Why Death Matters
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The Style of Video Games Graphics: Analyzing the Functions of Visual Styles in Storytelling and Gameplay in Video Games
The Style of Video Games Graphics: Analyzing the Functions of Visual Styles in Storytelling and Gameplay in Video Games by Yin Wu B.A., (New Media Arts, SIAT) Simon Fraser University, 2008 Thesis Submitted In Partial Fulfillment of the Requirements for the Degree of Master of Arts in the School of Interactive Arts and Technology Faculty of Communication, Art and Technology Yin Wu 2012 SIMON FRASER UNIVERSITY Fall 2012 Approval Name: Yin Wu Degree: Master of Arts Title of Thesis: The Style of Video Games Graphics: Analyzing the Functions of Visual Styles in Storytelling and Gameplay in Video Games Examining Committee: Chair: Carman Neustaedter Assistant Professor School of Interactive Arts & Technology Simon Fraser University Jim Bizzocchi, Senior Supervisor Associate Professor School of Interactive Arts & Technology Simon Fraser University Steve DiPaola, Supervisor Associate Professor School of Interactive Arts & Technology Simon Fraser University Thecla Schiphorst, External Examiner Associate Professor School of Interactive Arts & Technology Simon Fraser University Date Defended/Approved: October 09, 2012 ii Partial Copyright Licence iii Abstract Every video game has a distinct visual style however the functions of visual style in game graphics have rarely been investigated in terms of medium-specific design decisions. This thesis suggests that visual style in a video game shapes players’ gaming experience in terms of three salient dimensions: narrative pleasure, ludic challenge, and aesthetic reward. The thesis first develops a context based on the fields of aesthetics, art history, visual psychology, narrative studies and new media studies. Next it builds an analytical framework with two visual styles categories containing six separate modes. This research uses examples drawn from 29 games to illustrate and to instantiate the categories and the modes. -
Permadeath in Dayz
Fear, Loss and Meaningful Play: Permadeath in DayZ Marcus Carter, Digital Cultures Research Group, The University of Sydney; Fraser Allison, Microsoft Research Centre for Social NUI, The University of Melbourne Abstract This article interrogates player experiences with permadeath in the massively multiplayer online first-person shooter DayZ. Through analysing the differences between ‘good’ and ‘bad’ instances of permadeath, we argue that meaningfulness – in accordance with Salen & Zimmerman’s (2003) concept of meaningful play – is a critical requirement for positive experiences with permadeath. In doing so, this article suggests new ontologies for meaningfulness in play, and demonstrates how meaningfulness can be a useful lens through which to understand player experiences with negatively valanced play. We conclude by relating the appeal of permadeath to the excitation transfer effect (Zillmann 1971), drawing parallels between the appeal of DayZ and fear-inducing horror games such as Silent Hill and gratuitously violent and gory games such as Mortal Kombat. Keywords DayZ, virtual worlds, meaningful play, player experience, excitation transfer, risk play Introduction It's truly frightening, like not game-frightening, but oh my god I'm gonna die-frightening. Your hands starts shaking, your hands gets sweaty, your heart pounds, your mind is racing and you're a wreck when it's all over. There are very few games that – by default – feature permadeath as significantly and totally as DayZ (Bohemia Interactive 2013). A new character in this massively multiplayer online first- person shooter (MMOFPS) begins with almost nothing, and must constantly scavenge from the harsh zombie-infested virtual world to survive. A persistent emotional tension accompanies the requirement to constantly find food and water, and a player will celebrate the discovery of simple items like backpacks, guns and medical supplies. -
EXPERIENCE POINTS Are Given According to the Following Standards: Class Level Advancement: Advancement and Hit Dice Are Determin
