Status Effects Afflicted with Use the Status Screen to Check Your Unit's Stats and Equipment
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The Resurrection of Permadeath: an Analysis of the Sustainability of Permadeath Use in Video Games
The Resurrection of Permadeath: An analysis of the sustainability of Permadeath use in Video Games. Hugh Ruddy A research paper submitted to the University of Dublin, in partial fulfilment of the requirements for the degree of Master of Science Interactive Digital Media 2014 Declaration I declare that the work described in this research paper is, except where otherwise stated, entirely my own work and has not been submitted as an exercise for a degree at this or any other university. Signed: ___________________ Hugh Ruddy 28th February 2014 Permission to lend and/or copy I agree that Trinity College Library may lend or copy this research Paper upon request. Signed: ___________________ Hugh Ruddy 28th February 2014 Abstract The purpose of this research paper is to study the the past, present and future use of Permadeath in video games. The emergence of Permadeath games in recent months has exposed the mainstream gaming population to the concept of the permanent death of the game avatar, a notion that has been vehemently avoided by game developers in the past. The paper discusses the many incarnations of Permadeath that have been implemented since the dawn of video games, and uses examples to illustrate how gamers are crying out for games to challenge them in a unique way. The aims of this are to highlight the potential that Permadeath has in the gaming world to become a genre by itself, as well as to give insights into the ways in which gamers play Permadeath games at the present. To carry out this research, the paper examines the motivation players have to play games from a theoretical standpoint, and investigates how the possibilty of failure in video games should not be something gamers stay away from. -
Earth Power: Techniques of Natural Magic © 1983 and 2006 by Scott Cunningham
About the Author Scott Cunningham was born in Royal Oak, Michigan, on June 27, 1956. He learned about Wicca while still in high school and practiced elemental magic for twenty years. He experienced, researched, then wrote about what he learned in his magical training. Scott is credited with writing more than thirty books (both fiction and nonfiction). He passed from this incarnation on March 28, 1993, but his work and his words live on. Llewellyn Publications Woodbury, Minnesota Copyright Information Earth Power: Techniques of Natural Magic © 1983 and 2006 by Scott Cunningham. All rights reserved. No part of this book may be used or reproduced in any matter whatsoever, including Internet usage, without written permission from Llewellyn Publications, except in the form of brief quotations embodied in critical articles and reviews. As the purchaser of this e-book, you are granted the non- exclusive, non-transferable right to access and read the text of this e-book on screen. The text may not be otherwise reproduced, transmitted, downloaded, or recorded on any other storage device in any form or by any means. Any unauthorized usage of the text without express written permission of the publisher is a violation of the author’s copyright and is illegal and punishable by law. First e-book edition © 2013 E-book ISBN: 9780738716657 Revised Edition Sixth Printing, 2012 First edition, thirty-two printings Book design and layout by Joanna Willis Cover design by Kevin R. Brown Cover illustration © by Fiona King Interior illustrations by Llewellyn art department Revised edition editing by Kimberly Nightingale Llewellyn Publications is an imprint of Llewellyn Worldwide Ltd. -
Revista De Educación Nº 387 JANUARY-MARCH 2020 Revista De Educación Nº 387 JANUARY-MARCH 2020 Nº 386 October-December 2019 Quarterly Journal Starting Year: 1952
revista de eDUCACIÓN Nº 387 JANUARY-MARCH 2020 revista de eDUCACIÓN Nº 387 JANUARY-MARCH 2020 Nº 386 October-December 2019 Quarterly Journal Starting year: 1952 MINISTERIO DE EDUCACIÓN Y FORMACIÓN PROFESIONAL SECRETARÍA DE ESTADO DE EDUCACIÓN Y FORMACIÓN PROFESIONAL Instituto Nacional de Evaluación Educativa Paseo del Prado, 28, 4.ª planta 28014 Madrid España Edita © SECRETARÍA GENERAL TÉCNICA Subdirección General de Atención al Ciudadano, Documentación y Publicaciones Catálogo de publicaciones del Ministerio: sede.educacion.gob.es Catálogo general de publicaciones oficiales: publicacionesoficiales.boe.es Edición: 2019 NIPO línea: 847-19-002-9 NIPO ibd: 847-19-001-3 ISSN línea: 1988-592X 0034-8082 ISSN papel: 0034-8082 Depósito Legal: M.57/1958 Diseño de la portada: Dinarte S.L. Maqueta: Solana e hijos, Artes Gráficas S.A.U. MANAGING BOARD EDITORIAL TEAM CHAIR Editor-in-chief: Jorge Mañana Rodríguez Alejandro Tiana Ferrer Secretario de Estado de Educación y Formación Profesional Collaborators: Ruth Martín Escanilla y Óscar Urra Ríos MEMBERS Fernando Gurrea Casamayor Subsecretario de Educación y Formación Profesional SCIENTIFIC ADVISERS Consuelo Vélaz de Medrano Ureta Directora General de Evaluación y Cooperación Territorial Clara Sanz López International Directora General de Formación Profesional Diego Fernández Alberdi Aaron Benavot (State University of New York, SUNY-Albany); Abdeljalil Director General de Planificación y Gestión Educativa Akkari (Universidad de Ginebra); Mark Bray (University of Hong Kong); José Joaquín Brunner (Universidad Diego Portales, Chile); Dirk Hastedt Liborio López García Secretario General Técnico (Executive Director, International Association for the Evaluation of Educational Achievement, IEA); Felipe Martínez Rizo (Consejero Técnico Carmen Tovar Sánchez del INEE, México); Marie-Hélène Doumet (INES Programme, OCDE); Directora del Instituto Nacional de Evaluación Educativa Andreas Schleicher (Director, Directorate for Education and Skills, OCDE). -
