Why Death Matters

Total Page:16

File Type:pdf, Size:1020Kb

Why Death Matters Why Death Matters: Player Experience in Online Worlds Lisbeth Klastrup slides at: www.klastrup.dk Södertörn högskola 17.maj © Lisbeth Klastrup The talk • what is an online world? • how to analyse online worlds • death, death, Death and Death • how to analyse Death • ”death” and the gamesystem • a catalogue of death... • player experiences with death • the function of death • death and worldness Södertörn högskola 17.maj © Lisbeth Klastrup Framework 2003 ph.d. thesis: Towards a Poetics of Virtual Worlds: Multi-User Textuality and the Emergence of Story • ”reading about” =>”participating in” • ”text” => system producing multiple texts • game => gameworld • not just player vs world (PvE) =>both player to player and player vs world Södertörn högskola 17.maj © Lisbeth Klastrup What is an online world? An online world is a persistent online representation, which enables synchroneous communication between users and between users and the world, within the framework of a space designed as a navigable universe. The spatiality of the online world cannot be perceived in its totality. Södertörn högskola 17.maj © Lisbeth Klastrup The online world compared to a single- player or online fps game • networked • character info saved on central server • persistent • character changes individually over time • world changes over time • many players (+64) • gameelement is only an (influential) part of the experience of being in the world Södertörn högskola 17.maj © Lisbeth Klastrup A poetics of online worlds • Poetics = rules and ”laws” of a general nature • What creates the experience of a specific worlds ”worldness” /literariness • A vocabulary of interaction forms, agents, performative and communicative possibilities Södertörn högskola 17.maj © Lisbeth Klastrup ”Worldness” the combination of a specific fictional frame, gamesystem & design, the possibilities for communication and interaction, the player’s ”lived story” in the world, and the social interaction in and about the world... .... creates a player’s experience of the particular worldness of an online (game)world Södertörn högskola 17.maj © Lisbeth Klastrup ”texts about” Ù worldness ...a world is defined not only by what is inside but about all the ”paratexts”, which surround it, incl. the stories players tell about the world EverQuest: 19,2 million hits World of Warcraft: 60,7 million hits worldwide Södertörn högskola 17.maj © Lisbeth Klastrup To analyse a world.. • the world as ”tool”, software • aesthetics & univers (generel fortolkningsramme) • structure & sociality (gamesystem, identity design, agents, forms of interaction) • Phases of experience (”lived life”) Shameless commercial!: Klastrup: "EverQuest som en ny tids fiktion - kommunikation og interaktion i en online verden" i Digitale Verdener - de nye mediers æstetik og design, Gyldendal 2004 Södertörn högskola 17.maj © Lisbeth Klastrup The world as interpretative frame • genre (”sci-fi”, fantasy etc) • backstory • ”geography”, physics • visual style • music Södertörn högskola 17.maj © Lisbeth Klastrup Eve Online Södertörn högskola 17.maj © Lisbeth Klastrup EVE Online – the worlds largest game universe! Södertörn högskola 17.maj © Lisbeth Klastrup Södertörn högskola 17.maj © Lisbeth Klastrup Södertörn högskola 17.maj © Lisbeth Klastrup The Death (Stories) Project • Exploring how a particular feature impacts the experience of worldness • The interplay between cultural context, world design, game mechanics and players’ experiences with their characters • Partly comparative studies: general traits? • What kind(s) of death do players tell stories about? • Guidelines for improved world & story-generating design? Södertörn högskola 17.maj © Lisbeth Klastrup The particular appeal of death [the] power of death to either galvanize or corrode social systems and to either stimulate or neutralize the social participation of their members … (Kearl: Endings: A Sociology of Death and Dying, p. 9) the way a given culture/society talks about and handles death a defining characteristic of that culture and its social system gamesystem Ù community Ù culture Södertörn högskola 17.maj © Lisbeth Klastrup Worlds I’m looking at • EverQuest • World of Warcraft • Lineage II • Dark Age of Camelot • Ultima Online • City of Heroes • Star Wars Galaxies • Eve Online • Anarchy Online Södertörn högskola 17.maj © Lisbeth Klastrup ”Texts” I’m looking at • faqs • player forums, guild websites, player-produced material (machinima etc) • gamesystem & game functions • what players say “in game”, interviews • the death-stories survey • literature on the sociology of death • + first-hand experience... Södertörn högskola 17.maj © Lisbeth Klastrup Södertörn högskola 17.maj © Lisbeth Klastrup death, death, Death & Death • death as function & in-game mechanics » as result of malfunction (bug, dead server etc) » death in battle/duel (killed by system,NPC or other players) » as voluntarily chosen player strategy » NPC death (NPC killed by player) » (involuntary) suicide • death of character as (social) event in the life of a player & hir character(s) = the experience of one particular death • Death as symbolic event • Death of a player • Death of a world Södertörn högskola 17.maj © Lisbeth Klastrup Death as malfunction The worst thing about any online RPG is that you tend to die for really dumb reasons, i.e. you suffer a power outage, you lag a lot, you get dropped from the server because a mouse is loose in the Globalcenter router again, etc. Death sucks..