EXPERIENCE POINT STANDARDS EXPERIENCE POINTS are given according to the following standards: Class Level Advancement: Advancement and hit dice are determined by the 2nd Edition rules. By land, characters earn 1xp per mile (30xp per 30 mile hex of the Greyhawk Map). By Air or Water, Travel Experience: By land, characters earn 1xp per mile (30xp per 30 mile hex of the Greyhawk Map). By Air or Water, characters earn 1 xp per 10 miles traveled (3xp per hex). No travel experience is gained by ethereal, phased, or teleported characters. Completion: Minimum level + maximum level to enter campaign x 100xp. Earned upon ending of campaign. Special:Idea Points, riddles, puzzles etc.:DM's Option, about 50xp Earned on recognition by DM Treasures: The treasure that is fought for or gotten by disarming, defeating or killing a foe earns experience points. Treasure from party members does not earn experience points. Cash treasures earn 1 xp per gp value (at selling price) earned when sold or carried out of the campaign. Combat: Experience points earned by killing a creature / foe. Earned immediately upon success. Determined by creature types. Retreating: Awarded if creature is injured and runs away from the party. 1/2 of the experience points earned by killing a creature / foe. Earned immediately upon success. Determined by creature types. Class Bonus: awarded to classes for using their special skills. Earned immediately upon success. Fighters earn a bonus of opponents total Hit Dice x 10. Thieves earn 10 xp for each successfully used thief ability. Clerics earn 10 xp for each point of healing and 10 xp for each spell level of spell cast (i. -
381 Karlsen 17X24.Pdf (9.567Mb)
Emergent Perspectives on Multiplayer Online Games: A Study of Discworld and World of Warcraft Faltin Karlsen Doctoral thesis submitted for the degree of Ph.D. Faculty of Humanities, University of Oslo, June 2008. © Faltin Karlsen, 2009 Series of dissertations submitted to the Faculty of Humanities,University of Oslo No. 381 ISSN 0806-3222 All rights reserved. No part of this publication may be reproduced or transmitted, in any form or by any means, without permission. Cover: Inger Sandved Anfinsen. Printed in Norway: AiT e-dit AS, Oslo, 2009. Produced in co-operation with Unipub AS. The thesis is produced by Unipub AS merely in connection with the thesis defence. Kindly direct all inquiries regarding the thesis to the copyright holder or the unit which grants the doctorate. Unipub AS is owned by The University Foundation for Student Life (SiO) Acknowledgements Thanks to my supervisor Gunnar Liestøl for constructive and enthusiastic support of my work, from our first discussions about computer games long before this project was initiated, to the final reassuring comments by phone from someplace between Las Vegas and Death Valley. Thanks to my second supervisor Jonas Linderoth for generously accepting my request and for thorough, precise and not least expeditious comments on various drafts during the last phase of my work. I would also like to thank Espen Ytreberg, Ragnhild Tronstad and Terje Rasmussen for reading and commenting on different parts of my thesis. A special thanks to Astrid Lied for introducing me to Discworld back in 1998, and for commenting on and proofreading parts of this thesis. -
The World of Paladium: a Players Guide
The World of Palladium: Players guide. The world of Paladium: A players guide. This guide and all of it's content is made according to the PALLADIUM BOOKS® INTERNET POLICY which can be found at http://www.palladiumbooks.com/policies.html. Palladium Fantasy RPG® is a registered trademark owned and licensed by Kevin Siembieda and Palladium Books, Inc © 1983, 1987, 1988, 1990 Kevin Siembieda; © 1995 Palladium Books, All rights reserved world wide. No part of this work may be reproduced in part or whole, in any form or by any means, without permission from the publisher. All incidents, situations, institutions, governments and people are fictional and any similarity to characters or persons living or dead is strictly coincidental." The staff of The World of Palladium can in no way be held responsible for anything in this guide, nor anything that happens at The World of Palladium server. Page 1 of 92 The World of Palladium: Players guide. Table of Contents The Server Rules:................................................................................................................................. 5 Starting tips:........................................................................................................................................11 The haks needed:................................................................................................................................ 12 Class Rules:....................................................................................................................................... -
