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2017 First Quarter Financial Report & February to May 2017
2017 First Quarter Financial Report & February to May 2017 Activities Report The Funcom®* Group Funcom N.V. and subsidiaries Q1 2017 report Highlights 1Q 2017 represents a major turnaround for Funcom compared to Conan® Exiles is on track for the planned Xbox Game Preview the very precarious situation of 1Q 2016 release during Q3. This release will also see the launch of the new Following the successful Early Access release of Conan® Exiles, free “biome” expansion that increases in-game content by roughly 1Q 2017 is the most profitable quarter in Funcom’s history, with a 40% profit amounting to USD 6,129 thousand, compared to a loss of On 29 April 2017, it was announced that The Secret World is USD -761 thousand reported for 1Q16. relaunching as Secret World Legends with a free-to-play (F2P) Revenues in 1Q17 amount to USD 10,921 thousand compared to business model. This is planned to happen on 26 June 2017. USD 2,048 thousand in 1Q16, mainly with contributions from Conan® Exiles. Earnings before Interest, Tax, Depreciation and Amortization (EBITDA) for 1Q17 amount to USD 6,707 thousand compared to USD 263 thousand in 1Q16. Earnings before Interest and Tax (EBIT) for 1Q17 amount to USD 5,975 thousand compared to USD -660 thousand in 1Q16. The total Equity of the Company increased from to USD -9,953 thousand at the end of 1Q16 to USD 10,179 thousand at the end of 1Q17. The cash position increased from USD 1,015 thousand at the end of 1Q16 to USD 10,286 thousand at the end of 1Q17. -
III. Here Be Dragons: the (Pre)History of the Adventure Game
III. Here Be Dragons: the (pre)history of the adventure game The past is like a broken mirror, as you piece it together you cut yourself. Your image keeps shifting and you change with it. MAX PAYNE 2: THE FALL OF MAX PAYNE At the end of the Middle Ages, Europe’s thousand year sleep – or perhaps thousand year germination – between antiquity and the Renaissance, wondrous things were happening. High culture, long dormant, began to stir again. The spirit of adventure grew once more in the human breast. Great cathedrals rose, the spirit captured in stone, embodiments of the human quest for understanding. But there were other cathedrals, cathedrals of the mind, that also embodied that quest for the unknown. They were maps, like the fantastic, and often fanciful, Mappa Mundi – the map of everything, of the known world, whose edges both beckoned us towards the unknown, and cautioned us with their marginalia – “Here be dragons.” (Bradbury & Seymour, 1997, p. 1357)1 At the start of the twenty-first century, the exploration of our own planet has been more or less completed2. When we want to experience the thrill, enchantment and dangers of past voyages of discovery we now have to rely on books, films and theme parks. Or we play a game on our computer, preferably an adventure game, as the experience these games create is very close to what the original adventurers must have felt. In games of this genre, especially the older type adventure games, the gamer also enters an unknown labyrinthine space which she has to map step by step, unaware of the dragons that might be lurking in its dark recesses. -
Visual Design in Video Games
Forthcoming in WOLF, Mark J.P. (ed.). Video Game History: From Bouncing Blocks to a Global Industry, Greenwood Press, Westport, Conn. Visual Design in Video Games Carl Therrien So why did polygons become the ubiquitous virtual bricks of videogames? Because, whatever the interesting or eccentric devices that had been thrown up along the way, videogames, as with the strain of Western art from the Renaissance up until the shock of photography, were hell-bent on refining their powers of illusionistic deception. —Stephen Poole (2000, page 125). Illusion refining, indeed, appears to be a major driving force of video game evolution. The appeal of ever-more realistic depictions of virtual universes