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Second Amended Complaint Browne George Ross Llp
1 BROWNE GEORGE ROSS LLP Keith J. Wesley (State Bar No. 229276) 2 [email protected] 2121 Avenue of the Stars, Suite 2800 3 Los Angeles, California 90067 Telephone: (310) 274-7100 4 Facsimile: (310) 275-5697 5 Stephen P. Farrelly (admitted pro hac vice) [email protected] 6 5 Penn Plaza, 24th Floor New York, New York 10001 7 Telephone: (212) 413-2600 Facsimile: (212) 413-2629 8 Attorneys for Plaintiffs Ragnarok Game, LLC 9 and ESDFOS, LLC 10 11 SUPERIOR COURT FOR THE STATE OF CALIFORNIA 12 FOR THE COUNTY OF LOS ANGELES, CENTRAL DISTRICT 13 14 RAGNAROK GAME, LLC, a Delaware Case No. 19STCV43434 limited liability company, ESDFOS, LLC, a 15 Delaware limited liability company, Hon. Ruth Ann Kwan 16 Plaintiffs, SECOND AMENDED COMPLAINT FOR: 17 vs. 1. BREACH OF CONTRACT 18 NINE REALMS, INC. dba HUMAN HEAD, a 2. FRAUDULENT Wisconsin company; BETHESDA CONCEALMENT 19 SOFTWORKS, LLC, a Delaware company; ZENIMAX MEDIA, INC., a Delaware 3. CONVERSION 20 company; ROUNDHOUSE STUDIOS LLC, a Delaware company; CHRISTOPHER J. 4. FRAUDULENT 21 RHINEHART, an individual; BEN GOKEY, MISREPRESENTATION an individual; PAUL MACARTHUR, an 22 individual, ROB EDGAR, an individual, and 5. NEGLIGENT DOES 1 to 20, inclusive, MISREPRESENTATION 23 Defendants. 6. UNFAIR BUSINESS 24 PRACTICES (Cal. Bus. & Prof. Code § 17200) 25 7. TORTIOUS INTERFERENCE WITH 26 CONTRACT 27 8. TORTIOUS INTERFERENCE WITH PROSPECTIVE ECONOMIC 28 RELATIONSHIP 1674367.2 "PUBLIC-REDACTS MATERIALS FROM CONDITIONALLY SEALED RECORD" SECOND AMENDED COMPLAINT 1 9. RECEIPT OF STOLEN PROPERTY 2 (Cal. Penal Code § 496(c)) 3 10. RECEIPT OF STOLEN PROPERTY (Wis. Stat. -
Theescapist 055.Pdf
in line and everything will be just fine. two articles I fired up Noctis to see the Which, frankly, is about how many of us insanity for myself. That is the loneliest think to this day. With the exception of a game I’ve ever played. For those of you who fell asleep during very brave few. the classical mythology portion of your In response to “Development in a - Danjo Olivaw higher education, the stories all go like In this issue of The Escapist, we take a Vacuum” from The Escapist Forum: this: Some guy decides he no longer look at the stories of a few, brave souls As for the fact that thier isolation has In response to “Footprints in needs the gods, sets off to prove as in the game industry who, for better or been a benefit to them rather than a Moondust” from The Escapist Forum: much and promptly gets smacked down. worse, decided that they, too, were hindrance, that’s what I discussed with I’d just like to say this was a fantastic destined to make their dreams a reality. Oveur (Nathan Richardsson) while in article. I think I’ll have to read Olaf Prometheus, Sisyphus, Icarus, Odysseus, Some actually succeeded, while others Vegas earlier this year at the EVE the stories are full of men who, for crashed and burned. We in the game Gathering. The fact that Iceland is such whatever reason, believed that they industry may not have jealous, angry small country, with a very unique culture were not bound by the normal gods against which to struggle, but and the fact that most of the early CCP constraints of mortality. -
Will Sony╎s Fourth Playstation Lead to a Second Sony V. Universal?
