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Friends of the Champion
Friends of the Champion Collected by Varric Tethras Other works by Varric Tethras: The Dasher’s Men Darktown’s Deal The Viper’s Nest Hard in Hightown This edition published 9:35 (Dragon Age) Published in Kirkwall by kind permission of the Coterie of Kirkwall Sebastian...................................................2 Jennifer Hepler Aveline.......................................................10 Lukas Kristjanson Fenris .......................................................16 David Gaider Merrill....................................................23 Mary Kirby Anders.......................................................28 Jennifer Hepler Varric .......................................................35 Mary Kirby Isabela ......................................................40 Sheryl Cree Sebastian By Jennifer Hepler (9:22 Dragon) rinces aren't meant for chastity. P That's what I've been telling myself since my parents' soldiers dragged me to this cloister and left me to rot. They say I'm a disgrace to the Vael family name, that I'll be a weight around my brother's neck when he comes to rule Starkhaven. I say, if you're a prince with no power, you might as well use your title to have some fun. "Sebastian?" The voice of my jailor, Captain Leland of my parents' personal guard, loyal to the death. In this case, my death. "Do you need anything more tonight, Your Highness?" "I'm fine." Let him leave. I need to be alone. A moment, then his footsteps echo down the hall. We've done this every night; he should trust that I'll stay in my cell, obedient, asleep. 2 I unfold the note that was under my plate in the dining hall. Sebastian— I know you hate it here. If you wish to leave, come to the back entrance at midnight. I'll make sure no one disturbs us. -
Release Notes, V2.1
Release Notes, v2.1 Release Notes, v2.1 Credits Enhanced Edition Leads: Alex Tomovic, Keith Soleski, Scott Brooks, Phillip Daigle, Jonathan Hill, Alan Miranda, Jeff Payne Release Notes Lead: Dee Pennyway Writing: Dee Pennyway, Publishing and Marketing Coordinator: Amber Scott Disclaimer: As with any major change to a piece of software, the application of the update described here may result in unexpected changes to existing saves, especially on modded copies of the game. As part of the update process, any mods you have applied will be cleared. If you don’t wish to lose your mods, back up your installation before applying this update. © 2016 Beamdog. © 2016 Hasbro, Inc. All Rights Reserved. Baldur's Gate, Dungeons & Dragons, D&D, Forgotten Realms, Wizards of the Coast and their logos are trademarks of Wizards of the Coast LLC in the U.S.A. and other countries, and are used with permission. Hasbro and its logo are trademarks of Hasbro, Inc. and are used with permission. ©1998 BioWare Corp. All Rights Reserved. Bioware, the BioWare Infinity Engine and the BioWare logo are trademarks of Bioware Corp. Black Isle Studios and the Black Isle Studios logo are trademarks of Interplay Entertainment Corp. All other trademarks are the property of their respective owners. Contents How to Use This Document 4 What's Next? 4 Engine Fixes 4 Bug Fixes - BG:EE 5 Bug Fixes - BGII:EE 6 Bug Fixes - BG:SoD 6 How to Use This Document The v2.1 update contains more than a hundred bug fixes. This document is designed to give you a comprehensive list of the fixes included in this update. -
Dice 2011 Keynote Panel Announced
2011 D.I.C.E. SUMMIT KEYNOTE TO FEATURE A PANEL OF AIAS HALL OF FAMERS Renowned Gaming Journalist Seth Schiesel of the New York Times to Moderate CALABASAS, Calif. – January 27, 2011 – The Academy of Interactive Arts & Sciences (AIAS) today announced that their distinguished Hall of Famers’ from the past four years – Mike Morhaime, Bruce Shelley, Mark Cerny, Dr. Ray Muzyka and Dr. Greg Zeschuk - will participate in the keynote panel for the 2011 D.I.C.E. (Design, Innovate, Communicate and Entertain) Summit at the Red Rock Resort in Las Vegas on the evening of Wednesday, February 9, 2011. These five video game luminaries will be conducting a lively discussion, debate and predict the next frontier of interactive entertainment. The keynote panel will be moderated by Seth Schiesel, long time video games journalist for The New York Times. “We are looking forward to putting these five video game legends on stage to open the 10th iteration of the D.I.C.E. Summit – it is the first time the Academy has endeavored to create a presentation of this kind,” said Martin Rae, president, Academy of Interactive Arts & Sciences. “These men have individually put deep marks and shaped the industry in very different ways – hearing their thoughts on the future of this industry will exemplify the best aspects of the Summit and we’re confident that our attendees anticipate this dialogue as much as we do.” The keynote panel will showcase: 2008 Hall of Fame - Mike Morhaime, President, CEO and Co-Founder of Blizzard Entertainment, and highly regarded for his contributions to the one of the world’s most popular and enduring games, World of Warcraft. -