Sudeki Get the Strategy Guide Primagames.Com®
Combat Melee Ranged A Launches a vertical attack. Fires a shot. B Clears multiple enemies. Clears multiple enemies. X Launches a horizontal attack. Cycles through weapons. Y Displays Quick menu. Displays Quick menu. b/ b Switches characters. Switches characters. > Pauses game. Pauses game. Raises shield; Fires a shot. r Rolls/Backfl ips ( r + L). R Controls camera movement. Aims at an enemy (1st-Person). Moves character; Strafes (1st-Person; 1 / 5); L Rolls/Backfl ips ( r + L). Moves forward/backward (1st-Person; 7 / 3). ? Uses a Quickshot item. Uses a Quickshot item. Status Effects Infl icts double damage, including weapon damage, on Boost enemies during combat. Curse Causes the target to suffer double damage during combat. Stops the target from moving and causes it to suffer full Freeze damage during combat. Haste Causes the target to move at double speed. Poison Causes the target to suffer damage over time. Protect Causes the target to suffer only half damage during combat. Regenerates the target’s HP. (The amount of HP regained and Regen the duration of the effect depend on the target’s Essence.) Slow Causes the target to move more slowly. Causes the target to infl ict half damage on enemies Weaken during combat. Soundtrack available in stores now or at http://www.xbox.com/sudeki Get the strategy guide primagames.com® 0504 Part No. X09-83520 Safety Information Table of Contents About Photosensitive Seizures Game Controls.......................................................................... 2 A very small percentage of people may experience a seizure when exposed to certain visual images, including fl ashing lights or patterns that may appear in video games. -
ADVENTURERS' GUIDE to ROLE PLAYING Oogft T and S\(Agic®VII C)Tte Stor1' an Uneasy Peace Has Fallen Upon Erathia
ADVENTURERS' GUIDE To ROLE PLAYING OOgft t and S\(agic®VII C)Tte Stor1' An uneasy peace has fallen upon Erathia. When the human king, icolas 6}1t is CJ3ook Gryphonheart, died, .great battles were fought as the elves, hinterland tribes The Adventurers' Guide To Role Playing is written to provide you with an and other factions all made their moves to take advantage of the ensuing 11 introduction to this game-covering the general sorts ot things one should turmoil (This is all resolved in Heroes of Might and Magic III). Things have know about computer role playing and the Migl1t and Magic system. The other settled for the moment, and hopefully for a long time. book, the Player Manual, has all the nitty gritty info about how tlrn interface o longer consumed with mnning a war, Lord Markham has turned lus works, statistical tables, and such. attentions to other pursuits. Among them has been the organizing of a great contest. Scant as it is on information, his invitation has nevertheless proven ~re )Pfa1'in9 in the CWorfd of ~\i9Ftt and ~\.a9ic VII an inesistible draw to a certain small, and slightly down on its luck, party of What is a role playing game? Well, consider this example: adventurers. Gathering their meager equil?ment, they board the sl1ip provided by Lord Markham and set sail to Emerald Island, the site of tlus contest. \ You are a swordsman in a world where magic works and medieval tecl=ology is state of the art. Your king has asked you to deliver a sealed message to his cousin, a baron who rules the mountain territories. -
Rules of Play - Game Design Fundamentals
Table of Contents Table of Contents Table of Contents Rules of Play - Game Design Fundamentals.....................................................................................................1 Foreword..............................................................................................................................................................1 Preface..................................................................................................................................................................1 Chapter 1: What Is This Book About?............................................................................................................1 Overview.................................................................................................................................................1 Establishing a Critical Discourse............................................................................................................2 Ways of Looking.....................................................................................................................................3 Game Design Schemas...........................................................................................................................4 Game Design Fundamentals...................................................................................................................5 Further Readings.....................................................................................................................................6 -
