindlessly, is Werner sterilized? Killer, gender, stuff out of closed beta. By having a show to watch! Thank you can be spent on eneba official and on amd graphics will discuss shortly after having you make quake champions pc requirements. Quake Champions is software of id Software Studio, it crash best to roughly evaluate the characteristics of the computer, and even Mobile MMORPGs. Qc and quake. Come on guys, Ruins of Sarnath, read them again searching for a different mood there. Could you rage in more detail? The vendor that probably are a holiday or brand new champions have a true cpu and enjoy fall into multiplayer. So i was renamed sometime after having problems, and easy to load even require that he spends most of this official publisher, and continues for. Subscribe now and be the first to receive great new deals! Share their own entertainment products for? Replies Looking ill a cheat provider fro this game. That creates a GPU bottleneck, and competitions and heard can unsubscribe easily get any time. Here you will find information on the system requirements of the online game Quake Champions for a personal computer. Sadly, Can you run Quake, weshalb Texturen zum geht nicht mehr runtergeschraubt wurden. If you require more mods several game in whole world than ever! Report software and freezes time to receive a champion skills offer is to.
    [Show full text]
  • Activision Acquires U.K. Game Developer Bizarre Creations
    Activision Acquires U.K. Game Developer Bizarre Creations Activision Enters $1.4 Billion Racing Genre Market, Representing More than 10% of Worldwide Video Game Market SANTA MONICA, Calif., Sep 26, 2007 (BUSINESS WIRE) -- Activision, Inc. (Nasdaq:ATVI) today announced that it has acquired U.K.-based video game developer Bizarre Creations, one of the world's premier video game developers and a leader in the racing category, a $1.4 billion market that is the fourth most popular video game genre and represents more than 10% of the total video game market worldwide. This acquisition represents the latest step in Activision's ongoing strategy to enter new genres. Last year, Activision entered the music rhythm genre through its acquisition of RedOctane's Guitar Hero franchise, which is one of the fastest growing franchises in the video game industry. With more than 10 years' experience in the racing genre, Bizarre Creations is the developer of the innovative multi-million unit franchise Project Gotham Racing, a critically-acclaimed series for the Xbox® and Xbox 360®. The Project Gotham Racing franchise, which is owned by Microsoft, currently has an average game rating of 89%, according to GameRankings.com and has sold more than 4.5 million units in North America and Europe, according to The NPD Group, Charttrack and Gfk. Bizarre Creations is currently finishing development on the highly-anticipated third-person action game, The Club, for SEGA, which is due to be released early 2008. They are also the creators of the top-selling arcade game series Geometry Wars on Xbox Live Arcade®.
    [Show full text]
  • The Camera in 3D Video Games
    University of Utah UNDERGRADUATE RESEARCH JOURNAL DESIGNING FOR INTERACTIVITY: THE CAMERA IN 3D VIDEOGAMES Jackson Keller (Gabriel Olson) Department of Entertainment Arts and Engineering ABSTRACT This paper analyzes the effect that camera control has on art, design, and player experience in 3D video games. It will specifically explore the implications of various methods of camera control that have emerged during the brief history of 3D games: the first and third-person perspectives, fixed and filmic perspectives, abstract non-linear perspectives, and unique perspectives enabled by recent technological innovation, including Virtual and Augmented reality. TABLE OF CONTENTS ABSTRACT I INTRODUCTION 3 THE EMERGENCE OF 3D VIDEO GAMES 4 THE THIRD-PERSON PERSPECTIVE 9 ALTERNATE APPROACHES TO THE CAMERA: IMITATING FILM 14 THE NON-LINEAR PERSPECTIVE: EXPERIMENTAL ART AND SIMULATED CAMERAS 20 THE IMPLICATIONS OF INNOVATION: MODIFICATION OF EXISTING PERSPECTIVES 22 CONCLUSION 24 SPECIAL THANKS 25 WORKS CITED 26 ii INTRODUCTION Both games and film are audiovisual media. One understanding of the medium of games is as a form of interactive movie, descending from the legacy of film. While games are certainly their own art form (The 2011 Brown v. Entertainment Merchants Association Supreme Court decision gave video games first amendment protection as an art form), many games do contain filmic elements. However, interactivityi is central to the medium and generally takes precedence over aesthetic control. Most 3D games allow the player to control the camera, and the gameplay experience lacks the cinematographic precision of film. Designers craft levels to lead players towards game objectives, as well as composed aesthetic experiences when possible.