in itself justifies the purchase of expensive new machinery, be it the latest console or dedicated computer parts. Yet, one must not conceive of this evolution as a linear progression towards perfect verisimilitude. The relative quality of static and dynamic renders, associated with a wide range of imaging techniques more or less suited to the capabilities of any given video game system, demonstrate the unsteady evolution of visual representation in the short history of the medium. Moreover, older techniques are sometimes integrated in the latest 3-D games, and 2-D gaming still enjoys a very strong following with portable game systems. Despite its short history, a detailed account of the apparatus behind the illusion would already require many volumes in itself. In this chapter, we will examine only the fundamentals of the different imaging techniques along with key examples. However, we hope to go further than a simple historical account of illusion refining, and expose the different ideals that governed and still governs the evolution of visual design in games. -
Wasteland 2 Ranger Field Manual (Digital Edition)
' 1 RANGER FIELD MANUAL Thank you for purchasing Wasteland 2! From the very beginning, it's been our dream to bring you a worthy follow-up to Wasteland, the grandfather of post-apocalyptic role- playing games on the PC. The game holds a special place in our hearts, and we are absolutely and completely thrilled and humbled by the incredible outpouring of support from our fans in allowing us to create Wasteland 2, whether that's on Kickstarter or through their own independent donations. Wasteland 2 would not have happened without you, and we give our sincerest thanks to you from the bottom of our hearts for not just helping us bring this dream to life, but helping to make the game the best it can possibly be. Thank you, inXile entertainment 2 Manual Credits Writers Thomas Beekers Matthew Findley Eric Schwarz Editors Nathan Long Eric Schwarz Designers Maxx Kaufman Eric Schwarz 3 INTRODUCTION ................................................................................ 7 GETTING STARTED .......................................................................... 12 Health Warning........................................................................... 12 Disclaimer................................................................................... 13 Technical Support ....................................................................... 13 System Requirements.................................................................. 15 PC System Requirements ......................................................... 15 Mac OSX System Requirements -
Immersion and Worldbuilding in Videogames
Immersion and Worldbuilding in Videogames Omeragić, Edin Master's thesis / Diplomski rad 2019 Degree Grantor / Ustanova koja je dodijelila akademski / stručni stupanj: Josip Juraj Strossmayer University of Osijek, Faculty of Humanities and Social Sciences / Sveučilište Josipa Jurja Strossmayera u Osijeku, Filozofski fakultet Permanent link / Trajna poveznica: https://urn.nsk.hr/urn:nbn:hr:142:664766 Rights / Prava: In copyright Download date / Datum preuzimanja: 2021-10-01 Repository / Repozitorij: FFOS-repository - Repository of the Faculty of Humanities and Social Sciences Osijek Sveučilište J.J. Strossmayera u Osijeku Filozofski fakultet Osijek Studij: Dvopredmetni sveučilišni diplomski studij engleskog jezika i književnosti – prevoditeljski smjer i hrvatskog jezika i književnosti – nastavnički smjer Edin Omeragić Uranjanje u virtualne svjetove i stvaranje svjetova u video igrama Diplomski rad Mentor: doc. dr. sc. Ljubica Matek Osijek, 2019. Sveučilište J.J. Strossmayera u Osijeku Filozofski fakultet Osijek Odsjek za engleski jezik i književnost Studij: Dvopredmetni sveučilišni diplomski studij engleskog jezika i književnosti – prevoditeljski smjer i hrvatskog jezika i književnosti – nastavnički smjer Edin Omeragić Uranjanje u virtualne svjetove i stvaranje svjetova u video igrama Diplomski rad Znanstveno područje: humanističke znanosti Znanstveno polje: filologija Znanstvena grana: anglistika Mentor: doc. dr. sc. Ljubica Matek Osijek, 2019. University of J.J. Strossmayer in Osijek Faculty of Humanities and Social Sciences Study Programme: -
