The Status Line Volume VII Number 2 Formerly the New Zork Times Summer 1988 Change Is New Mail Order Firm-Really! We Are Pleased to Introduce Triton Inevitable
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Activision Case Study
RIVERSTAR.COM ACTIVISION CASE STUDY Entertainment Publisher uses RiverStar to Streamline Returns CHALLENGE Activision inherited the Guitar Hero brand through their acquisition of ABOUT ACTIVISION RedOctane. Activision was unfamiliar with warranty replacements required Headquartered in Santa Monica, California, from hardware games and for that reason, relied on legacy processes Activision Blizzard, Inc. is the world’s developed by RedOctane. Because RedOctane’s processes were mostly largest pure-play interactive entertainment manual, with no troubleshooting, Activision customers would be referred to software publisher with leading market RedOctane’s website for warranty support. For some games, the customer had positions across all categories of the growing to email a copy of the receipt, further delaying the time to process the claim. interactive entertainment software industry. The customer could call RedOctane for warranty support, but due to limited Activision is the video game publisher that resources, call handle times were very high. The resulting outcome was a large is best known for game franchises such as number of dissatisfied customers with the RedOctane warranty process. World of Warcraft, Guitar Hero, Tony Hawk With the growing popularity of gaming products with hardware components Ride and Call of Duty. With global operations and a pipeline of new hardware games on the horizon, Activision was tasked in 13 countries, Activision has grown into a with creating a new process that would be automated throughout the $5 billion video game powerhouse. company to provide a better customer experience. The Guitar Hero franchise continues to In addition to working with new warranty support processes, the Guitar Hero redefine gaming by delivering innovative World Tour game was released just before the busy 2008 holiday season. -
DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? . -
Now That I've Cleared out the New
Issue #14 The Magazine for Interactive Fiction Enthusiasts Now that I’ve cleared out the New Year’s Eve party detritus — the confetti is swept, the empty champagne bottles tucked in with the recyclable trash — I’d like to venture forth with a 1998 proposition, not so much a resolution, for the IF commu- nity: let’s turn the now-yearly IF competition into a biennial event, celebrated every two years perhaps much like the Olympics are now. The benefits are readily apparent: IF programmers could have twice as long to fine-tune their entries, investing more time in thoughtful writing, elegant puzzle design, fleshed-out storylines, and better bug-testing; more aspiring programmers would toss their hats in the ring; while the rest of the IF fans would have more time to enjoy and methodically explore each new competition game — savoring more fully developed, memorable games instead of hurrying through too many games that, while generally well-conceived, were too rushed through development (to meet competition deadlines) to prove really enjoyable. Contents: While many IF fans have more free time than I do — and anyone who’s stayed tuned this long for XYZZYnews’s uneven Top 10 Picks for IF on the Web ................2 publishing schedule knows that I haven’t much to spare — just as many face even heavier demands from their work, family, Letters.......................3 school, and other obligations. So let’s give ourselves a collec- The Effects of tive break...! Many of us took years to finish Zork, Adventure, ‘XYZZY’ in the 1997 Trinity, and the other classic text adventures. -
To Play This Game Please Exit Adobe Acrobat Reader and Follow the Instructions for Your System in the CD Booklet
To play this game please exit Adobe Acrobat Reader and follow the instructions for your system in the CD Booklet. Communicating with Interactive Fiction ( If you are not familiar with Infocom's Interactive Fiction, please read this section.) With Interactive Fiction, you type your commands in plain English each time you see the prompt (>). Most of the sentences that The STORIES will understand are imperative sentences. See the examples below. When you have finished typing your input, press the RETURN (or ENTER) key. The STORY will then respond, telling you whether your request is possible at this point in the story, and what happened as a result. The STORY recognizes your words by their first six letters, and all subsequent letters are ignored. Therefore, CANDLE, CANDLEs, and CANDLEstick would all be treated as the same word. To move around, just type the direction you want to go. Directions can be abbreviated: NORTH to N, SOUTH to S, EAST to E, WEST .to W, NORTHEAST to NE, NORTHWEST to NW, SOUTHEAST to SE, SOUTHWEST to SW, UP to U, and DOWN to D IN and OUT will also work in certain places. There are many different kinds of sentences used in "LOST TREASURES". Here are some examples: >WALK TO THE NORTH >WEST >NE >DOWN >TAKE THE BIRDCAGE >OPEN THE PANEL >READ ABOUT DIMWIT FLATHEAD >LOOK UP MEGABOZ IN THE ENCYCLOPEDIA >LIE DOWN IN THE PINK SOFA >EXAMINE THE SHINY COIN >PUT THE RUSTY KEY IN THE CARDBOARD BOX >SHOW MY BOW TIE TO THE BOUNCER >HIT THE CRAWLING CRAB WITH THE GIANT NUTCRACKER >ASK THE COWARDLY KING ABOUT THE CROWN JEWELS You can use multiple objects with certain verbs if you separate them by the word AND or by a comma. -