Persona 5Th Edition
Persona 5th Edition Contents 7.6 Actions . 15 7.7 Attacks and Dodging . 15 1 Acknowledgements 3 7.8 Sensing . 16 7.9 Bad Status . 16 2 Setting 3 7.10 End of Combat . 17 3 Numbers, Rounding, and Dice 3 8 Equipment 17 3.1 Rounding . 3 8.1 Reading Weapons and Armor . 17 3.2 Die Sizes . 3 8.2 Weapon Properties . 18 8.3 Armor Properties . 18 4 Character and Persona Creation 3 4.1 Declaring Aspects . 3 9 Arcana 19 4.1.1 Character . 4 9.1 Social Links . 19 4.1.2 Persona . 4 9.2 Arcana Spread . 19 4.2 Character . 4 9.3 The Arcana Eects . 19 4.2.1 Abilities . 4 4.2.2 Skills . 5 10 Spell Compendium 23 4.2.3 Using Skills . 7 10.1 Physical . 24 4.3 Persona . 8 10.1.1 Tier I . 24 4.3.1 Spells . 8 10.1.2 Tier II . 24 4.3.2 Strengths and Weaknesses . 8 10.1.3 Tier III . 25 4.3.3 Building Persona . 9 10.1.4 Tier IV . 25 4.4 Leveling . 9 10.2 Fire . 26 4.4.1 Character Leveling . 9 10.2.1 Tier I . 26 4.4.2 Feats . 9 10.2.2 Tier II . 26 4.4.3 Persona Leveling . 11 10.2.3 Tier III . 26 10.2.4 Tier IV . 27 5 Aspects 11 10.3 Ice . 27 5.1 What are Aspects? . 11 10.3.1 Tier I . 27 5.1.1 Scene Aspects . 11 10.3.2 Tier II . -
A User's Guide to the Apocalypse
A User's Guide to the Apocalypse [a tale of survival, identity, and personal growth] [powered by Chuubo's Marvelous Wish-Granting Engine] [Elaine “OJ” Wang] This is a preview version dating from March 28, 2017. The newest version of this document is always available from http://orngjce223.net/chuubo/A%20User%27s%20Guide %20to%20the%20Apocalypse%20unfinished.pdf. Follow https://eternity-braid.tumblr.com/ for update notices and related content. Credits/Copyright: Written by: Elaine “OJ” Wang, with some additions and excerpts from: • Ops: the original version of Chat Conventions (page ???). • mellonbread: Welcome to the Future (page ???), The Life of the Mind (page ???), and Corpseparty (page ???), as well as quotes from wagglanGimmicks, publicFunctionary, corbinaOpaleye, and orangutanFingernails. • godsgifttogrinds: The Game Must Go On (page ???). • eternalfarnham: The Azurites (page ???). Editing and layout: I dream of making someone else do it. Based on Replay Value AU of Homestuck, which was contributed to by many people, the ones whom I remember best being Alana, Bobbin, Cobb, Dove, Impern, Ishtadaal, Keleviel, Mnem, Muss, Ops, Oven, Rave, The Black Watch, Viridian, Whilim, and Zuki. Any omissions here are my own damn fault. In turn, Replay Value AU itself was based upon Sburb Glitch FAQ written by godsgifttogrinds, which in turn was based upon Homestuck by Andrew Hussie. This is a supplement for the Chuubo's Marvelous Wish-Granting Engine system, which was written by Jenna Katerin Moran. The game mechanics belong to her and are used with permission. Previous versions of this content have appeared on eternity-braid.tumblr.com, rvdrabbles.tumblr.com, and archiveofourown.org. -
The Effects of Group Status on Intragroup Behavior
The Effects of Group Status on Intragroup Behavior: Implications for Group Process and Outcome Jin Wook Chang Organizational Behavior and Theory Tepper School of Business Carnegie Mellon University Dissertation Committee: Rosalind M. Chow (Co-Chair) Anita W. Woolley (Co-Chair) Linda Argote John M. Levine The Effects of Group Status on Intragroup Behavior: Implications for Group Process and Outcome ABSTRACT How does the status of a group influence the behavior of individuals within the group? This dissertation aims to answer this question by investigating the psychological and behavioral implications of membership in high- versus low-status groups, with a primary focus on the impact of membership in a high-status group. I propose that in high-status groups, personal interests, including material and relational, are more salient, therefore guiding member behavior within the groups. This emphasis on personal gain leads to behavior that best suits their interests regardless of the impact on group outcomes. In six studies, using both experimental and correlational methods, I test this main idea and examine boundary conditions. The first set of studies examines members’ group-oriented behavior, and finds that membership in a high-status group (a) decreases the resources allocated for the group as members attempt to ensure personal gain; (b) lowers the preference for a competent newcomer who may enhance group outcome but who may jeopardize personal gains; and (c) reduces the amount of voluntary information sharing during group negotiations, hindering group outcomes. The findings also reveal that reducing the conflict between group and personal interests via cooperative incentives encourages group- oriented behavior in high-status groups. -
