Digital Approaches to Historical Inquiry

Total Page:16

File Type:pdf, Size:1020Kb

Digital Approaches to Historical Inquiry Digital Approaches to Historical Inquiry A course of the LUDCH Digital Humanities Minor, taught by Angus A. A. Mol Strategy (Hi)story/Adventure First Person Shooter Simulating history: Games as models The Sumer Game(1966)/Hamurabi(1968) “Players strive to become Ruler of the World by establishing and leading a civilization from the dawn of man into the space age, waging war, conducting diplomacy, discovering new technologies, going head-to-head with some of history’s greatest leaders and building the most powerful empire the world has ever known.” (source: www.civilization5.com) Civ VI: Techtree A model of games: MDA framework (Hunicke et al. 2004) Code Experience Runtime How is Sid Meier’s Civilization fun? “Sid Meier” You Mechanics Dynamics Aesthetics } Fun } • Sensation • Fantasy • Narrative • Challenge • Fellowship • Discovery • Expression • Submission MDA+ Designer Player Mechanics Dynamics Aesthetics } Fun model Econ. model …Experiences Societal model Conceptual model Homo Ludens (Huizinga1938) “Free” and rule-governed, a model as/of (an aspect of) society “For many years the conviction has grown upon me that civilization arises and unfolds in and as play” (Foreword to Homo Ludens). How and why is the civilization of the past in Sid Meier’s Civilization fun? • 2017 review in Advances in Archaeological Practice • Streaming via Twitch/Video on YouTube: more than 50 hours! • Multiple paper/book project • Civilization: 1991 (Micropose) • Civ V: 2010 (Firaxis) • 33 million copies sold • Civ VI: 2016 (Firaxis) • 1 million copies in 2 weeks • Currently anywhere between 2-5 million (steamspy.com) 2010 -------------------------1.200.000.000 hours -------------------------------2016 Musée du Louvre Metropolitan Museum of Art British Museum National Museum of China Vatican Museums Tate Modern Musée du Civ as an a-political project “[O]ne of our fundamental goals was not to project our own philosophy or politics onto things. Playing out somebody else’s political philosophy is not fun for the player” ~Sid Meier (2016) • Civilization is a key concept in the social and human sciences and an imagined history of critical importance for the identity of Western societies. “What we may be witnessing is not just the end of the Cold War, or the passing of a particular period of post-war history, but the end of history as such: that is, the end point of mankind's ideological evolution and the universalization of Western liberal democracy as the final form of human government.” The “Progressive” Past • Civ is a 4X game: • eXplore • eXpand • eXploit • eXterminate • Civ’s histories are “Progessive”: • Teleological • Euphemistic • Rationalist • Focused on Western histories and values • Deeply political & contemporary West and the rest? Region No. of Civilizations Americas (north and south) 13 Europe 23 Africa 8 Asia 8 Oceania 4 Near East 9 Civilizations of the Near East Civilization Civilization I Civilization II Civilization III Civilization IV Civilization V Civilization VI Arabian √ √ √ √ √ 5 Assyrian √ 1 Babylonian √ √ √ √ √ 5 Egyptian* √ √ √ √ √ √ 6 Hittites √ 1 Ottoman √ √ √ √ 4 Persian √ √ √ √ √ 5 Sumerian √ √ √ 3 Phoenician √ 1 Civilizations of the Near East and their Leaders Civilization Civilization I Civilization II Civilization III Civilization IV Civilization V Civilization VI Arabian Saladin/- Abu Bakr Saladin Harun al-Rashid Saladin Assyrian Ashurbanipal Babylonian Hammurabi Hammurabi / Hammurabi Hammurabi Nebuchadnezzar II Ishtari Egyptian Ramesses II Ramesses Cleopatra Ramesses II – Ramesses II Cleopatra II/Cleopatra Hatshepsut Hittites Mursilis Ottoman Osman Mehmed II – Suleiman Suleiman Suleiman Persian Xerxes / Xerxes Darius I – Cyrus Darius I Cyrus Scheherezade Sumerian Gilgamesh Gilgamesh Gilgamesh Phoenician Dido Civ’s model of Persia Characteristics of Persia Civilization I Civilization II Civilization III Civilization IV