Vintage Game Consoles: an INSIDE LOOK at APPLE, ATARI
Vintage Game Consoles Bound to Create You are a creator. Whatever your form of expression — photography, filmmaking, animation, games, audio, media communication, web design, or theatre — you simply want to create without limitation. Bound by nothing except your own creativity and determination. Focal Press can help. For over 75 years Focal has published books that support your creative goals. Our founder, Andor Kraszna-Krausz, established Focal in 1938 so you could have access to leading-edge expert knowledge, techniques, and tools that allow you to create without constraint. We strive to create exceptional, engaging, and practical content that helps you master your passion. Focal Press and you. Bound to create. We’d love to hear how we’ve helped you create. Share your experience: www.focalpress.com/boundtocreate Vintage Game Consoles AN INSIDE LOOK AT APPLE, ATARI, COMMODORE, NINTENDO, AND THE GREATEST GAMING PLATFORMS OF ALL TIME Bill Loguidice and Matt Barton First published 2014 by Focal Press 70 Blanchard Road, Suite 402, Burlington, MA 01803 and by Focal Press 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Focal Press is an imprint of the Taylor & Francis Group, an informa business © 2014 Taylor & Francis The right of Bill Loguidice and Matt Barton to be identified as the authors of this work has been asserted by them in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
Enabling the Localization of Large Role-Playing Games Four Recorded Languages: French, Italian, Ger- Is to Put Together As Complete a Localization Man and Polish)
In order to achieve total immersion in the game world, TRANS · núm. 15 · 2011 DOSSIER · 39-51 increasing therefore player’ satisfaction, localization should ideally aim at creating complete suspension of disbelief. However, time constraints and constant design and script changes mean that localisation is sometimes forced to trade quality in favor of speed, because missing release dates can mean multimillion losses. This article explains the strategies BioWare has developed internally to counteract the problems provoked by long-established game development practices with the ultimate goal of supporting quality localization from the start, and so guaranteeing players’ suspension of disbelief whatever the language version they play. key words: multiplayer, localization, role-playing, video game, online, MMO, RPG Enabling the Localization of Large Role-Playing Games Facilitando la localización de videojuegos de rol masivos Con el objeto de lograr la inmersión absoluta en el mundo virtual del videojuego, aumentando así la satisfacción del jugador, la localización debe conseguir el ideal de la total suspensión de la incredulidad. Sin embargo, los cortos pla- zos así como cambios constantes de diseño y guión a veces obligan a que la localización tenga que cambiar calidad por velocidad, porque el cambio de las fechas de lanzamiento suele provocar pérdidas multimillonarias. Este artículo explica las estrategias que BioWare ha desarrollado inter- hris hristou C C namente para contrarrestar los problemas provocados por Lead Localization Tools Programmer, BioWare las prácticas tradicionales en la industria del videojuego. Jenny MCKearney El objetivo es facilitar un proceso de localización de alta Localization Producer, BioWare calidad desde el principio del desarrollo, de modo que se ryan warden garantice la suspensión de la incredulidad de los jugadores independientemente de la lengua en la que estén jugando. -
GAME, Games Autonomy Motivation & Education
G.A.M.E., Games autonomy motivation & education : how autonomy-supportive game design may improve motivation to learn Citation for published version (APA): Deen, M. (2015). G.A.M.E., Games autonomy motivation & education : how autonomy-supportive game design may improve motivation to learn. Technische Universiteit Eindhoven. Document status and date: Published: 01/01/2015 Document Version: Publisher’s PDF, also known as Version of Record (includes final page, issue and volume numbers) Please check the document version of this publication: • A submitted manuscript is the version of the article upon submission and before peer-review. There can be important differences between the submitted version and the official published version of record. People interested in the research are advised to contact the author for the final version of the publication, or visit the DOI to the publisher's website. • The final author version and the galley proof are versions of the publication after peer review. • The final published version features the final layout of the paper including the volume, issue and page numbers. Link to publication General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal. -
