The Construction of Civilization
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Cultural Imaginations of Piracy in Video Games
FORUM FOR INTER-AMERICAN RESEARCH (FIAR) VOL. 11.2 (SEP. 2018) 30-43 ISSN: 1867-1519 © forum for inter-american research “In a world without gold, we might have been heroes!” Cultural Imaginations of Piracy in Video Games EUGEN PFISTER (HOCHSCHULE DER KÜNSTE BERN) Abstract From its beginning, colonialism had to be legitimized in Western Europe through cultural and political narratives and imagery, for example in early modern travel reports and engravings. Images and tales of the exotic Caribbean, of beautiful but dangerous „natives“, of unbelievable fortunes and adventures inspired numerous generations of young men to leave for the „new worlds“ and those left behind to support the project. An interesting figure in this set of imaginations in North- Western Europe was the “pirate”: poems, plays, novels and illustrations of dashing young rogues, helping their nation to claim their rightful share of the „Seven Seas“ achieved major successes in France, Britain the Netherlands and beyond. These images – regardless of how far they might have been from their historical inspiration – were immensely successful and are still an integral and popular part of our narrative repertoire: from novels to movies to video games. It is important to note that the “story” was – from the 18th century onwards –almost always the same: a young (often aristocratic) man, unfairly convicted for a crime he didn’t commit became an hors-la-loi against his will but still adhered to his own strict code of conduct and honour. By rescuing a city/ colony/princess he redeemed himself and could be reintegrated into society. Here lies the morale of the story: these imaginations functioned also as acts of political communication, teaching “social discipline”. -
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. -
Civ 2 Pages 1-72 A5
© 1999 Hasbro Interactive and MicroProse, Inc. All Rights Reserved. MICROPROSE, SID MEIER’S CIVILIZATION, and CIVILIZATION are U.S. registered trademarks and HASBRO INTERACTIVE, the HASBRO INTERACTIVE logo, CIVILIZATION II: TEST OF TIME, TEST OF TIME, LALANDE 21185, CIV, and related marks are trademarks of Hasbro or its affiliates. MicroProse is a subsidiary of Hasbro. The MSN GAMING ZONE is either a registered trademark or a trademark of Microsoft Corporation in the United States and/or other countries. Hasbro and its affiliates disclaim any responsibility or liability for any content on or available through the MSN Gaming Zone, an independent gaming service run by Microsoft Corp. All other trademarks are the property of their respective holders. ii You can’t start playing until you install the game. Here’s how. REQUIREMENTS Before you can install Civilization II: Test of Time and start playing, check this list to make sure that your computer has everything you need: • The processor has to be a 166 MHz Pentium® or better. For best performance, we recommend at least a 200 MHz Pentium with MMX. • You must have at least 16 Mb (megabytes) of RAM. (If you’re running Windows 95, it’s a safe bet you have 16 Mb or more.) For best performance, we recommend 32 Mb or more. • You must have at least 16 MB (megabytes) of RAM. (If you’re running Windows 95 or 98, it’s a safe bet you have 16 MB or more.) For best performance, we recommend 32 MB or more. • You must have a 4x speed (or faster) CD-ROM drive. -
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. -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games. -
Non-Linear Monte-Carlo Search in Civilization II
Non-Linear Monte-Carlo Search in Civilization II The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Branavan, S. R. K. David Silver, and Regina Barzilay. "Non-Linear Monte-Carlo Search in Civilization II." in Proceedings of the Twenty- Second International Joint Conference on Artificial Intelligence, Barcelona, Catalonia, Spain, 16–22 July 2011. p.2404. As Published http://ijcai-11.iiia.csic.es/program/paper/1252 Publisher AAAI Press/International Joint Conferences on Artificial Intelligence Version Author's final manuscript Citable link http://hdl.handle.net/1721.1/74248 Terms of Use Creative Commons Attribution-Noncommercial-Share Alike 3.0 Detailed Terms http://creativecommons.org/licenses/by-nc-sa/3.0/ Non-Linear Monte-Carlo Search in Civilization II S.R.K. Branavan David Silver * Regina Barzilay Computer Science and Artificial Intelligence Laboratory * Department of Computer Science Massachusetts Institute of Technology University College London fbranavan, [email protected] [email protected] Abstract Several factors influence a city's production of shields: the terrain within your city radius is most important. This paper presents a new Monte-Carlo search al- You might find it worthwhile to set Settlers to improving gorithm for very large sequential decision-making the terrain squares within your city radius. problems. We apply non-linear regression within Beyond terrain , the form of government your civilization Monte-Carlo search, online, to estimate a state- chooses can cause each city to spend some of its raw action value function from the outcomes of ran- materials as maintenance dom roll-outs. -