Civilization V Civilization VI - Xerxes Xerxes Darius I Darius I Cyrus Persian Leaders - Scheherezade - Cyrus - - Unique Unit - - Immortal Immortal Immortal Immortal Unique - - - Apothecary Satrap’s Court Pairidaeza Building Language - English English Farsi Aramaic Pahlavi (?) spoken Symbol - Teal Teal Capital - Persepolis Persepolis Persepolis Persepolis Pasargadae Leaders of Persia Xerxes (Civ2) Scheherezade (Civ2) Xerxes (Civ3) Darius I (Civ4) Cyrus (Civ4) Darius I (Civ5) Cyrus (Civ6) Traits of Persia • Focus on war: • Unique unit immortal – powerful in the early game • Production emphasis on offensive land units (Civ3) • During golden age +10% Combat strength (Civ5) • Bonuses on surprise wars and bonus loyalty on occupied cities (Civ6) Immortal (Civ6) Traits of Persia • Focus on trade, gold, and administration: • Perfectionist AI (Civ2) • Production emphasis on wealth and trade (Civ3) • Apothecary unique building (Civ4) • Golden ages last 50% longer (Civ5) • Satrap’s court (Civ5) Satrap's Court (Civ5) Apothecary (Civ4) Traits of Persia • Focus on Monarchy • Unique titles for monarchy and fundamentalist (CIV2) • Shah for king/queen and Ayatollah for high priest/priestess • Favorite government Monarchy and can not use Republic (Civ3) The Persian palace shares its architecture with India, Scythia, and Arabia in Civ6 Traits of Persia An orientalist view? • Thrives in early aggression and expansion wars – Barbarism? • Gold-related stability – The rich but decadent east? • Monarchy related – Totalitarian ruler? • Classical/western view of Persia – Achaemenid rulers only • Civilopedia entries always end with the conquest of Alexander • Often other Persian/oriental features appears: • Shah as king and Ayatollah as priest (Civ2) • Scheherezade as leader (Civ2) • The dome architecture of the Apothecary (Civ4) • Persepolis presented as city/capital (Civ2, 3, 4, and 5) • Language Farsi (Civ4) and Pahlavi (Civ6) • Scimitars as symbols (Civ4 and 5) Civ: Wonders • Wonders • Unique building (built by any civilization) • Big investment • Periodization (Ancient to Information Age) • Majority is built heritage • Historical background • 117 individual wonders across 6 games • Seven wonders meet World Heritage Sites Sistine Colossus Pentagon Civ 1 Chapel Civ 5 Pyramids Civ 3 Taj Mahal Est. do Maracaña Civ 2 Civ 4 Civ 6 Wonders: Geo-cultural spread Wonders by actual world country: Civ1-5 (1991-2012) Top 25 countries by number of World Heritage Site Inscriptions up to 2012 (UNESCO World Heritage List, 2016) The (few) Wonders of the Near East Civilization Civilization Civilization Civilization Civilization Wonder Country Civilization I II III IV V VI Great Library Egypt √ √ √ √ √ √ Lighthouse Egypt √ √ √ √ √ √ Pyramids Egypt √ √ √ √ √ √ Hanging Iraq √ √ √ √ √ √ Gardens The Temple of Turkey √ √ √ Artemis Hagia Sophia Turkey √ √ √ Wonder engagement: Huey Teocalli Wonderful modding “In the post-historical period there will be neither art nor philosophy, just the perpetual caretaking of the museum of human history. I can feel in myself, and see in others around me, a powerful nostalgia for the time when history existed.” “The end of history will be a very sad time.” Winning at the end of history • Domination – conquer every other Civ • Science – win the “space race” • Religion – become the predominant religion • Culture – achieve “highest” culture and the most tourists • Diplomacy - *new* An MDA+ reading of Civ • Games are “total experiences”, but game developers focus on fun • Civ: • makes for an enticing and enduringly popular game • portrays a past that is often ‘progressive’ and always political • The world according to (‘90ies) America… • May be fun because it allows “what-if” histories that always re-affirm Western dominant histories • A “bad model” of history, a “great model” of fun • Contra: “great models” of history, “bad models” of fun (‘boring history textbooks’) • Challenge: something that is both a (moderately) good model of history and fun Twine • Twine 2 twinery.org • Open-source tool for telling interactive, non-linear stories in html format • Easy to pick up, yet surprisingly deep. • Created by Chris Klimas in 2009 • https://www.patreon.com/klembot • Now maintained by a lot of different people • A lot of great Twines out there! • https://itch.io/games/tag-twine • http://twinehub.weebly.com/ Interactive Historytelling • Twine creates hyperlinked stories. • Great at allowing independent exploration and multiple viewpoints of the past • Great as a tool to think with! • Technically not the same as interactive fiction: • Inform7: http://inform7.com/ Hamurabi (1968) The One Thing You Need to Know: You can make links between paragraphs happen by encasing them with double brackets: Things You Will Like to Know: https://dahi.lucdh.nl/assignment-3/ http://www.shoresoftime.com/Twine_intro.html.
Recommended publications
  • Master's Thesis: Visualizing Storytelling in Games
    Chronicle Developing a visualisation of emergent narratives in grand strategy games EDVARD RUTSTRO¨ M JONAS WICKERSTRO¨ M Master's Thesis in Interaction Design Department of Applied Information Technology Chalmers University of Technology Gothenburg, Sweden 2013 Master's Thesis 2013:091 The Authors grants to Chalmers University of Technology and University of Gothen- burg the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Authors warrants that they are the authors to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Authors shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Authors has signed a copyright agreement with a third party regarding the Work, the Authors warrants hereby that they have obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. Chronicle Developing a Visualisation of Emergent Narratives in Grand Strategy Games c EDVARD RUTSTROM,¨ June 2013. c JONAS WICKERSTROM,¨ June 2013. Examiner: OLOF TORGERSSON Department of Applied Information Technology Chalmers University of Technology, SE-412 96, G¨oteborg, Sweden Telephone +46 (0)31-772 1000 Gothenburg, Sweden June 2013 Abstract Many games of high complexity give rise to emergent narratives, where the events of the game are retold as a story. The goal of this thesis was to investigate ways to support the player in discovering their own emergent stories in grand strategy games.
    [Show full text]
  • Investigating the Effect of Pace Mechanic on Player Motivation And
    Investigating the Effect of Pace Mechanic on Player Motivation and Experience by Hala Anwar A thesis presented to the University of Waterloo in fulfillment of the thesis requirement for the degree of Master of Applied Science (MASc) in Management Sciences Waterloo, Ontario, Canada, 2016 © Hala Anwar 2016 AUTHOR'S DECLARATION I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I understand that my thesis may be made electronically available to the public. Hala Anwar ii Abstract Games have long been employed to motivate people towards positive behavioral change. Numerous studies, for example, have found people who were previously disinterested in a task can be enticed to spend hours gathering information, developing strategies, and solving complex problems through video games. While the effect of factors such as generational influence or genre appeal have previously been researched extensively in serious games, an aspect in the design of games that remains unexplored through scientific inquiry is the pace mechanic—how time passes in a game. Time could be continuous as in the real world (real-time) or it could be segmented into phases (turn- based). Pace mechanic is fiercely debated by many strategy game fans, where real-time games are widely considered to be more engaging, and the slower pace of turn-based games has been attributed to the development of mastery. In this thesis, I present the results of an exploratory mixed-methods user study to evaluate whether pace mechanic and type of game alter the player experience and are contributing factors to how quickly participants feel competent at a game.