More Human Than Non/Human: Posthumanism, Embodied Cognition, and Video Games As Affective Experience
The Philosophy of Computer Games Conference, Malta 2016 More Human than Non/Human: Posthumanism, Embodied Cognition, and Video Games as Affective Experience Sandy Appleöff Lyons Laguna College of Art + Design Lisa Brown Jaloza Laguna College of Art + Design On the Incomplete Just as it would be impossible for an individual to play every single game, no scholar could ever hope to read all the things. At some point, they have to switch gears from researching to writing, or else they’d never finish anything. In the interest of full disclosure, we would like to inform you, dear reader, that this particular paper and the project it represents are, at this moment in time, incomplete. Given that the paper is being written in preparation for the 10th Annual Philosophy of Computer Games Conference, that’s not necessarily a bad thing; after all, academic and professional conferences are powerful sites of knowledge production that enable individuals to come together and share their work with a broader collective before they revisit, revise, and ultimately strengthen an argument. Much as we might wish to claim this as our rationale, that is not, in fact, the case. Rather, ours is a story of contingency, precarity, and refusal. Couched in no uncertain terms, our research has taken us in several divergent yet promising directions and we have been unable to read as much as we would like. The institution at which we are both employed (one of us as a part-time adjunct) does not offer tenure, and our program is a nascent one—as such, contract renewals for the present academic year were by no means guaranteed. -
Queer Game Scene
TATIANA SENTAMANS (Grupo de investigación FIDEX) Universidad Miguel Hernández [email protected] MARIO-PAUL MARTÍNEZ FABRE (Grupo de investigación MASSIVA) Universidad Miguel Hernández [email protected] Queer Game Scene fracturas en el mainstream e incursiones en la escena independiente vol 15 / Dic. 2016 19-38 pp Recibido: 28-09-2016 - revisado 22-10-2016 - aceptado: 19-11-2016 © Copyright 2012: Servicio de Publicaciones de la Universidad de Murcia. Murcia (España) ISSN edición impresa: 1889-979X. ISSN edición web (http://revistas.um.es/api): 1989-8452 Queer Game Scene Tatiana Sentamans y Mario-Paul Martínez Fabre QUEER GAME SCENE MAINSTREAM FRACTURES AND RAIDS ON THE INDIE SCENE ABSTRACT Visibility and settlement of the LGTBQI community in the digital playful space is still far from achieving what has been reached in other areas of culture such as film, music or art. However, for more than a decade, the official video game market has begun to include in their products, queer characters, references and narratives with a certain depth. Meanwhile, movements emerged within the indie scene as the queer game scene or the gaymer movement, and independent developers like Anna Antrhopy or Mattie Brice have also initiated an important process of visibility and vindication. To better understand these changes, clichés, aesthetics, narratives, rhetorics, mechanics, politics, market, public and communities, are reviewed in this text in an interleaved chronological journey, ranging from the mainstream to independent sphere. Keywords Queer visual culture, Queer Videogames, Indie, Mainstream, Gaymer scene, Interactivity, Narratives. RESUMEN La visibilidad y el asentamiento de la comunidad LGTBQI en el espacio de la lúdica digital dista todavía de alcanzar lo conseguido en otros ámbitos de la cultura como el cine, la música o el arte. -
Haggis VIDEO GAMES and the VALUE of ENTERTAINMENT