WILL SONY’S FOURTH PLAYSTATION LEAD TO A SECOND SONY V. UNIVERSAL? † SETH ASCHER ABSTRACT Sony has included a “share” button on the next version of their popular PlayStation video game system. This feature is meant to allow players to record and share videos of their gameplay. This service shares similarities with the controversial “record” button that Sony included with its Betamax players over thirty years ago. The Betamax player was the subject of the landmark case Sony v. Universal, a foundational case for the modern application of copyright law to new technology. This Issue Brief examines how this “share” feature would fare under the framework laid out by Sony v. Universal and other evolutions in copyright law. INTRODUCTION On February 20, 2013, Sony announced their newest videogame system, predictably named the PlayStation 4.1 Chief among its new features is the share button displayed prominently on its controller.2 Microsoft’s newest offering also has a similar feature.3 Pressing the share button will allow a player to post images or videos of their gameplay to the internet, sharing them with their friends and complete strangers.4 The PlayStation 4 even buffers the last few minutes of gameplay so that a player can share their gameplay video after the fact.5 Sony’s intention is to provide an easy way for players to share images and videos online. Copyright © 2014 by Seth Ascher. † Duke University School of Law, J.D. 2014. 1 Video of the press announcement is available on numerous websites. E.g., Sony PlayStation 4 Press Conference, GAMESPOT (Feb. -
February/March 1995
February/march 1995 GAME DEVELOPER MAGAZINE GAME PLAN GGAMEAEM The No Editor Larry O’Brien [email protected] Go Logo Senior Editor Nicole Freeman [email protected] Production Editors Barbara Hanscome [email protected] here may never be a game with a over your home’s Ethernet backbone (that Nicole Claro “Windows ’95 Compatible” logo, is, is it mail-enabled)? Second, can you [email protected] not even from Microsoft. embed an Excel spreadsheet of your Editorial Assistant Diane Anderson Microsoft, by arrogant fiat, has inventory in the middle of your character [email protected] decided that the seemingly literal sheet (that is, does it support OLE 2.0)? Contributing Editors Alex Dunne phrase, with it’s seemingly Do you have a tabbed dialog that walks [email protected] straightforward purpose, should you through the game (that is, do you Chris Hecker [email protected] be held hostage to the whims of have Wizards)? Finally, does it work on a David Sieks Tsome Redmondian marketing genius. different operating system, with a different [email protected] Windows ’95, the new operating system base architecture including a different Wayne Sikes from Microsoft, will roll out later this year tasking model (that is, Windows NT)? [email protected] and, largely due to the bundling agree- In other words, to be “compatible” Editor-at-Large Alexander Antoniades ments Microsoft has with clone makers, with Windows ’95, your game has to be a [email protected] will quickly gain its greatest marketshare mail-enabled, en-Wizarded OLE Server Cover Photography Charles Ingram Photography in the home computer market. -
Bethesda Apre Un Nuovo Studio Di Sviluppo
Bethesda apre un nuovo studio di sviluppo Il team Human Head Studios entra in Bethesda Bethesda Softworks ha aperto un nuovo studio di sviluppo, Roundhouse Studios, a Madison, Wis. Gestito dal team di Human Head Studios chiuso di recente, Roundhouse Studios si metterà subito al lavoro su progetti della software house statunitense non ancora annunciati. Chris Rhinehart, direttore creativo di Roundhouse Studios, ha dichiarato: “Quando abbiamo dovuto chiudere Human Head Studios definitivamente, è stato un momento devastante, considerate la passione e la creatività dell’intero team. Abbiamo quindi contattato i nostri amici di Bethesda, che hanno ritrovato in noi quella passione e quella creatività. Con la formazione di Roundhouse Studios, Bethesda ha offerto a ogni singolo membro di Human Head una posizione nella nuova società. Siamo entusiasti di poter continuare a lavorare insieme alla ricerca di nuovi obiettivi come parte di una grande realtà che da sempre conosciamo e ammiriamo.” Gli sviluppatori di Roundhouse Studios vantano più di vent’anni di lavoro su una serie di giochi e generi, tra cui GDR, sparatutto, giochi di azione e avventura e altro ancora. Sviluppatori originali del primo Prey, il team è noto per aver sviluppato titoli come Dead Man’s Hand, Rune, Rune II e Lost Within, e contribuito a giochi di grande successo come Batman: Arkham Origins e BioShock Infinite. Todd Vaughn, vicepresidente senior dello sviluppo di Bethesda, ha affermato: “Sebbene dispiaciuti per le difficoltà vissute da Human Head Studios, siamo entusiasti di aver accolto in Bethesda un team di sviluppo consolidato e di grande talento. Ci fa piacere che l’intero staff sia di nuovo insieme come parte della famiglia Bethesda.” Roundhouse Studios è il secondo team di sviluppo che si unisce a Bethesda nell’ultimo mese dopo la recente acquisizione di Alpha Dog Games, studio che si occupa di giochi per dispositivi mobili in Nuova Scozia, Canada.. -