    [Show full text]
  • C:\Documents and Settings\Amir\.Texmacs\System\Tmp
    Strategy Games Refer ence: Andrew R ollings and Ernest Adam s Design, Chapter 10 on Game 1 Intr o duction The origin of strategy games is ro oted in their close cousins, b oar d games. Com puter strategy games have diversied into two main for ms: classical turn-based strategy games ! ! real-time strategy ga mes Real-time strategy gam es ar rived on the scene after turn-based strategy ga mes. 2 Themes Conquest (e .g., Age of Ki ngs). Engage in conict with one or m ore fo es. Exploration (e.g. , Sid Meie r's Col onizati on). Explore a new wor ld. Tr ade (e .g., the Tyco on seri es of games). More of ten than not, a strategy gam e blends these thr ee activ ities. The ex tent to which any par ticula r activ ity is do minant over the other determ ines the over all avor of the gam e. owever, the three activities are usua lly mutually H inter dep endent. 3 Conquest: StarC raft Star Craft uses co nquest as its primary m echanism . Explo ration and trade do feature in the gam e, but only as an enabler for the player to conq uer m ore ectively. e The player must explore the ar ea to b e conq uered and set up resour ce-pro cessing plants to allow reso urces to b e traded fo r weap ons and units. 4 Exploration: Sid Meier's C olonization Sid Meier 's C olonization is primar ily ab out ex plo- ration.
    [Show full text]
  • 2012 Catalog
    Shoreline Community College CATALOG 2012 - 2013 SHORELINE COMMUNITY COLLEGE • 16101 GREENWOOD AVE. N. • SHORELINE, WA 98133 • (206) 546-4101 • WWW.SHORELINE.EDU Shoreline Community College provides equal opportunity in education and employment and does not discriminate on the basis of race, sex, age, color, religion, national origin, marital status, gender, sexual orientation or disability. The following person has been designated to handle inquiries regarding the non-discrimination policies: Stephen Smith, Vice President for Human Resources and Legal Affairs Shoreline Community College 16101 Greenwood Ave N Shoreline, WA 98133 Telephone: 206-546-4694 E-Mail: [email protected] This publication is available in alternate formats by contacting the Office of Special Services at (206) 546-5832 or (206) 546-4520 (TDD). Every effort has been made to assure the accuracy of the information contained in this catalog. Students are advised, however, that such information is subject to change without notice, and advisors should, therefore, be consulted on a regular basis for current information. The College and its divisions reserve the right at any time to make changes in any regulations or requirements governing instruction in and graduation from the College and its various divisions. Changes shall take effect whenever the proper authorities determine and shall apply not only to prospective students but also to those who are currently enrolled at the College. Except as other conditions permit, the College will make every reasonable effort to ensure that students currently enrolled in programs and making normal progress toward completion of any requirements will have the opportunity to complete any program which is to be discontinued.
    [Show full text]
  • Playing Games with Technology: Fictions of Science in the Civilization Series Will Slocombe, University of Liverpool
    Playing Games with Technology: Fictions of Science in the Civilization Series Will Slocombe, University of Liverpool Introduction Videogames might be thought to be too recent, and to concerned with entertainment, to reveal appropriately historicised attitudes to technology. However, as this essay will demonstrate, there is value in considering how one type of game, the “4X strategy” game, encodes particular assumptions about technology and its development. Although closely affiliated to the “God game” (a videogame in which the player is given absolute, and often supernatural power over a civilization or tribe’s development), “4X strategy” games are defined by the phrase “EXplore, EXpand, EXploit and EXterminate”. That is, such games encourage players to “explore” the in-game environment, “expand” their civilizations, “exploit” the resources of their civilization’s territory, and “exterminate” rival civilizations. Whilst this phrasing is loaded, it provides a sense of the kind of activities within the game, although it does not foreground the importance of technological research. Using the Civilization series of videogames (six games and various “expansions” over the period 1991- 2016) as an exemplar, this article asserts that “technology trees”, as the underpinning structural element of such many 4X strategy games, reveal not only a specific cultural attitude to technology, but also towards the history of technology. Whilst this essay will describe and examine “technology trees” later, it is important to realise at the outset that these