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. -
Course Syllabus
RANGER COLLEGE COURSE SYLLABUS World Civilization II HIST 2322 3 credit hours INSTRUCTOR: Dr. Twila Johnson HIST 2322 INSTRUCTOR: Dr. Twila Johnson EMAIL: [email protected] OFFICE: online PHONE: 361-646- 9075 HOURS: may text or call between 7:30 am and 7:30 pm I. Texas Core Curriculum Statement of Purpose Through the Texas Core Curriculum, students will gain a foundation of knowledge of human cultures and the physical and natural world, develop principles of personal and social responsibility for living in a diverse world, and advance intellectual and practical skills that are essential for all learning. II. Course Description A survey of the social, political, economic, cultural, religious, and intellectual history of the world from the 15th century to the present. The course examines major cultural regions of the world in Africa, the Americas, Asia, Europe, and Oceania and their global interactions over time. Themes include maritime exploration and transoceanic empires, nation/state formation and industrialization, imperialism, global conflicts and resolutions, and global economic integration. The course emphasizes the development, interaction and impact of global exchange. III. Required Background or Prerequisite Successful completion of TSI. IV. Required Textbook and Course Materials Stearns, Adas, Schwartz, Gilbert World Civilizations: The Global Experience, Pearson Education, 2015, 7th edition. 2321: ISBN: 9781323864784 2322: ISBN: 9781323864807 V. Course Purpose To gain wider understanding of World History, Cultures, Politics, Religion, and Economies. Also, to gain larger understanding of human history, interactions, and movements before the modern era. 2 HIST 2322 VI. Learning Outcomes Upon successful completion of this course, students will: 1. Create an argument through the use of historical evidence. -
D3D11 Software Tessellation
D3D11 Software Tessellation John Kloetzli, Jr Graphics Programmer, Firaxis Games About Firaxis ● Founded in 1996 ● Strategy games! ● Sid Meier lead designer ● 20+ shipped games ● Civilization V ● XCOM: Enemy Unknown “Games that stand the test of time” About Me ● I work on the Civilization team ● Graphics programmer ● Over 7 years at Firaxis ● Procedural modeling ● Terrain rendering Civilization V ● Shipped Sept. 2010 ● One of the first DX11 games ● Variable-bitrate GPU texture decompression ● Hardware tessellation ● Two large expansions ● Gods & Kings ● Brave New World OLANO et al. Variable Bit Rate GPU Texture Decompression. In EGSR 2011 Civilization V ● Low-res Heightmap ● 64x64 per hex ● Procedurally generated ● Unique – no repeat ● High-res Materials ● 512x512 per hex ● Artist-created ● Repeats across the world Better Terrain ● Problem: Sharp features ● Low-res heightmap cannot display unique, high-res detail ● Solution: High-res heightmap ● More data (Compression? Streaming?) ● Efficient Tessellation GPU Displacement Tessellation Demo Simple procedural terrain... ● Ridges to test difficult case ● Assume strategy game camera (lots of pan/zoom) ● High res: 256x256 Heightmap per tile ● Large: 128x128 tiles (32,768x32,768 heightmap) ...all done on the GPU ● Heightmap/Normalmap created on demand ● Use texture arrays to implement megatexture ● Tessellation created on demand using GPU CPU GPU Resources Compute Visible Tiles Create Heightmap Height Build New Tiles Create Normalmap Normal Render Visible Cells Tessellation ? Shade Overview -
Backgrounder: AIIDE 07 Invited Speakers
Association for the Advancement of Artificial Intelligence 445 Burgess Drive Menlo Park, CA 94025 (650) 328-3123 www.aaai.org For press inquiries only, contact: Sara Hedberg (206) 232-1657 (office) [email protected] Backgrounder: AIIDE 07 Invited Speakers 1 of 6 AiLive's LiveMove and LiveCombat Wolff Daniel Dobson and John Funge (AiLive Inc.) This talk describes the successfully productization of the state-of-the-art statistical machine learning technology to create LiveMove and LiveCombat. LiveMove is a groundbreaking artificial intelligence product that enables the Wii Remote to learn. Instead of complicated programming, developers need only take a few minutes to train Wii controllers through examples. Nintendo now sublicenses and promotes LiveMove to Wii developers around the world. Our other product, LiveCombat, gives