Download As a PDF and Also Offered It for Sale As a Print-On-Demand Book (Daly 2015)
humanities Editorial Further Reading Nick Montfort Comparative Media Studies/Writing, Massachusetts Institute of Technology, Cambridge, MA 02139, USA; [email protected] Received: 7 March 2018; Accepted: 8 March 2018; Published: 9 March 2018 Keywords: interactive fiction; Twitter bots; computer-generated novels; performance It is clear that the contributions in this volume are not only insightful, but also wide-ranging, reaching into popular culture and across different media forms and practices. Rather than directly comment on this writing further, though, I offered to supplement the topics of these essays by pointing to a few additional categories of computational, poetic production that seem rich but relatively overlooked. Interactive Fiction Over the past 40 years, interactive fiction has occupied several different places in computing and in culture. When the first widely-released version of Adventure by Will Crowther and Don Woods became available to users of time-sharing systems in 1976, it hit them like a wrecking ball. Legends tell that productivity ceased for days, or weeks, while those who were supposed to be programming explored the simulated cave system. Then people in the US and UK went on to program their own Adventure-like games, or, simply, adventure games. Zork was a successful and memorable one, originally created at MIT by Tim Anderson, Marc Blank, Dave Lebling and Bruce Daniels and then made into a trilogy of home-computer games by Blank and Lebling. Interactive fiction was a pillar of the emerging entertainment software industry—videogames, or to be more specific, computer games. In the 1980s “interactive fiction” (or “IF”) was more widely used a term for this type of production, or “text adventure” if one wanted to distinguish the graphical adventure. -
The New Zork Times Dark – Carry a Lamp VOL
“All the Grues New Zork Area Weather: That Fit, We Print” The New Zork Times Dark – carry a lamp VOL. 3. .No. 1 WINTER 1984 INTERNATIONAL EDITION SORCERER HAS THE MAGIC TOUCH InfoNews Roundup New Game! Hint Booklets Sorcerer, the second in the In December, Infocom's long- Enchanter series of adventures in the awaited direct mail operation got mystic arts, is now available. The underway. Many of the functions game was written by Steve formerly provided by the Zork Users Meretzky, whose hilarious science Group were taken over by Infocom. fiction game, Planetfall, was named Maps and InvisiClues hint booklets by InfoWorld as the Best Adventure were produced for all 10 of Game of 1983. In Sorcerer, you are a Infocom's products. The games member of the prestigious Circle of themselves were also made available Enchanters, a position that you primarily as a service to those of you achieved in recognition of your in remote geographical areas and to success in defeating the Warlock those who own the less common Krill in Enchanter. computer systems. When the game starts, you realize Orders are processed by the that Belboz, the Eldest of the Circle, Creative Fulfillment division of the and the most powerful Enchanter in DM Group, one of the most the land, has disappeared. Perhaps he respected firms in direct mail. Their has just taken a vacation, but it facilities are in the New York metro- wouldn't be like him to leave without politan area, which explains the letting you know. You remember strange addresses and phone num- that he has been experimenting with bers you'll see on the order forms. -
Ebook Download a Mind Forever Voyaging
A MIND FOREVER VOYAGING : A HISTORY OF STORYTELLING IN VIDEO GAMES PDF, EPUB, EBOOK Dylan Holmes | 248 pages | 07 Nov 2012 | Createspace Independent Publishing Platform | 9781480005754 | English | [S.l A Mind Forever Voyaging : A History of Storytelling in Video Games PDF Book Delivered from our UK warehouse in 4 to 14 business days. Since the inception of video games, their depictions of violence, sexuality and other explicit themes have made them a lighting rod of controversy. Good video games and good learning: Collected essays on video games, learning and literacy 2nd ed. Can a Computer Make You Cry? International Journal of Research in Education and Science , 3 2 , Critical analysis, historical perspective, and a gently opinionated personal touch make A Mind Forever Voyaging an enlightening read that captures the best that video games have to offer. Rogers, R. The