    [Show full text]
  • A Framework for the Manipulation of Video Game Elements Using the Player’S Biometric Data
    MESTRADO MULTIMÉDIA - ESPECIALIZAÇÃO EM TECNOLOGIAS A framework for the manipulation of video game elements using the player’s biometric data Manuel César Bessa Seixas M 2016 FACULDADES PARTICIPANTES: FACULDADE DE ENGENHARIA FACULDADE DE BELAS ARTES FACULDADE DE CIÊNCIAS FACULDADE DE ECONOMIA FACULDADE DE LETRAS FACULDADE DE ENGENHARIA DA UNIVERSIDADE DO PORTO A framework for the manipulation of video game elements using the player’s biometric data Manuel César Bessa Seixas Mestrado em Multimédia Orientador: Pedro Cardoso (Assistente Convidado) Co-orientadores: Miguel Carvalhais (Professor Auxiliar) Rui Rodrigues (Professor Auxiliar) Julho de 2016 © Manuel César Bessa Seixas, 2016 A framework for the manipulation of video game elements using the player’s biometric data Manuel César Bessa Seixas Mestrado em Multimédia da Universidade do Porto Aprovado em provas públicas pelo Júri: Presidente: Nuno Honório Rodrigues Flores (Professor Auxiliar) Vogal Externo: Carlos José Ribeiro Campos (Equiparado a Assistente 1º Triénio) Orientador: Pedro Jorge Couto Cardoso (Assistente Convidado) ____________________________________________________ 15 de Julho de 2016 Abstract The following dissertation focuses on the use of several physiological signals produced by human players to manipulate several game elements. These elements comprehend the game mechanics, aesthetics, behaviour of elements that act in opposition to the player, dialogues and narrative, among others. Our objective is the development of a framework aimed at supporting games that use, or intend to use, biofeedback. Looking for a solution (and inspiration), we studied how biofeedback is being presently applied, either in scientific experiences or commercially, type of biometric sensors are available in the market, other frameworks with similar purposes, as well as profiling and dramatic tension in games.
    [Show full text]
  • Sid Meier's Civilization IV You Need a Copy of Sid Meier’S Civilization IV Installed on Your Computer to Use Bts
    BtS_Man_Part1B.qxp 6/27/07 3:13 PM Page 3 TABLE OF CONTENTS Chapter 1 IN THE BEGINNING 5 Introduction. 6 System Requirements. 7 Installation. 8 Starting a Game . 9 The Civilization IV Web Site. 9 Chapter 2 NEW STUFF 10 Introduction. 11 Leader Traits . 11 The Great General . 12 Espionage . 12 Events . 18 Advanced Start . 19 Corporations . 20 Air Combat and Promotions . 23 Overseas Maintenance and Colonies . 23 Improved Siege Combat . 24 Naval Trade Routes . 24 New Technologies. 25 New Units . 25 New Promotions. 26 New Buildings. 26 3 BtS_Man_Part1B.qxp 6/27/07 3:13 PM Page 4 New Wonders . 27 New Improvement . 28 New Leaders for Existing Civilizations. 28 New Civilizations . 28 Chapter 3 NEW SCENARIOS 31 Introduction. 32 How to Launch a Scenario . 33 Scenarios Overview . 34 Chapter 4 MAIN GAME UPDATES 43 Introduction. 44 Getting and Installing the Updates. 44 What's Been Updated . 44 APPENDIX 48 Keyboard Commands. 49 Credits . 53 Warranty and License Agreement. 59 Product Support . 63 Register with Us! . 63 Copyright Information . 66 4 BtS_Man_Part1B.qxp 6/27/07 3:13 PM Page 5 Chapter 1 IN THE BEGINNING 5 BtS_Man_Part1B.qxp 6/27/07 3:13 PM Page 6 INTRODUCTION Welcome to Beyond the Sword! Welcome to the Beyond the Sword expansion pack for Sid Meier’s Civilization IV! Beyond the Sword (BtS) expands the world of Civilization IV, adding new game concepts, new civ- ilizations, new leaders, new buildings and new units, plus some exciting new scenarios. The BtS installation disk also includes all of the updates to the original Civilization IV game code through this product's release date.