Announcement
Announcement Total 34 articles, created at 2016-04-11 12:03 1 Grab a drink with Harley Quinn in the new 'Suicide Squad' trailer Check out another dose of hilarious hijinks with everyone's favourite crew of mass (2.00/3) murderers, cannibals and killers-for-hire from Task Force X, better known as the Suicide Squad. 2016-04-11 08:21 1KB cnet.com.feedsportal.com 2 Corsair extends select PSU warranties to 10 years Corsair extends select PSU warranties to 10 years. Corsair has extended the 7 year warranties of four current PSU ranges to 10 years 2016-04-11 11:44 2KB feedproxy.google.com 3 IBM Maximo Asset Management solutions for the oil and gas industry As technology reaches every corner of the globe, the world becomes smaller—and smarter. With global organizations and systems that are more instrumented, 2016-04-11 08:18 1KB www.itworldcanada.com 4 Woorlds Innovative Technology Welcomed at the E- Commerce & Innovaton in Retail Conferene in Atlanta Woorlds, a cutting-edge technology StartUp from Israel, participated in the prestigious E- commerce & Innovation in Retail Conference in Atlanta which was attended by the biggest and most successful retail and e-commerce brands in the U. S, amongest them include: Home Depot,... 2016-04-11 07:41 1KB pctechmag.com 5 Looking to battle The Empire? Make your own Star Wars Ewok army You don't have to be stranded on the planet Endor to become best friends with an Ewok. Now Star Wars fans can craft Wicket the Ewok at Build-A-Bear workshops. -
Christy Marx
Write Your Way Into Animation and Games Write Your Way Into Animation and Games Create a Writing Career in Animation and Games Christy Marx AMSTERDAM • BOSTON • HEIDELBERG • LONDON NEW YORK • OXFORD • PARIS • SAN DIEGO SAN FRANCISCO • SINGAPORE • SYDNEY • TOKYO Focal Press is an imprint of Elsevier Focal Press is an imprint of Elsevier 30 Corporate Drive, Suite 400, Burlington, MA 01803, USA Linacre House, Jordan Hill, Oxford OX2 8DP, UK © 2010 Elsevier, Inc. All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, elec- tronic or mechanical, including photocopying, recording, or any information storage and retrieval system, without permission in writing from the publisher. Details on how to seek permission, fur- ther information about the Publisher’s permissions policies and our arrangements with organiza- tions such as the Copyright Clearance Center and the Copyright Licensing Agency, can be found at our website: www.elsevier.com/permissions. This book and the individual contributions contained in it are protected under copyright by the Publisher (other than as may be noted herein). Notices Knowledge and best practice in this field are constantly changing. As new research and experience broaden our understanding, changes in research methods, professional practices, or medical treat- ment may become necessary. Practitioners and researchers must always rely on their own experience and knowledge in evaluat- ing and using any information, methods, compounds, or experiments described herein. In using such information or methods they should be mindful of their own safety and the safety of others, including parties for whom they have a professional responsibility. -
Le Jeu Vidéo Sur Youtube : Historique De La Captation Et De La Diffusion Du Jeu Vidéo
