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Strategy Games Big Huge Games • Bruce C
04 3677_CH03 6/3/03 12:30 PM Page 67 Chapter 3 THE EXPERTS • Sid Meier, Firaxis General Game Design: • Bill Roper, Blizzard North • Brian Reynolds, Strategy Games Big Huge Games • Bruce C. Shelley, Ensemble Studios • Peter Molyneux, Do you like to use some brains along with (or instead of) brawn Lionhead Studios when gaming? This chapter is for you—how to create breathtaking • Alex Garden, strategy games. And do we have a roundtable of celebrities for you! Relic Entertainment Sid Meier, Firaxis • Louis Castle, There’s a very good reason why Sid Meier is one of the most Electronic Arts/ accomplished and respected game designers in the business. He Westwood Studios pioneered the industry with a number of unprecedented instant • Chris Sawyer, Freelance classics, such as the very first combat flight simulator, F-15 Strike Eagle; then Pirates, Railroad Tycoon, and of course, a game often • Rick Goodman, voted the number one game of all time, Civilization. Meier has con- Stainless Steel Studios tributed to a number of chapters in this book, but here he offers a • Phil Steinmeyer, few words on game inspiration. PopTop Software “Find something you as a designer are excited about,” begins • Ed Del Castillo, Meier. “If not, it will likely show through your work.” Meier also Liquid Entertainment reminds designers that this is a project that they’ll be working on for about two years, and designers have to ask themselves whether this is something they want to work on every day for that length of time. From a practical point of view, Meier says, “You probably don’t want to get into a genre that’s overly exhausted.” For me, working on SimGolf is a fine example, and Gettysburg is another—something I’ve been fascinated with all my life, and it wasn’t mainstream, but was a lot of fun to write—a fun game to put together. -
Uva-DARE (Digital Academic Repository)
UvA-DARE (Digital Academic Repository) Engineering emergence: applied theory for game design Dormans, J. Publication date 2012 Link to publication Citation for published version (APA): Dormans, J. (2012). Engineering emergence: applied theory for game design. Creative Commons. General rights It is not permitted to download or to forward/distribute the text or part of it without the consent of the author(s) and/or copyright holder(s), other than for strictly personal, individual use, unless the work is under an open content license (like Creative Commons). Disclaimer/Complaints regulations If you believe that digital publication of certain material infringes any of your rights or (privacy) interests, please let the Library know, stating your reasons. In case of a legitimate complaint, the Library will make the material inaccessible and/or remove it from the website. Please Ask the Library: https://uba.uva.nl/en/contact, or a letter to: Library of the University of Amsterdam, Secretariat, Singel 425, 1012 WP Amsterdam, The Netherlands. You will be contacted as soon as possible. UvA-DARE is a service provided by the library of the University of Amsterdam (https://dare.uva.nl) Download date:26 Sep 2021 Ludography Agricola (2007, board game). Lookout Games, Uwe Rosenberg. Americas Army (2002, PC). U.S. Army. Angry Birds (2009, iOS, Android, others). Rovio Mobile Ltd. Ascent (2009, PC). J. Dormans. Assassins Creed (2007, PS3, Xbox 360). Ubisoft, Inc., Ubisoft Divertissements Inc. Baldurs Gate (1998, PC). Interplay Productions, Inc. BioWare Corporations. Bejeweled (2000, PC). PopCap Games, Inc. Bewbees (2011, Android, iOS). GewGawGames. Blood Bowl, third edition (1994, board game). -
Regulation of Ship Routes Passing Through War Zone
PUBLISHED DAZLY ander orde? of THE PRESIDENT of THE UNITED STA#TEJ by COMMITTEE on PUBLIC INFORMATION GEORGE CREEL, Chairman * * * COMPLETE Record of U. S. GOVERNMENT Activities Vot. 3 WASHINGTON, WEDNESDAY, JANUARY 22, 1919. No. 518 REGULATION OF SHIP ROUTES STATE DEPARTMENT REPORTS HOLDERS OF INSURANCE CLAIMS PASSING THROUGH WAR ZONE ON DISTURBANCES INOPORTO AGAINST ENEMY CORPORATIONS MODIFIED BY TRADE BOARD Assistant Secretary Phillips announced ARE ADVISED TO ENTER THEM to-day that the State Department advices MAY NOW PROCEED BY ANY COURSE regarding the situation in Portugal state that a movement was begun at Oporto of NOTICE BY THE ALIEN CUSTODIAN a revolutionary character designed to Vessels Bound to Certain French upset the republic in the interests of a List Given of Concerns Now in the monarchy. He said the advices were very and Other Ports, However, Re- brief, referring to the situation up to Hands of the New York Trust quired to Obtain Instructions Re- noon January 20. They did not indicate Company as Liquidator-Prompt the extent of the movement, but reported garding the Location of Mines. that everything at Lisbon was quiet. Action Is Recommended. A similar movement, he added, was The War Trade Board announces, in started about a week ago, but was sup- A. Mitehell Palmer, Alien Property a new ruling, W. T. B. R. 539, that rules pressed by the Government, which was Custodian, makes the following announce- and regulations heretofore enforced reported to have taken a number of pris- ment: -against vessels with respect to routes to oners and some of the revolutionists All persons having claiis against the be taken when proceeding through the so- were reported to have been killed in the enemy insurance companies which are called " war zone," have been modified, disturbance. -