developers and players the power to build AI characters that learn how to behave by observing the actions of human players. AI characters learn in seconds to be trusted companions or deadly foes. The talk will include many anecdotes and observations from lessons learned (often the hard way) along the way. Wolff Daniel Dobson received his PhD in computer science from Northwestern University, specializing in artificial intelligence and intelligent user interfaces. At Visual Concepts Entertainment, he constructed emotional behavior on NBA2K for Dreamcast, and then became colead for artificial intelligence on NBA2K1 (garnering a Metacritic.com score of 93). For the past 5 years he has worked for AiLive Inc., a startup devoted to next-generation artificial intelligence in games. Working as a designer, producer, engineer, and artist Wolff has been instrumental in developing two commercial products, LiveMove and LiveCombat, that bring groundbreaking real-time machine learning technology to the computer entertainment industry. -
Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles
Salvation: Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles A Senior Project Presented To: the Faculty of the Liberal Arts and Engineering Studies Department California Polytechnic State University, San Luis Obispo In Partial Fulfillment of the Requirements for the Degree Bachelor of Arts in Liberal Arts and Engineering Studies by Zachary Griffith June 2017 © Zachary Griffith 2017 Griffith 1 Table of Contents Introduction .................................................................................................................................................. 2 How to Play................................................................................................................................................... 3 Blending Eurogames and 4X ........................................................................................................................ 3 Eurogames ....................................................................................................................................... 3 4X Strategy ....................................................................................................................................... 4 Putting it All Together ...................................................................................................................... 4 Influences ..................................................................................................................................................... 4 The Game Design Process ........................................................................................................................... -
Narrative Representation and Ludic Rhetoric of Imperialism in Civilization 5
Narrative Representation and Ludic Rhetoric of Imperialism in Civilization 5 Masterarbeit im Fach English and American Literatures, Cultures, and Media der Philosophischen Fakultät der Christian-Albrechts-Universität zu Kiel vorgelegt von Malte Wendt Erstgutachter: Prof. Dr. Christian Huck Zweitgutachter: Tristan Emmanuel Kugland Kiel im März 2018 Table of contents 1 Introduction 1 2 Hypothesis 4 3 Methodology 5 3.1 Inclusions and exclusions 5 3.2 Structure 7 4 Relevant postcolonial concepts 10 5 Overview and categorization of Civilization 5 18 5.1 Premise and paths to victory 19 5.2 Basics on rules, mechanics, and interface 20 5.3 Categorization 23 6 Narratology: surface design 24 6.1 Paratexts and priming 25 6.1.1 Announcement trailer 25 6.1.2 Developer interview 26 6.1.3 Review and marketing 29 6.2 Civilizations and leaders 30 6.3 Universal terminology and visualizations 33 6.4 Natural, National, and World Wonders 36 6.5 Universal history and progress 39 6.6 User interface 40 7 Ludology: procedural rhetoric 43 7.1 Defining ludological terminology 43 7.2 Progress and the player element: the emperor's new toys 44 7.3 Unity and territory: the worth of a nation 48 7.4 Religion, Policies, and Ideology: one nation under God 51 7.5 Exploration and barbarians: into the heart of darkness 56 7.6 Resources, expansion, and exploitation: for gold, God, and glory 58 7.7 Collective memory and culture: look on my works 62 7.8 Cultural Victory and non-violent relations: the ballot 66 7.9 Domination Victory and war: the bullet 71 7.10 The Ex Nihilo Paradox: build like an Egyptian 73 7.11 The Designed Evolution Dilemma: me, the people 77 8 Conclusion and evaluation 79 Deutsche Zusammenfassung 83 Bibliography 87 1 Introduction “[V]ideo games – an important part of popular culture – mediate ideology, whether by default or design.” (Hayse, 2016:442) This thesis aims to uncover the imperialist and colonialist ideologies relayed in the video game Sid Meier's Civilization V (2K Games, 2010) (abbrev.