Université de Montréal Le jeu vidéo sur YouTube : historique de la captation et de la diffusion du jeu vidéo par Francis Lavigne Département d’histoire de l’art et d’études cinématographiques Faculté des arts et des sciences Mémoire présenté en vue de l’obtention du grade de M.A. en études cinématographiques option études du jeu vidéo Août 2017 © Francis Lavigne, 2017 Résumé Ce mémoire s’intéresse à la captation audiovisuelle et aux pratiques de commentaires sur le jeu vidéo. Tout d’abord, nous remettons en contexte l’émergence de ce type de production à l’aide d’une analyse historique de divers formats de diffusion (à la télévision, à l’aide de vidéocassettes, dans les suppléments de magazines et sur Internet). Ensuite, nous détaillons les limites et affordances de la plateforme participative YouTube. Puis, nous rattachons les commentaires de jeux vidéo aux concepts de boniment, de performance et de double performance. Enfin, nous analysons quatre genres de vidéos présents sur YouTube : les machinimas, les speedruns, les longplays et les let’s plays. Mots-clés Jeu vidéo, machinima, longplay, let’s play, speedrun, YouTube, boniment, commentaire, double performance i Abstract This research is aimed to understand the audiovisual recording and commentary practices of video games. First of all, we do a contextualisation of these types of production through a historical analysis of the way theses videos were diffused (from televised shows, to VHS, magazines’ bonuses, and on the Internet). After, we detail the limits and affordances of the YouTube sharing platform. Then, we create links between the commentary of video game and the concepts of film lecturer, performance and double performance. -
PC Mac Linux
PC Minimum: Recommended: OS: Windows 7 OS: Windows 7 Processor: Core 2 Duo 2GHz or equivalent Processor: Quad Core i5 2.5GHz Memory: 3 GB RAM Memory: 4 GB RAM Graphics: Intel HD Graphics 4000 Graphics: ATI or Nvidia card with 1GB DirectX: Version 9.0c VRAM Hard Drive: 5 GB available space DirectX: Version 11 Sound Card: Yes Network: Broadband Internet connection Hard Drive: 20 GB available space Sound Card: Yes Mac Minimum: Recommended: OS: Mac OS X v10.9 Mavericks or higher OS: Mac OS X v10.9 Mavericks or higher Processor: Core 2 Duo 2GHz or equivalent Processor: Quad Core i5 2.5GHz Memory: 3 GB RAM Memory: 4 GB RAM Graphics: Intel HD Graphics 4000 Graphics: ATI or Nvidia card with 1GB Hard Drive: 5 GB available space VRAM Sound Card: Yes Network: Broadband Internet connection Hard Drive: 20 GB available space Sound Card: Yes Linux Minimum: Recommended: OS: Linux Kernel 3.0 or above OS: Linux Kernel 3.0 or above Processor: Core 2 Duo 2GHz or equivalent Processor: Quad Core i5 2.5GHz Memory: 3 GB RAM Memory: 4 GB RAM Graphics: Intel HD Graphics 4000 Graphics: ATI or Nvidia card with 1GB Hard Drive: 5 GB available space VRAM Sound Card: Yes Network: Broadband Internet connection Hard Drive: 20 GB available space Sound Card: Yes Dreamfall and The Longest Journey logo are registered trademarks of Funcom. © 1998-2014 Funcom. All rights reserved. Press ESC (keyboard) or START (controller) to pause the game and bring up Settings and Options menu. Resume Resumes the game. -
Reviews: • Chaos on Deponia • Dead Reefs • Life in the Dorms • Primordia • the Walking Dead Episode 5: No Time Left November 2012
issue # 3 6 november 2012 REVIEWS: • Chaos on Deponia • Dead Reefs • Life In The Dorms • Primordia • The Walking Dead Episode 5: No Time Left NOVEMBER 2012 Another month has come and gone and we have another issue of Adventure Lantern for your reading pleasure. This month we are bringing you reviews of four brand new adventure game offer- ings, but we also plumbed the depths of the adventure genre to being you a re- view of the third-person, open-world, 2007, adventure Dead Reefs. The other reviews being: Primordia, Life in the Dorms, The Walking Dead season finale, and Chaos on Deponia. We also have a new team member, Igor Tokin, who has taken over com- piling the news section and will work beside Constantin in putting together Cover Image: the magazine each month from the ar- Primordia ticles our other team members write. What I most want to talk about this month is our upcoming partner- ADvENTuRE LANTERN ship with Zodiac. Zodiac is a new ad- #11 (36) november 2012 venture game exclusive online store, or Steam-like to be more precise. They already offer a wide range of new and old games, including free and full priced OWNER/ExECuTIvE Editor games and everything inbetween. Adven- Ugur Sener ture Lantern will remain a volunteer based, free, and not-for-profit magazine, and retain OThER Editor(S) all of our Independence. What we will be doing is including a link on Jonathon Wisnoski our website to Zodiac and including a page in our magazine which they will send us each month. -