Peder Larson
Command and Conquer by Peder Larson Professor Henry Lowood STS 145 March 18, 2002 Introduction It was impossible to be a computer gamer in the mid-1990s and not be aware of Command and Conquer. During 1995 and the following couple years, Command and Conquer mania was at its peak, and the game spawned a whole series that sold over 15 million copies worldwide, making it "The best selling Computer Strategy Game Series of All Time" (Westwood Studios). Sales reached $450 million before Command and Conquer: Tiberian Sun, the third major title in the series, was released in 1999 (Romaine). The game introduced many to the genre of real-time strategy (RTS) games, in which Starcraft, Warcraft, Age of Empires, and Total Annihilation all fall. Command and Conquer, however, was extremely similar to Dune 2, a 1992 release by Westwood Studios. The interface, controls, and "harvest, build, and destroy" style were all borrowed, with some minor improvements. Yet Command and Conquer was much more successful. The graphics were better and the plot was new, but the most important improvement was the integration of network play. This greatly increased the time spent playing the game and built up a community surrounding the game. These multiplayer capabilities made Command and Conquer different and more successful than previous RTS games. History In 1983, there was only one store in Las Vegas that sold Apple hardware and software in Las Vegas: Century 23. Louis Castle had just finished up majoring in fine arts and computer science at University of Nevada - Las Vegas and was working there as a salesman. -
Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités. -
CC-Manual.Pdf
2 C&C OEM v.1 10/23/98 1:35 PM Page 1 TABLE OF CONTENTS Understand Your Enemy ...................2 Getting Started ...............................4 Playing the Game............................6 Multiplayer Game..........................22 Advanced Controls.........................32 GDI Units......................................35 GDI Structures...............................44 Nod Units .....................................52 Nod Structures ..............................62 GDI Tutorial ..................................70 Nod Tutorial .................................79 Credits .........................................87 "We have waited centuries for this moment. The rivers will flow with the blood of those who oppose us." -- Kane, suspected leader of the Brotherhood of Nod (Global Net Interpol, file #GEN4:16) 2 C&C OEM v.1 10/20/98 3:19 PM Page 2 THE BROTHERHOOD OF NOD Commonly, The Brotherhood, The Ways of Nod, ShaÆSeer among the tribes of Godan; HISTORY see INTERPOL File ARK936, Aliases of the Brotherhood, for more. FOUNDED: Date unknown: exaggerated reports place the Brotherhood’s founding before 1,800 BC IDEOLOGY: To unite third-world nations under a pseudo-religious political platform with imperialist tendencies. In actuality it is an aggressive and popular neo-fascist, anti- West movement vying for total domination of the world’s peoples and resources. Operates under the popular mantra, “Brotherhood, unity, peace”. CURRENT HEAD OF STATE: Kane; also known as Caine, Jacob (INTERPOL, File TRX11-12Q); al-Quayym, Amir (MI6 DR-416.52) BASE OF OPERATIONS: Global. Command posts previously identified at Kuantan, Malaysia; somewhere in Ar-Rub’ al-Khali, Saudi Arabia; Tokyo; Caen, France. MILITARY STRENGTH: Previously believed only to be a smaller terrorist operations, a recent scandal involving United States defense contractors confirms that the Brotherhood is well-equipped and supports significant land, sea, and air military operations. -
Sanibel Island * Captiva Island * Fort Myers Coldwell Banker Residential Real Estate, Inc
