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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. -
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. -
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:....................................................................................................................................... -
Company of Heroes 2 (Classic Controls) Keyboard Shortcuts
Page 1 of 4 Company of Heroes 2 (classic controls) cheat sheet Note about classic and grid controls U Reverse move V Enter primary build menu Company of Heroes 2 allows you to select between B Enter secondary build menu "Classic" and "Grid" hotkeys. The default option is classic hotkeys, and they are easy to remember because the key and the action is generally related to Unit selection each other (e.g. press A to (A)ttack). Infantry Grid hotkeys are organized closer, so you can use Cmd + . Select all infantry units them easily only with your left hand. Cmd + Alt + . Select all idle infantry units Hotkey type can be changed in Menu > Options > Gameplay tab . Select next infantry unit The list below are the classic hotkeys taken from the Alt + . Select next idle infantry unit game manual. Vehicles Cmd + / Select all vehicles General Cmd + Alt + / Select all idle vehicles PauseBreak Pause the game / Select next vehicle F10 Toggle in-game menu Alt + / Select next idle vehicle Engineers / Pioneers Camera Cmd + , Select all engineers/pioneers Move the mouse (move mouse to the edge of the Cmd + Alt + , or Select all idle engineers/pioneers screen) Move camera Cmd + F1 Middle click + Move camera , Select next engineer/pioneer Move the mouse Alt + , Select next idle engineer/pioneer or Arrow keys Miscellaneous Wheel up or Page Zoom in Cmd + F2 Select all units Up ; Select all units currently on screen Wheel down or Zoom out Tab Select next unit in a group of Page Down selected units Alt + Move the Rotate and tilt Control + Tab Select previous unit in a group of mouse selected units Backspace Reset camera tilt F10 or Esc Clear all selections Backspace then Reset camera rotation and zoom Backspace General Home Move camera to starting position General Universal unit controls Left click Select Right click Give orders (move, attack, etc.) Keyboard controls below are same for all units. -
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 -
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) . -
The Image of the Turk in Early Modern Board Games and Playing Cards
THE IMAGE OF THE TURK IN EARLY MODERN BOARD GAMES AND PLAYING CARDS ÖMER FATİH PARLAK PHD THESIS Directed by DR. MARÍA JOSÉ VEGA RAMOS and DR. LARA VILÀ TOMAS Literary Theory and Comparative Literature Department of Spanish Literature Faculty of PhiLosophy and Arts BarceLona 2019 In memory of my father, Adem Parlak (1949-2014) TABLE OF CONTENTS TABLE OF CONTENTS .................................................................................................... 5 TABLE OF FIGURES ........................................................................................................ 8 LIST OF TABLES ............................................................................................................... 9 ABSTRACT ....................................................................................................................... 10 RESUMEN ......................................................................................................................... 11 ACKNOWLEDGEMENTS .............................................................................................. 12 INTRODUCTION ............................................................................................................. 15 GAMES INDEX ................................................................................................................... 23 Germany ...................................................................................................................... 23 Italy ............................................................................................................................. -
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. -
From Synthespian to Convergence Character: Reframing the Digital Human in Contemporary Hollywood Cinema by Jessica L. Aldred