thought was that while this game might have a liberal slant, future games might have a conservative slant, or be educational, or whatever else — the sky was the limit. Course Schedule subject to change Please be sure to complete readings before that class day. Hugos, M. Hwa, S. Good video games and good learning: Collected essays on video games, learning and literacy 2nd ed. Owen, P. Average rating 3. Alternative gaming blogger Dylan Holmes focuses on games that tell stories in innovative and fasci From amazon. View all copies of this ISBN edition:. John Harney. Throw in the four contract-fulfilling Zork gamebooks he cranked out betwixt and between the computer games, plus all the help he gave to others with their designs, plus the way he just kept everyone insanely sane during all of the trials of the Cornerstone era with his parties and games and antics… yeah, Meretzky deserved carte blanche to make his next game exactly what he wanted it to be. -
Guitar Hero® Live Puts Fans in the Game with Crowd-Sourced Music Video for Ed Sheeran's "Sing"
Guitar Hero® Live Puts Fans in the Game with Crowd-Sourced Music Video for Ed Sheeran's "Sing" "Guitar Hero TV Star" Gives Fans the Chance to Star in the First User-Generated Music Video for Guitar Hero Live with the World Premiere Video Playable in the Game Fans to Submit Lip-Synching Clips through the Popular musical.ly Mobile App SANTA MONICA, Calif.--(BUSINESS WIRE)-- In celebration of the highly anticipated return of Guitar Hero, Activision Publishing, Inc., a wholly owned subsidiary of Activision Blizzard, Inc. (NASDAQ: ATVI), is partnering with crowd-sourced music video creation app musical.ly to kick off Guitar Hero TV Star, which will ask fans to submit clips of themselves singing and dancing along to Ed Sheeran's hit song "Sing." The end result will be a world premiere, user-generated music video in GHTV, Guitar Hero Live's playable music video network. "Guitar Hero Live gives you the thrill of being a rock star by playing in front of real crowds or awesome music videos, so we wanted to give fans the opportunity to become stars of their own music video that will be featured and playable in the game. This is something that has never been done before, and we believe it is the perfect way to celebrate the launch of the game," said Tim Ellis, CMO of Activision Publishing, Inc. "With GHTV, the game's online playable music video network, we can deliver all kinds of gameplay experiences that just weren't possible in the past. To put real fans into a video that people can play along to in the game is an expression of the innovation that we have built into Guitar Hero Live, and we're excited for fans to play along - and sing along - to the music." "Guitar Hero and musical.ly share a similar vision to make music more participatory and interactive," said Jun Zhu, co-founder and co-CEO of musical.ly. -
Second Quarter 2021 Results August 2021
SECOND QUARTER 2021 RESULTS AUGUST 2021 1 Safe Harbor Disclosure Please review our SEC filings on Form 10-K and Form 10-Q The statements contained herein that are not historical facts are central banks around the world, including the impact on interest online gaming service; potential data breaches and other forward-looking statements including, but not limited to rates; increased demand for our games due to stay-at-home orders cybersecurity risks; significant disruption during our live events; statements about: (1) projections of revenues, expenses, income and curtailment of other forms of entertainment, which may not risks related to the impacts of catastrophic events, including the or loss, earnings or loss per share, cash flow, or other financial be sustained; and volatility in foreign exchange rates); our ability to susceptibility of the location of our headquarters to earthquakes; items; (2) statements of our plans and objectives, including those consistently deliver popular, high-quality titles in a timely manner, provisions in our corporate documents that may make it more related to releases of products or services and restructuring which has been made more difficult as a result of the COVID-19 difficult for any person to acquire control of our company; risks and activities; (3) statements of future financial or operating pandemic; competition; concentration of revenue among a small costs associated with legal proceedings, including the impact of the performance, including the impact of tax items thereon; and (4) number of franchises; our ability to satisfy the expectations of complaint filed by the California Department of Fair Employment statements of assumptions underlying such statements. -
The New Zork Times by Brief but Savage Downpour