We Salute Our Veterans/^ VOL. 14 NO. 18 SANIBEL & CAPTIVA ISLANDS, FLORIDA NOVEMBER 10,2006 NOVEMBER SUNRISE/SUNSET: 10 06:42 17:41 11 06:43 17:40 12 06:43 17:39 13 06:44 17:39 14 06:4517:39 15 06:45 i7\39 16 06:46 17:38 Sanibel Library To Celebrate Funding 40 Years This Sunday For Cancer Project Spurs Development * by Jim George wo years ago island resident John Kanzius, while battling a rare leu- Tkemia, had an idea for a new way to fight cancer that could revolutionize the treatment of this deadly disease. It was an idea so simple in concept - marking cancer cells and destroying them with a noninvasive radio wave cur- rents - it strained.credulity that no one had thought of it before. Two years ago it was just an idea with little prospect of funding to develop it. John Kanzius Today, it is no longer a theory. Kanzius stands on the threshold of major his technology, abstracts will be presented The Sanibel Library funding from a foreign government. at two major medical conferences over Several major cancer research centers are the next three months which prove the by Brian Johnson currently working on different elements of continued on page 16 esidents arid tourists are invited to the Sanibel Public Library on Sunday, November 12 from 3 to 5 p.m. to mark its 4Oth anniversary. Campaign To R "It's a celebration for the islanders - it is their library," said Pat Allen, who has served as executive director since 1991. -
Zak Middleton STS 145 March 18, 2002
Zak Middleton STS 145 March 18, 2002 Case History: The Evolution of Artificial Intelligence in Computer Games Computer games within the last 25 years have spanned the spectrum from simple 2D renditions of popular board games to fully immersive real-time 3D environments. Much of the focus early on in the development of computer games was on better graphics, better interfaces, and better gameplay under limited computing conditions. As graphics and computing hardware steadily increased in processing power, the graphics and interface issues seemed to be increasingly well under control, and game developers began to recognize more and more that improving gameplay was greatly facilitated by improving in-game artificial intelligence. As computer game AI techniques became more advanced, the field of game AI also began to affect the computer game genres that were emerging. Computer game AI has its roots mainly in early applications of digital processing power to classical board games. Computer artificial intelligence applied to games can be traced way back to 1950, almost as soon as computers became programmable, when Claude Shannon and Alan Turing were writing AI for chess programs. In 1952, Arthur Samuel of IBM developed a checkers-playing program that took the novel approach of learning by playing against itself, and the program was able within just a few days to compete well against strong players. Games like chess and checkers were a logical choice for early AI experiments, because board games are usually games of perfect information, meaning that the entire state of the game is easily accessible to the computer.1 Also, such games are usually not trivial search problems with well-defined paths to solutions, since they involve an opponent which adds an element of uncertainty to the equation. -
Game on Issue 72
FEATURE simple example is that at the end of a game’s section composers will usually get a chance to actually a player may have won or lost, so the music will be play the game during its formative stages, giving either triumphant or mournful, before segueing into them a feel for the music that’s required. Freelance an introduction of whatever level awaits them. It composers aren’t so lucky. Th ey get their fi rst taste becomes a complex task then to compose multiple of the action much later in the game’s build versions cues of various lengths and themes that must also and it’s sometimes just videos of gameplay provided match more than one possible visual transition. for inspiration. Which isn’t to say that freelancers are an untrustworthy mob of scoundrels. Beta versions Th en it gets harder. Games soft ware is one of very of games in their early stages of development can few formats that require simultaneously playing back involve a massive amount of data and coding. GAME ON multiple fi les without being able to employ some Th ey’re not something that can be zipped onto a kind of mixdown. A scene might need the sound fl ash drive and popped in a postbag. Mind you, of footsteps, gunshots, explosions, a voice-over and in this multi-million dollar industry security is a the music in the background – and all of these may Whether you’re wrestling a three-eyed serious issue and new soft ware is fi ercely guarded. -
NOX UK Manual 2