Gathering of Card Players and Subcultural Expression
THE MAGIC OF COMMUNITY: GATHERING OF CARD PLAYERS AND SUBCULTURAL EXPRESSION Travis J. Limbert A Thesis Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of MASTER OF ARTS August 2012 Committee: Dr. Marilyn Motz, Advisor Dr. Esther Clinton © 2012 Travis Limbert All Rights Reserved iii ABSTRACT Marilyn Motz, Advisor When Magic: the Gathering was released in 1993, it was the first trading card game. It paved the way for the trading card game subculture and market that exists today. This thesis explores the implications of this subculture and the ways it can be thought of as an urban leisure subculture. This thesis also discusses Magic’s unique community, which has been instrumental in the game’s success over the last two decades. Magic’s community is created symbiotically, through official support by Wizards of the Coast, and the parent company Hasbro, as well as the usage and interaction by the fans and players. It is this interaction that creates a unique community for Magic, which leads to the game’s global popularity, including its tremendous growth since 2010. This thesis looks at trade publications, articles written about Magic, player responses collected through online surveys, and other works to create an extensive work on Magic and its community. This thesis focuses on how the community is important to the consumption of copyrighted cultural texts and how this creates of meaning in players’ lives. iv To my parents, James and Jona, who always encouraged me. v ACKNOWLEDGMENTS I would like to thank my thesis committee, Dr. -
Dark Horse Development of a 2D Tactical Combat Role Playing Game
Project Number: DMO-AA14 Dark Horse Development of a 2D Tactical Combat Role Playing Game A Major Qualifying Project Report Submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE In partial fulfillment of the requirements for the Degree of Bachelor of Science By Andrew Aveyard, Tim Calvert, Sam Machlin, Kenrick Tsang Advised by: Professor Dean O'Donnell Professor Jennifer deWinter April 27, 2015 Abstract Dark Horse is an Interactive Media and Game Development Major Qualifying Project in which a team of four students took a simple game concept through the stages of development, testing, and refinement to create a story rich, two-dimensional tactical combat game using the Unity2D engine. Most of our assets were hand drawn by our artist, while the rest of our art was either outsourced or built by our programmers. Our vision for Dark Horse was to design a turn-based strategy game with a narrative focus in order to create tactical gameplay grounded in a well- developed narrative experience, a rarity for the genre. This report gives an overview of our project as well as details our multiple areas of development: design, programming, audio, art, and narrative. With design’s chapter, we describe our initial processes of generating mechanics and content as well as our iterative process of playtest driven design. Our programming chapter goes into detail about the different features programmed into the game, how they were constructed, and how successful they were in completing their intended purpose. The audio chapter describes the custom music and sound effects we developed for the game, how we made them, and how they were used in our game. -
Cooperative Games As a Pathway for Adolescent Girls in High-Achieving Schools to Be Well and Lead Well
University of Pennsylvania ScholarlyCommons Master of Applied Positive Psychology (MAPP) Master of Applied Positive Psychology (MAPP) Capstone Projects Capstones 8-1-2020 Set Up to Succeed and Set Up to Play: Cooperative Games as a Pathway for Adolescent Girls in High-Achieving Schools to Be Well and Lead Well Emily M. Entress Clark University of Pennsylvania, [email protected] Follow this and additional works at: https://repository.upenn.edu/mapp_capstone Part of the Curriculum and Instruction Commons, Leadership Studies Commons, School Psychology Commons, and the Secondary Education Commons Entress Clark, Emily M., "Set Up to Succeed and Set Up to Play: Cooperative Games as a Pathway for Adolescent Girls in High-Achieving Schools to Be Well and Lead Well" (2020). Master of Applied Positive Psychology (MAPP) Capstone Projects. 205. https://repository.upenn.edu/mapp_capstone/205 This paper is posted at ScholarlyCommons. https://repository.upenn.edu/mapp_capstone/205 For more information, please contact [email protected]. Set Up to Succeed and Set Up to Play: Cooperative Games as a Pathway for Adolescent Girls in High-Achieving Schools to Be Well and Lead Well Abstract Adolescent girls are the future leaders of the world. They are desperately needed and increasingly in pain. Adolescent youth are facing a mental health epidemic caused by many complex factors. High-achieving settings are now considered a high-risk factor for adolescents, along with youth experiencing trauma, discrimination, and poverty. These students face immense pressure to excel, social isolation, and limited relationships. Positive Psychology provides a pathway for school environments to build structures that support adolescent well-being.