VIDEO GAMES AND THE VALUE OF ENTERTAINMENT Dr Mata Haggis VIDEO GAMES AND THE VALUE OF ENTERTAINMENT Extended version of the Inaugural Lecture delivered by Mata Haggis on the occasion of his appointment as Lector/Professor of Creative and Entertainment Games at NHTV Breda University of Applied Sciences, the Netherlands, 1st June 2016. TABLE OF CONTENTS Introduction 4 History 4 What is meant by ‘creative and entertainment video games’ 6 The economic value of creative and entertainment video games 10 The economic situation for video games in the Netherlands 11 The global market 13 The social value of creative and entertainment video games 14 Politics and the representation of women, minorities, 14 and the socially excluded The health of players 21 Cognitive benefits of playing video games 24 The (missing) link to violent behaviour 25 Summary of the social benefits of creative 26 and entertainment video games The cultural contributions of creative and 27 entertainment video games Video games as art 28 Creative and entertainment games’ contribution to music 31 Literature and video games 32 Film, theatre, and video games 33 Summary of the cultural contribution of video games 34 Conclusion and acknowledgements 35 Works cited 38 Digital Media and Games at NHTV – 42 Experience, Innovation and Research 2 3 Dear executive board of NHTV, Dear dean of the Academy for Digital Entertainment, And dear colleagues, peers, friends, and family, INTRODUCTION This lecture will seem ridiculous in fifty years. That may seem like a strange way to start a lecture, but it is the truth, and if you leave this room agreeing then I will have achieved something today. -
D3.2 Scenarios for the Cultural Expansion of Games
Deliverable D3.2 H2020 Grant Agreement No 732332 D3.2 Scenarios for the Cultural Expansion of Games Developed by the Gaming Horizons Project Team Deliverable nature: Report Dissemination level: Public Contractual delivery date: 30/11/2017 Actual delivery date: 26/01/2018 Version: Final (printed) (online at www.gaminghorizons.eu) Total number of pages: 74 Keywords: Recommendations, scenarios, advice, policy. 732332 - GAMING HORIZONS 1 Deliverable D3.2 Introduction The scenarios collated in this report are, primarily, an online output, and they can be viewed on https://www.gaminghorizons.eu/scenarios/. The scenarios are a key deliverable of the Gaming Horizons project. Their purpose, as per the Grant Agreement, is to “illustrate how to expand the use of games for socially relevant purpose, offering guidelines and best practice descriptions of a research-based model for SSH, ICT industry and civil society”. The scenarios (and the accompanying Manifesto, D3.4) are the culmination of a programme of work that started in December 2016. Over a period of 14 months, the Gaming Horizons team reviewed the current state of the art in game studies, game-based learning and gamification research, carried out primary research through interviews with 73 informants, and engaged with stakeholders from five stakeholder groups, i.e. categories representing specific interests and goals associated with the development, the study and the use of video games. The stakeholder groups are: educators, researchers, policy makers, young people/players, and developers. The scenarios are the result of an explicit objective: to present policy recommendations and practical guidelines based on evidence and an intense consultation process, which nonetheless are accessible and articulated in an engaging, non-specialist language. -
Dragon Age: Masked Empire Pdf, Epub, Ebook
DRAGON AGE: MASKED EMPIRE PDF, EPUB, EBOOK Patrick Weekes | 320 pages | 17 Apr 2014 | Titan Books Ltd | 9780857686480 | English | London, United Kingdom Dragon Age: Masked Empire PDF Book Bibliografische Informationen. Ser Michel de Chevin had never looked back. Abschnitt 3. Narration is third person, switching scene by scene primarily between the three heroes and the villain. At this point in the story, Gaspard and his posse just defeated the Sylvan trees, still attempting to capture Celene. In The Masked Empire, Weekes went so much further. She cares about Orlais, versus Gaspard, who It seems I'm one of the few who loved this one, but so far it's my favorite of the companion novels. You were meeting Lady Mantillon. Back inside, she made her way through the halls. Did Melcendre inform Gaspard of your past? She does nothing. I recall commenting that in The Calling The Calling , author David Gaider wrote the action so well that I could imagine actually controlling the characters on my computer screen with mouse and keyboard. I just feel so disappointed with this character. The heat in the kitchens was stifling, as dishes from all across the known world were prepared. In the end, however, the elves, hidden and starving, may decide the fate of the masked empire themselves. During her rule, she has worked to make Orlais a beacon of education, knowledge, and art. Quotes from The Masked Empire. To save Orlais, Celene must keep her hold on the throne by any means necessary. Open Preview See a Problem? The story pacing was perfect, the intrigues were tightly knitted, but allowed the reader to figure things out on their own too, if they paid attention.