Swords & Wizardry, Quick Reference.Indd
Creating Characters Character Generation Steps Constitution • Roll your Attribute Scores. In order roll 3d6 for Strength, Dexterity, Score Hit Point Raise Dead Consitution, Intelligence, Wisdom, and Charisma. Modifier (per hit Survival • Record your scores along with relevant modifiers. die) • Look at the character class summary and pick out the character class that 3–8 -1 50% interests you. 9–12 +0 75% • Record the details of your class. Roll your starting hit points. • Look at the character race summary and pick out the race that you want to 13–18 +1 100% play. • Modify your attributes according to the character race and record any Intelligence special abilities. Score Maximum Maximum Chance to Min/Max Number • Choose an alignment: Lawful, Neutral, or Chaotic. Additional Spell Level Understand of Basic Spells • Roll 3d6 and multiply by 10 for the number of gold pieces you start with. Languages New Spell Understandable per Level • Buy your equipment. 3–7 0 4 30% 2/4 • Record your armor class, and weight carried. Look up your character’s base 8 1 5 40% 3/5 movement rate based on the weight carried. 9 1 5 45% 3/5 • Your character is now ready for adventuring. 10 2 5 50% 4/6 Strength 11 2 6 50% 4/6 Score To-Hit Damage Open Carry Modifier 12 3 6 55% 4/6 Modifier* Modifier Doors (in pounds) 13 3 7 65% 5/8 3-4 -2 -1 1 -10 14 4 7 65% 5/8 15 4 8 75% 6/10 5-6 -1 +0 1 -5 16 5 8 75% 7/10 7-8 +0 +0 1-2 +0 17 5 9 85% 7/All 9-12 +0 +0 1-2 +5 18 6 9 95% 8/All 13-15 +1 +0 1-2 +10 Wisdom 16 +1 +1 1-3 +15 • If a Cleric has a Wisdom score of 15 or greater,the character gains an 17 +2 +2 1-4 +30 additional first-level spell 18 +2 +3 1-5 +50 • Any character with a Wisdom score of 13 or higher receives a +5% bonus to all experience point awards. -
Advanced White Box Player's Handbook
Advanced White Box Player’s Handbook 2nd Edition, 2016 Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew J. Finch Cover Art: Copyright © Dungeon Crawl Classics – Vault Of The Dragon King, 2005. Erol Otus Art: Dark Elf by missingbanana, Goblin by Adrian Smith, Ratfolk by nikkiburr, Half-Orc from Baldur's Gate II - Shadows of Amn, Barbarian by mgnz, Automaton by march1studious, Assassin by skavenzverov, Thief by Katris Felis, Archer by darkfong, Dwarf by Max Dunbar, Paladin by Max Dunbar, Fighter by Wayne Renolds. Bard by Christiano Flexa, Monk by Lance T. Miller, Wizard by zelldweller, Elf by sheldongoh, Halfling by Steve Prescott, Magic by Anthony Palumbo, Druid by Jeremy McHugh, Cleric by A.J. Manzanedo, Heroquest by Les Edwards, Ronin by Baron Pollak, Faerie by Iain McCaig, Wardancer by Paul Dainton, Artificer by Terese Nielsen, Alchemist by Joseph Garcia, Warlock by Michael Mckenna, Inspiration and material from Whitebox Omnibus, Whitebox Heroes, Castles and Crusades, S&W Additional Weaponry, Crusader’s Companion, D&D 5th Edition, Whitebox Companion II, Whitebox Demihumans, Pathfinder, dandwiki, and Whitebox. I am not affiliated with Matthew J. Finch or Mythmere Games 2 Table of Contents Introduction................................................4 Character Creation....................................5 Classes.........................................................12 Fighter...............................................12 Cleric.................................................13 Wizard (Magic-User)........................15 -
How Players Understand Their Narrative in Online Games Esther Maccallum-Stewart the University of Chichester and Smartlab, the University of East London