Filed: New York County Clerk 09/24/2020 10:26 Am Index No
FILED: NEW YORK COUNTY CLERK 09/24/2020 10:26 AM INDEX NO. 654698/2020 NYSCEF DOC. NO. 2 RECEIVED NYSCEF: 09/24/2020 SUPREME COURT OF THE STATE OF NEW YORK COUNTY OF NEW YORK MARY L. TRUMP, Plaintiff, v. Index No. _____________ DONALD J. TRUMP, in his personal capacity, MARYANNE TRUMP BARRY, and JOHN or JANE DOE, the executor of the ESTATE OF ROBERT S. COMPLAINT TRUMP, in his or her capacity as executor, Defendants. Plaintiff Mary L. Trump (“Mary”), by and through her attorneys, alleges as follows: INTRODUCTION 1. For Donald J. Trump, his sister Maryanne, and their late brother Robert, fraud was not just the family business—it was a way of life. Beginning in the 1980s, these siblings took control of the New York City real estate empire that their father Fred Sr. had built, and exploited it to enrich themselves at the expense of everyone around them. They concocted scheme after scheme to cheat on their taxes, swindle their business partners, and jack up rents on their low- income tenants. 2. This case is brought by a victim closer to home—their niece Mary. Mary’s father, and their brother, Fred Trump Jr., died in 1981 when Mary was just sixteen years old. Upon his death, Mary inherited valuable minority interests in the family business. Donald, Maryanne, and Robert committed to watch over her interests as fiduciaries. They lied. Rather than protect Mary’s interests, they designed and carried out a complex scheme to siphon funds away from her interests, conceal their grift, and deceive her about the true value of what she had inherited. -
Imes I Wonder What "Wrang with Me. I Keep Hearing People Soy That They Have Changed Jobs Because Five Or Ten Years in a Job Is Enough
BROOKLYN ACADEMY OF MUSIC Letter from the President ~imes I wonder what "wrang with me. I keep hearing people soy that they have changed jobs because five or ten years in a job is enough. And here I am after 25 years, still at it, and still, for the most part, enjoying the ride. BAM has changed over the years and yet remains steadily on course. The outpouring of new work by some of our "old-timers" and by young, developing artists trying their wings, and the pursuit of several new initiatives, plus the stimulation of my BAM colleagues, have managed to keep me (or part of me) virgin, available and interested. The first major attraction of my initial season at BAM was Sarah Caldwell's newly formed American National Opera Company, which featured the first staged production in New York of Alban Berg's LULU. The next season, in 1968, had the return of The living Theater in four productions new to New York. In 1969, we introduced Jerzy Grotowski's Polish laboratory Theatre in three productions, and also Twyla Tharp's company on the Opera House stage, with the audience also onstage, seated on three sides. Robert Wilson's LIFE AND TIMES OF SIGMUND FREUD also appeared at BAM in 1969. What is the point of view that informed those early years and that is still operative today? It may seem to be contemporary work by artists outside the mainstream. I think it is deeper and more inclusive than that. For me, it is the application of a critical approach informed by a contemporary sensibility, to what is being produced for the stage today. -
Pdf (Accessed 2.10.14)