    [Show full text]
  • Civilization III Keyboard Shortcuts
    Unit Commands (v1.17f) Unit Commands – Settlers Activate multiple units in stack Shift-Click Build City B Airdrop (when with helicopter) A Join City (when in city) B Airlift (when at airport) T Bombard selected square B Unit Commands – Workers (v1.17f) Disband Unit D Automate A Explore Map automatically E Automate, keep existing improvements Shift-A Fortify or Garrison F Automate, improve nearest city only Shift-I Go to selected square G Automate, nearest city & keep existing Ctrl-Shift-I Go to City by Name Ctrl-Shift-G Automate, clear forests only Shift-F Hold Position (skip this turn) Spacebar Automate, clear jungle only Shift-J Load or Unload Transport L Automate, clean up pollution only Shift-P Move Stack to selected square J Build Colony B Pillage Improvements P Build Road to square, then Colony Ctrl-B Sentry (any unit activates) Y Build Fortress Ctrl-F Sentry (enemy unit activates) Shift-Y Build Mine M Upgrade (when at barracks) U Build Road R Upgrade all units of this type Shift-U Build Road to selected square Ctrl-R Wait (move later this turn) W or Tab Build Railroad Shift-R Build Railroad to selected square Ctrl-Shift-R Unit Commands – Aircraft Build Trade Network Ctrl-N Air Superiority Mission S Clean up Pollution Shift-C Bombing Mission B Clear Forest or Jungle Shift-C Rebase Mission Shift-R Irrigate I Reconnaisance Mission R Irrigate to nearest city Ctrl-I Join City (when in city) B Unit Commands – Leaders Plant Forest N Build Army B Hurry Improvement Ctrl-H Interface – City Window Game Commands – Function Keys Add to Production
    [Show full text]
  • Scholarly Civilization: Utilizing 4X Gaming As a Framework for Humanities Digital Media
    Scholarly Civilization: Utilizing 4X Gaming as a Framework for Humanities Digital Media Elijah Meeks University of California, Merced 5200 N. Lake Rd. Merced, CA 95343 [email protected] ABSTRACT strategy games,1 have a long history of presenting humanities While much attention has been given to first-person shooters and knowledge in a spatio-temporal and relational framework. The puzzle games in academic scholarship, large-scale Civilization- value of this framework is apparent when compared to digital style games (known colloquially as 4X games) have received humanities research and presentation in the field of Historical comparatively scant attention. The map-based nature of these GIS. This paper will examine the structure and presentation of games, with an emphasis on socio-political, socio-environmental, knowledge within map-based strategy games, focusing on the cultural and military activity, is particularly well-suited as a Civilization series and FreeCiv—the open-source map-based medium to express historical knowledge. However, to adapt a strategy game inspired by the latter—in comparison to the medium designed to entertain players to a scholarly medium for structure and presentation of knowledge in Historical GIS with a the analysis of historical processes requires a thorough discussion of how such a framework can be harnessed to present understanding of the structure of 4X games and the manner in scholarly humanities knowledge. While not intended to replace which historical processes are represented in a map-based space. the layered information style of Historical GIS, the nested This paper analyzes the spatial and processual systems in FreeCiv information framework of map-based strategy games provides a and the Civilization series of games—specifically, an examination compelling alternative in presentation and structure.