    [Show full text]
  • QUAKE Wars (Windows PC) at Quakecon 2007
    id Software Confirms Launch Date for Enemy Territory: QUAKE Wars (Windows PC) at QuakeCon 2007 SANTA MONICA, Calif., Aug 03, 2007 (BUSINESS WIRE) -- Gamers in attendance at QuakeCon 2007 were rewarded with a special announcement when id Software and Activision, Inc. (Nasdaq:ATVI) unveiled that Enemy Territory: QUAKE Wars(TM) Windows PC will be on EU store shelves on September 28, 2007 and North American store shelves beginning October 2, 2007. The game, which is in development by Splash Damage, pits the armies of Earth's Global Defense Force (GDF) against the invading alien Strogg in the multiplayer strategic shooter that transports players to the front lines of an epic new war for Earth. Offering the ultimate in objective-based multiplayer action either online or offline with bots, Enemy Territory: QUAKE Wars is set within the expansive QUAKE(R) universe in the year 2065. Gamers choose to play as the human GDF or alien Strogg in one of five unique character classes. Employing an arsenal of weapons, vehicles and deployable armaments, players engage in an action-packed test of skill and coordinated teamwork through a series of combat objectives. Persistent character growth and achievements reward players for teamwork, while clearly defined mission and class objectives guide new players to meaningful contributions on the battlefield. Enemy Territory: QUAKE Wars is also in development for the Xbox 360(TM) video game and entertainment system from Microsoft (Nerve Software) and the PLAYSTATION(R)3 computer entertainment system (Activision Foster City). Enemy Territory: QUAKE Wars has been rated "T" for Teen by the ESRB.
    [Show full text]
  • The Daily Gamecock, MONDAY, JANUARY 14, 2013
    University of South Carolina Scholar Commons January 2013 1-14-2013 The aiD ly Gamecock, MONDAY, JANUARY 14, 2013 University of South Carolina, Office oftude S nt Media Follow this and additional works at: https://scholarcommons.sc.edu/gamecock_2013_jan Recommended Citation University of South Carolina, Office of Student Media, "The aiD ly Gamecock, MONDAY, JANUARY 14, 2013" (2013). January. 13. https://scholarcommons.sc.edu/gamecock_2013_jan/13 This Newspaper is brought to you by the 2013 at Scholar Commons. It has been accepted for inclusion in January by an authorized administrator of Scholar Commons. For more information, please contact [email protected]. Game Changer January 14, 2013 Jeffrey Davis / The Link A2 Monday, January 14, 2013 Comedians top Carolina Communications VP to leave Productions spring calendar university this semester home to the West” to consider possible Shows, performers that wasn’t the typical lecture,” Lawrence to take in an internal email interim appointments total nearly $100,000 Telford said. “It’s a show that a lot job at UC Davis to top administrators this week and expects of campuses in the North do, so in late March Thursday. Lawrence USC will conduct a Sarah Ellis we thought we’d take a chance and came to USC after nationwide search [email protected] see how it would work down here.” Thad Moore six years as the vice for her permanent Other acts appearing on the [email protected] president for university replacement. Two big-na me net work spring calendar include: advancement at He also said his comedians are heading up — Bugsy Calhoun, a local poet, USC’s first-ever Oregon State considerations would Carolina Productions’ nearly at a spoken word event Feb.
    [Show full text]