® “All the Gnus Weather: Thic fog, followed That Fit, We Print” The New Zork Times by brief but savage downpour. VOL. 4. .No. 2 —SUMMER 1985— INTERFERON EDITION New Release: A Mind Forever Voyaging A Mind Forever Voyaging, the first were to be introduced. While you're advanced-level Science Fiction story busy exploring the future, the scien- from Infocom, is for true text- tists and programmers who created adventure buffs. Why? Because it you are honing and perfecting the has more locations to visit (several simulation's parameters. Thus, as the hundred), more things to do, more story progresses, you can travel responses, and a large vocabulary further and further in time, watching (1800+ words) than any of our previ- Rockvil prosper as the Plan ously released products. succeeds, or perish as it fails. Only The story takes place in 21st- you can tell on what course the century Rockvil, South Dakota. The country sets itself by adopting the United States of North America has Plan. fallen prey to incredibly high unem- While there are several puzzles to ployment and crime rates. Political keep players on their toes, designer indiffererence, perhaps caused by Steve Meretzky (author of Planetfall backward educational systems or and Sorcerer, and co-author of The diminishing national resources, has Hitchhiker's Guide to the Galaxy) Items from Dr. Perleman’s desk are contained in every A Mind Forever swept the nation. Exploiting this op- concentrated more on immersing the Voyaging package. portunity, Senator Richard Ryder has player in a vast, highly detailed, develop (sic) the Plan for a Renewed realistic world; a vision of the National Purpose, stressing patriot- destiny of mankind. -
14. Riddle Machines: the History and Nature of Interactive Fiction
Nick Montfort Riddle Machines: The History and Nature of Interactive Fiction 14. Riddle Machines: The History and Nature of Interactive Fiction Nick Montfort Introduction The genre that has also been labeled "text adventure" and "text game" is stereotypically thought to offer dungeons, dragons, and the ability for readers to choose their own adventure. While there may be dragons here, interactive fiction (abbreviated "IF") also offers utopias, revenge plays, horrors, parables, intrigues, and codework, and pieces in this form resound with and rework Gilgamesh, Shakespeare, and Eliot as well as Tolkien. The reader types in phrases to participate in a dialogue with the system, commanding a character with writing. Beneath this surface conversation, and determining what the computer narrates, there is the machinery of a simulated world, capable of drawing the reader into imagining new perspectives and understanding strange systems. Interactive fiction works can be challenging for literary readers, even those interested in other sorts of electronic literature, because of the text-based interface and because of the way in which these works require detailed exploration, mapping, and solution. Works in this form are often less visually rewarding, and the rewards they do offer are only attained with time and effort. But text-based interactive fiction has provided some of the most the intricate and compelling literary simulations yet developed. Understanding how interactive fiction works, and how it has developed over the past three decades, is an essential part of the puzzle of literary computing. Characteristics of interactive fiction Formally, a work of interactive fiction (often called a "game," even if it does not exhibit the typical qualities of a game) is an interactive computer program. -
The Zork Chronicles
THE ZORK CHRONICLES Delve into the challenge and adventure of the world of ZORK with the fantastic imagination of GEORGE ALEC EFFINGER "We (science fiction writers) stand in awe of a writer so young, so strong, so good…." Harlan Ellison "Wry, inventive, nearly hallucinatory…" Publishers Weekly "Great entertainment…" Fantasy Review Other Avon Books in the INFOCOMTM Series ENCHANTER® by Robin W. Bailey PLANETFALL® by Arthur Byron Cover WISHBRINGER® by Craig Shaw Gardner STATIONFALLTM by Arthur Byron Cover Avon Books are available at special quantity discounts for bulk purchases for sales promotions, premiums, fund raising or educational use. Special books, or book excerpts, can also be created to fit specific needs. For details write or telephone the office of the Director of Special Markets, Avon Books, Dept. FP, 105 Madison Avenue, New York, New York 10016, 212-481-5653. George Alec Effinger THE ZORK® CHRONICLES A Byron Preiss Book AN INFOCOMTM BOOK AVON BOOKS NEW YORK Zork: The novel is an original publication of Avon Books. This work has never before appeared in book form. This work is a novel. Any similarity to actual persons or events is purely coincidental. Special thanks to Marc Blank, Dave Lebling, Richard Curtis, Rob Sears, John Douglas, David Keller, and Alice Alfonsi. AVON BOOKS A division of The Hearst Corporation 105 Madison Avenue New York, New York 10016 Copyright © 1990 by Byron Preiss Visual Publications, Inc. Cover painting copyright © 1990 by Byron Preiss Visual Publications, Inc. Published by arrangement with Byron Preiss Visual Publications, Inc. ZORK software copyright © 1980 by Infocom, Inc. ZORK and the INFOCOM logo are trademarks of Infocom, Inc.