NOX™ PCCD MANUAL Warning: To Owners Of Projection Televisions Still pictures or images may cause permanent picture-tube damage or mark the phosphor of the CRT. Avoid repeated or extended use of video games on large-screen projection televisions. Epilepsy Warning Please Read Before Using This Game Or Allowing Your Children To Use It. Some people are susceptible to epileptic seizures or loss of consciousness when exposed to certain flashing lights or light patterns in everyday life. Such people may have a seizure while watching television images or playing certain video games. This may happen even if the person has no medical history of epilepsy or has never had any epileptic seizures. If you or anyone in your family has ever had symptoms related to epilepsy (seizures or loss of consciousness) when exposed to flashing lights, consult your doctor prior to playing. We advise that parents should monitor the use of video games by their children. If you or your child experience any of the following symptoms: dizziness, blurred vision, eye or muscle twitches, loss of consciousness, disorientation, any involuntary movement or convulsion, while playing a video game, IMMEDIATELY discontinue use and consult your doctor. Precautions To Take During Use • Do not stand too close to the screen. Sit a good distance away from the screen, as far away as the length of the cable allows. • Preferably play the game on a small screen. • Avoid playing if you are tired or have not had much sleep. • Make sure that the room in which you are playing is well lit. • Rest for at least 10 to 15 minutes per hour while playing a video game. -
Creating Immersive 2D World Visuals for Platform Games – Post-Mortem: Skytails
Creating Immersive 2D World Visuals for Platform Games – Post-Mortem: Skytails Eveliina Aalto Master’s Thesis Master’s Programme in New Media Game Design and Production Aalto University 2020 1 “Although an image is clearly visible to the eye, it takes the mind to develop it into a rich, tangible brilliance, into an outstanding painting.” — Jeanne Dobie, Making color sing 1 Author Eveliina Aalto Title of thesis Creating immersive 2D world visuals for platform games – Skytails Post-Mortem Department School of Arts, Design and Architecture Degree programme New Media: Game Design & Production Supervisor Miikka Junnila Advisor Heikka Valja Year 2020 Number of pages 64 Language English Abstract Game visuals are a crucial part of the game aesthetics – art evokes emotions, gives information, and creates immersion. Creating visual assets for a game is a complex subject that can be approached in multiple ways. However, the visual choices made in games have many common qualities that can be observed and analyzed. This thesis aims to identify the benefits of applying art theory principles in two-dimensional platform games’ visuals and its impacts on the player’s aesthetic experience. The first chapter of the study introduces a brief history of platform games, screen spaces, and the method of parallax scrolling. Platform games, commonly known as platformers, refer to action games where the player advances by climbing and jumping between platforms. In 1981, the first platform arcade game, Donkey Kong, was introduced. Since then, the genre has expanded to various sub-genres and more complex graphics with the advances in the hardware. The second chapter demonstrates the core principles of art theory regarding color, composition, and shape language. -
Uma Perspectiva Musicológica Sobre a Formação Da Categoria Ciberpunk Na Música Para Audiovisuais – Entre 1982 E 2017
Uma perspectiva musicológica sobre a formação da categoria ciberpunk na música para audiovisuais – entre 1982 e 2017 André Filipe Cecília Malhado Dissertação de Mestrado em Ciências Musicais Área de especialização em Musicologia Histórica Setembro de 2019 I Dissertação apresentada para cumprimento dos requisitos necessários à obtenção do grau de Mestre em Ciências Musicais – Área de especialização em Musicologia Histórica, realizada sob a orientação científica da Professora Doutora Paula Gomes Ribeiro. II Às duas mulheres da minha vida que permanecem no ciberespaço do meu pensamento: Sara e Maria de Lourdes E aos dois homens da minha vida com quem conecto no meu quotidiano: Joaquim e Ricardo III Agradecimentos Mesmo tratando-se de um estudo de musicologia histórica, é preciso destacar que o meu objecto, problemática, e uma componente muito substancial do método foram direccionados para a sociologia. Por essa razão, o tema desta dissertação só foi possível porque o fenómeno social da música ciberpunk resulta do esforço colectivo dos participantes dentro da cultura, e é para eles que direciono o meu primeiro grande agradecimento. Sinto-me grato a todos os fãs do ciberpunk por manterem viva esta cultura, e por construírem à qual também pertenço, e espero, enquanto aca-fã, ter sido capaz de fazer jus à sua importância e aos discursos dos seus intervenientes. Um enorme “obrigado” à Professora Paula Gomes Ribeiro pela sua orientação, e por me ter fornecido perspectivas, ideias, conselhos, contrapontos teóricos, ajuda na resolução de contradições, e pelos seus olhos de revisora-falcão que não deixam escapar nada! Como é evidente, o seu contributo ultrapassa em muito os meandros desta investigação, pois não posso esquecer tudo aquilo que me ensinou desde o primeiro ano da Licenciatura.