ADVENTURE LANTERN APRIL 2014 /# ./*-4*! 1 )/0- ')/ -) Friends, This Month Represents an Important Milestone for Adventure Lantern
APRIL 2014 T HE STORY OF ADVENTURE LANTERN EDITORIAL EDITORIAL T HE STORY OF ADVENTURE LANTERN APRIL 2014 /# ./*-4*! 1 )/0- ')/ -) Friends, This month represents an important milestone for Adventure Lantern. Our April 2014 PDF is the 50th issue of our magazine. We came a long way since the first edition of AL that was released eight years ago. During those eight years, Adventure Lantern went through many changes. There were periods where we were extremely active and growing. There were also months of silence where other aspects of my life had to take priority over the magazine. We had a plethora of excellent contributors and two exceptional individuals that took over all editing and formatting duties in my absence. Looking back now, it is hard to believe how much content was produced and how much time was put into the magazine. Ugur Sener wanted to use this month’s gentleman and a great boss, saw my name listed among the staff personal use. As such, Adventure the details of that argument seem of a dream from years ago. I editorial to celebrate what structured the experience so that members of Just Adventure. She Lantern was designed entirely entirely trivial. However, since the remembered how a few friends came before and acknowledge I could produce work that would contacted me to ask if I would be using a text editor. It was written in Adventure Lantern domain was and I had attempted to produce a all the hard work that has gone be of value to the company while I willing to write review and preview HTML alone, with no fancy graphics, under my name, my partner walked gaming magazine in high school. -
Karen Keslen Kremes.Pdf
UNIVERSIDADE ESTADUAL DE PONTA GROSSA SETOR DE CIÊNCIAS HUMANAS DEPARTAMENTO DE HISTÓRIA KAREN KESLEN KREMES CULTURA GEEK E TECNOLOGIA: REFLEXÕES SOBRE OS HÍBRIDOS DE VIDEOGAME E CINEMA INTERATIVO PONTA GROSSA 2018 KAREN KESLEN KREMES CULTURA GEEK E TECNOLOGIA: REFLEXÕES SOBRE OS HÍBRIDOS DE VIDEOGAME E CINEMA INTERATIVO Dissertação apresentada para obtenção do título de Mestre em História na Universidade Estadual de Ponta Grossa, Área de História, Cultura e Identidades. Orientadora: Profa. Dra. Patrícia Camera Varella PONTA GROSSA 2018 Dedico a Deus. A Ele toda honra. Para sempre. AGRADECIMENTOS Palavras jamais poderão expressar toda minha inteira gratidão à Aquele que é o primeiro lugar em minha vida: Deus. Muito obrigada, Senhor, por me dar forças, coragem e capacidade para cursar o mestrado. Tudo isto faz parte do Seu caminho e dos planos que o Senhor tem para minha vida. Agradeço eternamente por esta oportunidade e que eu possa usar todo esse conhecimento com sabedoria. Obrigada a família maravilhosa que tenho ao meu lado. Pessoas essenciais que me deram ânimo todos os dias através de conselhos com bom-humor e me acompanharam nesta longa caminhada. Vocês são demais! Obrigada as boas pessoas que Deus colocou em meu caminho. Professores, funcionários e amigos que estão ao meu lado desde minha graduação. Obrigada pela amizade e gentileza, vocês são uma benção para mim e jamais esquecerei esses anos de trabalho e diversão que passei junto de vocês. Obrigada a minha orientadora pela paciência e colaboração. Foram muitos percalços ao longo deste caminho, mas essa investigação não seria realidade sem sua ajuda. Obrigada aos professores da minha banca de qualificação e de defesa por disponibilizarem de seu tempo para contribuir com essa pesquisa e por acreditarem neste tema como parte integrante da historiografia.