From Synthespian to Convergence Character: Reframing the Digital Human in Contemporary Hollywood Cinema by Jessica L. Aldred A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Cultural Mediations Carleton University Ottawa, Ontario © 2012 Jessica L. Aldred Library and Archives Bibliotheque et Canada Archives Canada Published Heritage Direction du 1+1 Branch Patrimoine de I'edition 395 Wellington Street 395, rue Wellington Ottawa ON K1A0N4 Ottawa ON K1A 0N4 Canada Canada Your file Votre reference ISBN: 978-0-494-94206-2 Our file Notre reference ISBN: 978-0-494-94206-2 NOTICE: AVIS: The author has granted a non L'auteur a accorde une licence non exclusive exclusive license allowing Library and permettant a la Bibliotheque et Archives Archives Canada to reproduce, Canada de reproduire, publier, archiver, publish, archive, preserve, conserve, sauvegarder, conserver, transmettre au public communicate to the public by par telecommunication ou par I'lnternet, preter, telecommunication or on the Internet, distribuer et vendre des theses partout dans le loan, distrbute and sell theses monde, a des fins commerciales ou autres, sur worldwide, for commercial or non support microforme, papier, electronique et/ou commercial purposes, in microform, autres formats. paper, electronic and/or any other formats. The author retains copyright L'auteur conserve la propriete du droit d'auteur ownership and moral rights in this et des droits moraux qui protege cette these. Ni thesis. Neither the thesis nor la these ni des extraits substantiels de celle-ci substantial extracts from it may be ne doivent etre imprimes ou autrement printed or otherwise reproduced reproduits sans son autorisation. -
Massively Multiplayer Online Games Industry: a Review and Comparison
Massively Multiplayer Online Games Industry: A Review and Comparison From Middleware to Publishing By Almuntaser Alhindawi Javed Rafiq Sim Boon Seong 2007 A Management project presented in part consideration for the degree of "General and Financial MBA". CONFIDENTIALITY STATEMENT This project has been agreed as confidential between the students, university and sponsoring organisation. This agreement runs for five years from September, 14 th , 2007. ii Acknowledgements We would like to acknowledge Monumental Games management for giving us this opportunity to gain an insight of this interesting industry. Special thanks for Sarah Davis, Thomas Chesney and the University of Nottingham Business School MBA office personnel (Elaine, Kathleen and Christinne) for their assistance and support throughout this project. We would also like to thank our families for their constant support and patience; - Abdula Alhindawi - Fatima Alhindawi - Shatha Bilbeisi - Michelle Law Seow Cha - Sim Hock Soon - Yow Lee Yong - Mohamed Rafiq - Salma Rafiq - Shama Hamid Last but not least, our project supervisor Duncan Shaw for his support and guidance throughout the duration of this management project. i Contents Executive Summary iv Terms and Definition vi 1.0 Introduction 1 1.1 Methodology 1 1.1.1 Primary Data Capture 1 1.1.2 Secondary Data Capture 2 1.2 Literature Review 4 1.2.1 Introduction 4 1.2.2 Competitive Advantage 15 1.2.3 Business Model 22 1.2.4 Strategic Market Planning Process 27 1.2.5 Value Net 32 2.0 Middleware Industry 42 2.1 Industry Overview 42 2.2 -
E-Commerce News: Gaming: Di
E-Commerce News: Gaming: Disney's Solo Video Game Strategy http://www.ecommercetimes.com/story/66492.html GAMING E-Commerce Times > Technology > Gaming | Read Next Article in Gaming March 16, 2009 10:41:31 PM Please note that this material is copyright protected. It is illegal to display or reproduce this article without permission for any commercial purpose, including use as marketing or public relations literature. To obtain reprints of this article for authorized use, please call a sales representative at (818) 461-9700 or visit http://www.ectnews.com/about/reprints/. Disney's Solo Video Game Strategy By Jane Wardell Back to Online Version AP E-Mail Article 03/13/09 9:43 AM PT Reprints Enticed by the lure of a recession-resistant entertainment genre, Disney is trying its hand at self-publishing video games. Rather than license its characters and franchises to some other game maker, Disney is planning to release a racing game titled "Split/Second." Walt Disney (NYSE: DIS) is taking the wraps off an advanced new car racing video game that the entertainment company hopes will bolster its success in the lucrative gaming sector. As sales of video games prove relatively resilient in the economic downturn, Disney is betting that it can prosper broadly from new games that it makes on its own. Rather than licensing Disney content out to game publishers, Disney's in-house gaming team wants to generate video game characters and story lines that can be the basis of movies as well. "That is the Holy Grail for video games, to see them successfully become franchises," Graham Hopper, head of Disney's game division, told The Associated Press.