‘What sort of Fish was it?’ How Players Understand their Narrative in Online Games Esther MacCallum-Stewart The University of Chichester and SMARTlab, The University of East London. [email protected] ABSTRACT Teppy? I'm getting my PhD in Sociology at the Online worlds have become a fundamental element of the University of Pittsburgh. Do you realize that every virtual landscape. The development of MMORPGs has sociologist follows your game?" Anyway, so to all the helped give credence to the idea that online spaces can sociologists lurking out there, your cover is hereby support valid social communities. Having proved that these blown :) [18] communities exist, scholars must now decide whether these communities are different to those in the 'real' world. Social interaction within online games is a popular subject. In particular, because games academics usually become What makes gaming communities stand out? This paper players in order to discover, much work has been done from looks at how players contextualise their behaviour within within virtual communities. Pioneering studies including game narratives. In particular, the ways that players but by no means limited to T.L Taylor, Lisbeth Klastrup, manipulate the divergent narratives of each game, and the Constance Steinkeuhler and Torill Mortensen have helped paradoxes that these structures create is investigated. to argue that the existence of online gaming communities MMORPGs are rife with social tension. Players appear to adds to the complexity of gaming, and that these groups use a series of different social codes when they justify their comprise valid, complex social entities. However, this work behaviour, borrowing from different rules sets dictated by has often had to be explanative; Games Studies is not a new circumstances in the game according to their need. -
Additional Rules and Quests Game Chapters Components
An expansion for ZOMBICIDE: BLACK PLAGUE ADDITIONAL RULES AND QUESTS GAME CHAPTERS COMPONENTS GAME COMPONENTS . 2. 2 GAME TILES (DOUBLE-SIDED) INTRODUCING WULFSBURG . 3 NEW ZOMBIES: ZOMBIE WOLFZ . 4 WOLFBOMINATIONS . 4 UPDATED TARGETING PRIORITY ORDER . 5 NEW TILES: TOWERS . 5. MAGIC EQUIPMENT . 9 ULTRARED MODE . .10 . ADDITIONAL QUESTS . 11 4 SURVIVOR MINIATURES AND ID CARDS Theo Ariane Morrigan Karl 22 ZOMBIE MINIATURES 1 Wolfbomination 21 Zombie Wolfz 2 WULFSBURG - RULES 4 SURVIVOR DASHBOARDS INTRODUCING WULFSBURG he zombie invasion took everyone by Tsurprise. Fortunately, some among us are usually prepared for the worst of all situations. 32 TRACKERS Although, can anyone be truly prepared for streets and alleys choked with the walking dead? Still, after the initial mass zombicide, we climbed atop the pile of (finally) still corpses to find the 4 SURVIVOR COLORED BASES entire city taken. This was no mere riot, contained in a single district led by petty cultists. No, the Necromancers had assaulted the entire kingdom, and our beloved city was just a pawn on the chessboard. The Necromancers have seized the princes’ seats 30 MINI-CARDS in the highest towers, and now their damned wolfz 22 Equipment cards prey upon the living. Yet the fight still goes on. Axe Of Carnage . x1 We are not alone! We must unite and stand. Bastard Sword . x2 The future is ours! Chain Lightning . x2 Chaos Longbow . x1 Deflecting Dagger . x1 Disintegrate . x2 Dragon Fire Blade . x1 Earthquake Hammer . x1 Flaming Great Sword . x1 Ironclad: Zombie Wolfz . x1 Mana Blast (starting Equipment) x1 Quicksilver Sword . x1 Shield Of Ages . x1 Short Bow (starting Equipment) . -
Diablo® III for PS3™ Now Available for Preorder
Diablo® III for PS3™ Now Available for Preorder Legendary action-RPG series gears up for its PlayStation®3 debut Bonus in-game item with every copy preordered; additional limited-edition physical items at select retailers IRVINE, Calif.--(BUSINESS WIRE)-- PlayStation® gamers, the time has come to prepare for your confrontation with the Lord of Terror. Select retailers around the world have now begun taking preorders for the upcoming PlayStation®3 system version of Diablo® III—see the official website for a list of participating retailers. Fully reimagined for couch-based gaming, Diablo III for PS3™ will go on sale later this year for a suggested retail price of $59.99. Further release details, including region-specific availability, will be announced at a later date. Players who preorder the PS3 version of Diablo III will receive an exclusive in-game item: the Infernal Helm, which grants an experience point boost