    [Show full text]
  • Civilization 3 Complete Mac Patch
    Civilization 3 complete mac patch This is the latest official patch for the Macintosh release of Sid Meier's Civilization III: Complete. Sid Meier's Civilization III includes an easier-to- use interface for streamlined management and better control. Civilization IIII: Complete includes: Sid Meier's. Provides a Universal Binary for both the Civilization 3 Complete and Play the World applications. Fixes error "Load Error: Error Reading file: Missing Entry in. Fix: Swap to another app (Command+Tab) and swap back to Civ - Sound. Did Steam in wine bottler download Civ 3 for Windows? # I'm thinking of buying Civ 3 Complete soon though. issue with the patch (Rev 1) and also I've seen a few posts on Quicktime issues Civ3 - Official Patches & Updates. : Sid Meier's Civilization 3 Complete - Mac: Video Games. If you are a seller for this product, would you like to suggest updates through seller. SYMPTOMS: I am unable to play Civ 3 on my MacBook. updates, as well as the Intel Universal Binary patch for this game prior to launching. I recently upgraded to a Aluminum MacBook with Leopard Obviously I had to install Civ 3 Complete. However, it is not a Universal. Great news! Civilization III Complete (Steam) has been added to Crossover. Crossover make it possible to play Windows on your Mac with just a few clicks! Aspyr Media has released an update to Civilization III Complete with Universal The 42MB update brings the Mac version to Rev A. Sid Meier's Civilization III: Complete, the latest offering in the Sid Meier's Civilization III franchise, provides gaming fans with Sid Meier's Civilization III, the.
    [Show full text]
  • Game Review: Sid Meier's Civilization
    Game Review: Sid Meier's Civilization next up previous Next: Identification Game Review: Sid Meier's Civilization Brian Palmer ● Identification ● Story-line ● Features ● Design ● Success ● Bibliography ● About this document ... Brian Palmer 2001-02-22 http://www.stanford.edu/~bpalmer/review/ [2/23/2001 3:19:18 PM] Identification next up previous Next: Story-line Up: Game Review: Sid Meier's Previous: Game Review: Sid Meier's Identification The subject of this review is Sid Meier's Civilization (hereafter Civilization or Civ), a game released in 1991 by MicroProse as an adaption of Avalon Hill's board game Civilization. The computer game was a smashing success and has been a gaming classic ever since. The most prominent designer of the game, Sid Meier, was also the programmer. The other chief designer was Bruce Shelley; but more than a score of other people helped with the game. A complete list of the game credits is given in [10]. Brian Palmer 2001-02-22 http://www.stanford.edu/~bpalmer/review/node1.html [2/23/2001 3:19:59 PM] Story-line next up previous Next: Features Up: Game Review: Sid Meier's Previous: Identification Story-line Civilization has elements of historical simulation within it, but is predominantly a ``4X'' turn-based strategy game. The term ``4X'' is explained by [1] as standing for the phrase ``eXplore, eXpand, eXploit, and eXterminate'' -- these four verbs provide a sketchy overview of the game. The player begins the game viewing a map with control over one or more `settler' units (a unit is a small figure which can be moved around the world map representing a specialized group of people).
    [Show full text]
  • SVC 2Yr 05-07 FINAL.Indb
    2005-2007 Catalog 2005-2006 Academic Calendar Campus Directory SUMMER QUARTER 2005 www.skagit.edu June 20 - August 12 (End date may vary depending on weeks of instruction.) MOUNT VERNON CAMPUS FALL QUARTER 2005 2405 East College Way • Mount Vernon, WA 98273 Faculty In-Service September 8 - 16 Switchboard ...................................................................... (360) 416-7600 Classes Begin September 19 District In-Service Day October 14 Toll Free .......................................................................... 1 (877) 385-5360 Veterans’ Day November 11 Fax (Library/Faculty) ...................................................... (360) 416-7698 Thanksgiving Recess November 24 - 25 Fax (Admissions and Registration) ............................................416-7890 Final Exams End December 9 Winter Recess December 10 - January 2 Academic Education ....................................................................416-7750 Admissions ....................................................................................416-7697 WINTER QUARTER 2006 Bookstore .....................................................................................416-7728 Classes Begin January 3 Business & Community Development ........................................416-7909 Martin Luther King Day January 16 Counseling & Career Services .....................................................416-7654 Presidents’ Day February 20 Final Exams End March 17 Financial Aid ................................................................................416-7666
    [Show full text]