[..] Player at http://mu.ranter.net/asheron/betacombat1.html, 2001 Södertörn högskola 17.maj © Lisbeth Klastrup Game design: designers vs players? Designers wish for balance: • overcomable obstacles & possibility of progression vs exitement knowing there is punishment for doing ”wrong” • enforce & encourage character care Players wish for easy play??: • ”bad” deaths as design flaws • penalty ok, but only if reasonably balanced Södertörn högskola 17.maj © Lisbeth Klastrup Death & game balance As with other games, avatar death must be accompanied by a disincentive of some kind, or players won’t care if they die. The trick is to find a disincentive that is appropriately proportional to the likelihood of their dying – to put it in simpler terms, it’s a balance problem. (Rollings & Adams Game Architecture and Design,, pp. 525) Södertörn högskola 17.maj © Lisbeth Klastrup Death death penalty • a contested area • necessary gameplay function? • must provide challenge, but must not disencourage player • generally bound to space & performance • displacement and ”stat” punishment • death = resurrection (”permadeath” a rarity) Södertörn högskola 17.maj © Lisbeth Klastrup Death & game balance II …some of the more primitive and tedious aspects of the real world that players don’t want to experience act, unfortunately, to set up some of the more advanced and ejoyable aspects that they do want to experience. (Bartle, Designing Virtual Worlds, p. 386) Södertörn högskola 17.maj © Lisbeth Klastrup Too much death = too little money Because game play must appeal to both longtime gamers and newcomers, makers of games like EverQuest, Star Wars Galaxies and the coming Middle-Earth Online (based on "The Lord of the Rings"), have chosen softer death penalties to avoid scaring off less experienced players (New York Times, March 2004) Södertörn högskola 17.maj © Lisbeth Klastrup WoW’s death penalty argument Q: This death penalty isn't harsh enough One of the fundamental philosophies we have had throughout the development of World of Warcraft is to avoid overly frustrating elements used in other MMORPGs and make the game FUN. Of course, we realize that one cannot take this philosophy too far, since we also want players to respect the world, which is why things like falling damage, death penalties, and other elements exist. If players do not feel like they are overcoming obstacles, then the game does not feel rewarding enough. World of Warcraft FAQ Södertörn högskola 17.maj © Lisbeth Klastrup The Newbie Fix From http://www.darkageofcamelot.com/faq/ What happens when your character dies? • Death systems in online RPG games are often maligned, criticized, scorned, and outright hated. However, they fulfill a critical aspect of games that is almost always overlooked by the player: having something bad happen when your character dies imparts a sense of tension and excitement. There is simply no excitement in adventuring through a world where loss of life is meaningless - a game with no or little penalty for death will soon be fully explored, and become boring. • In Camelot, we will balance the good of excitement and tension with the bad of having a death penalty. There is no death penalty for characters under 6th level. Södertörn högskola 17.maj © Lisbeth Klastrup Gamesystem & structure ”You are dead!” (a preliminary catalogue of the staging of death) Södertörn högskola 17.maj © Lisbeth Klastrup A (preliminary) catalogue of death Södertörn högskola 17.maj © Lisbeth Klastrup Eve Online Södertörn högskola 17.maj © Lisbeth Klastrup Eve Online Södertörn högskola 17.maj © Lisbeth Klastrup Eve Online Södertörn högskola 17.maj © Lisbeth Klastrup EverQuest Södertörn högskola 17.maj © Lisbeth Klastrup Södertörn högskola 17.maj © Lisbeth Klastrup Södertörn högskola 17.maj © Lisbeth Klastrup City of Heroes Södertörn högskola 17.maj © Lisbeth Klastrup Södertörn högskola 17.maj © Lisbeth Klastrup World of Warcraft Södertörn högskola 17.maj © Lisbeth Klastrup World of Warcraft Södertörn högskola 17.maj © Lisbeth Klastrup World of Warcraft Södertörn högskola 17.maj
Recommended publications
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • 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:.......................................................................................................................................
    [Show full text]
  • 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.
    [Show full text]
  • 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
    [Show full text]
  • 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.
    [Show full text]
  • 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) .
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]