to any character who wears it, accelerating their progression as they rise in power. Certain retailers will also offer limited-edition preorder bonuses—check with your local retailer for further information. The PS3 version of Diablo III will be available fully localized in English, German, French, Spanish, Russian, Italian, Polish, and Brazilian Portuguese. "We've poured blood, sweat, and hellfire into creating an epic Diablo III experience for PlayStation gamers," said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. "In addition to including all the improvements from the PC version over the past year, we've made several updates to Diablo III for play on the PS3. We got a ton of positive feedback from players who tried the game at PAX East, and we can't wait to get it into everyone's hands later this year." The PS3 version of Diablo III has been custom-tailored for PlayStation gamers, with updates to the game's thrilling boss battles, an all-new user interface featuring an intuitive control system, and a dynamic camera perspective that will make vanquishing evil feel like second nature on the PlayStation. -
1 Adolescent English Language Learners
ADOLESCENT ENGLISH LANGUAGE LEARNERS‟ SECOND LANGUAGE LITERACY ENGAGEMENT IN WORLD OF WARCRAFT (WOW) By ZHUO LI A DISSERTATION PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY UNIVERSITY OF FLORIDA 2011 1 © 2011 Zhuo Li 2 To my beloved family and friends 3 ACKNOWLEDGMENTS I appreciate this precious opportunity to acknowledge and thank those who have helped me academically and personally along the way. Though I cannot enumerate all of them here, I am writing in hopes that they can begin to understand just how grateful I am for their incredible support and unforgettable help. Whenever I felt frustrated on this long and winding journey of doctoral studies, I found strength in my committee, my colleagues, my friends, and my family. Without them, this dissertation would not have been possible. I owe my deepest gratitude to my committee: Dr. Maria Coady, Dr. Richard Ferdig, Dr. Zhihui Fang, Dr. Roger Thompson, and Dr. Linda Behar-Horenstein. First and foremost, I would like to thank my advisor, Dr. Coady. She has been such an understanding and supportive mentor ever since I started studying at the University of Florida (UF). Dr. Coady‟s guidance, encouragement, support, kindness, and patience enabled me to think and act as a researcher, though, a novice one. In the beginning stages of my dissertation, Dr. Coady helped me shape my research questions. Then, she revised my prospectus, and later, my dissertation drafts for three iterations. Long discussions with and valuable feedback from Dr. Coady assisted me in synthesizing my fragmented thoughts. -
Mmozine Issue 9
FREE! NAVIGATE Issue 9 | January 2009 FREE FOOTBALL MANAGER LIVE FOR A YEAR + LOADS OF SEGA STUFF! + PREVIEWED Darkfall MMOZine The old school revival Free Magazine For MMO Gamers. Read it, Print it, Send it to your mates is close at hand EXCLUSIVE #1 + REVIEWED Football Manager Live It’s time to really get the EXCLUSIVE #2 season started LEADING THE CHARGE OF THE FREE! + LONG TERM TEST THE MINES OF MORIA ATLANTICA ONLINE BACK TO BASICS Delving deep inside Earth and beyond in this World Of LOTRO’s latest expansion magical combat MMOG Warcraft The Journey Begins CONTROL NAVIGATE |02 Contents WIN! QUICK FINDER DON’T MISS! A GRAPHICS Every game’s just a click away This month’s highlights… CARD! Global Agenda Darkfall Welcome Infinity: The The Chronicles Quest for Earth of Spellborn RUNES Shin Megami Lord of the to Darkfall Tensei Rings Online: When in comes to choosing an online world, OF MAGIC Enter the light Champions Online Mines of Moria most of us are happy to pay monthly charges, Horsing around for free Free Realms Football believing that a more consistent experience is Stargate Worlds Manager Live guaranteed when equal fees apply to all. The Tabula Rasa Atlantica Online misnomer over ‘free-2-play’ games is that they are Tears Saga shoddy in comparison, when the truth is that f2p EVE Online: games still require sustainable levels of investment. Apocrypha The difference is that those who can’t or won’t Runes of Magic pay are still allowed in, while those with money can pay extra and buy in-game luxuries.