Notes 1 Introduction: Video Games and Storytelling 1. It must be noted that the term ‘Narratological’ is a rather loose application by the Ludologists and the implications of this are pointed out later in this chapter. 2. Roland Barthes states that the ‘infinity of the signifier refers not to some idea of the ineffable (the unnameable signified) but to that of a playing [ ...] theText is plural’. Source: Barthes, R., 1977. Image, Music, Text, in: Heath,S.(Tran.), Fontana Communications Series. Fontana, London. pp. 158–159. 3.In Gaming Globally: Production, Play, and Place (Huntemann and Aslinger, 2012),theeditors acknowledgethat ‘while gaming maybe global, gaming cultures and practices vary widely depending on the power and voice of var- ious stakeholders’ (p. 27). The paucity of games studies scholarship coming from some of the largest consumers of video games, such as South Korea, China and India, to name a few, is markedly noticeable. The lack of represen- tation of non-Western conceptions of play culture and storytelling traditions is similarly problematic. 4. Chapter 8 will engage with this issue in more detail. 5. ‘(W)reading’ is preferred over the more commonly used neologism ‘wread- ing’toemphasise the supplementarity of the reading and writingprocesses and also to differentiate it from earlier usage that might claim that the two processes are the same thing. 3 (W)Reading the Machinic Game-Narrative 6. For whichhe is criticisedby Hayles (see Chapter 2). 7. Landow respondstothis by rightly stating that Aarseth misreads his original comment where heclaims that ‘the reader whochooses among linksortakes advantage of Storyspace’s hypertext capabilities shares some of the power of theauthor’(Landow, p. -
Video Game Archive: Nintendo 64
Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 Table of Contents…………………………………………………………………………………………. 3 Table of Figures……………………………………………………………………………………………5 Acknowledgements……………………………………………………………………………………….. 7 Executive Summary………………………………………………………………………………………. 8 1-Introduction…………………………………………………………………………………………….. 9 2-Background………………………………………………………………………………………… . 11 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 2.2 - The Console and its Competitors:………………………………………………………………. 16 Development of the Console……………………………………………………………………...16 -
Multi-User Game Development
California State University, San Bernardino CSUSB ScholarWorks Theses Digitization Project John M. Pfau Library 2007 Multi-user game development Cheng-Yu Hung Follow this and additional works at: https://scholarworks.lib.csusb.edu/etd-project Part of the Software Engineering Commons Recommended Citation Hung, Cheng-Yu, "Multi-user game development" (2007). Theses Digitization Project. 3122. https://scholarworks.lib.csusb.edu/etd-project/3122 This Project is brought to you for free and open access by the John M. Pfau Library at CSUSB ScholarWorks. It has been accepted for inclusion in Theses Digitization Project by an authorized administrator of CSUSB ScholarWorks. For more information, please contact [email protected]. ' MULTI ;,..USER iGAME DEVELOPMENT '.,A,.'rr:OJ~c-;t.··. PJ:es·~nted ·t•o '.the·· Fa.8lllty· of. Calif0rr1i~ :Siat~:, lJniiV~r~s'ity; .•, '!' San. Bernardinti . - ' .Th P~rt±al Fu1fillrnent: 6f the ~~q11l~~fuents' for the ;pe'gree ···•.:,·.',,_ .. ·... ··., Master. o.f.·_s:tience•· . ' . ¢ornput~r •· ~6i~n¢e by ,•, ' ' .- /ch~ng~Yu Hung' ' ' Jutie .2001. MULTI-USER GAME DEVELOPMENT A Project Presented to the Faculty of California State University, San Bernardino by Cheng-Yu Hung June 2007 Approved by: {/4~2 Dr. David Turner, Chair, Computer Science ate ABSTRACT In the Current game market; the 3D multi-user game is the most popular game. To develop a successful .3D multi-llger game, we need 2D artists, 3D artists and programme.rs to work together and use tools to author the game artd a: game engine to perform \ the game. Most of this.project; is about the 3D model developmept using too.ls such as Blender, and integration of the 3D models with a .level editor arid game engine. -
Video Game Trader Magazine & Price Guide
Winter 2009/2010 Issue #14 4 Trading Thoughts 20 Hidden Gems Blue‘s Journey (Neo Geo) Video Game Flashback Dragon‘s Lair (NES) Hidden Gems 8 NES Archives p. 20 19 Page Turners Wrecking Crew Vintage Games 9 Retro Reviews 40 Made in Japan Coin-Op.TV Volume 2 (DVD) Twinkle Star Sprites Alf (Sega Master System) VectrexMad! AutoFire Dongle (Vectrex) 41 Video Game Programming ROM Hacking Part 2 11Homebrew Reviews Ultimate Frogger Championship (NES) 42 Six Feet Under Phantasm (Atari 2600) Accessories Mad Bodies (Atari Jaguar) 44 Just 4 Qix Qix 46 Press Start Comic Michael Thomasson’s Just 4 Qix 5 Bubsy: What Could Possibly Go Wrong? p. 44 6 Spike: Alive and Well in the land of Vectors 14 Special Book Preview: Classic Home Video Games (1985-1988) 43 Token Appreciation Altered Beast 22 Prices for popular consoles from the Atari 2600 Six Feet Under to Sony PlayStation. Now includes 3DO & Complete p. 42 Game Lists! Advertise with Video Game Trader! Multiple run discounts of up to 25% apply THIS ISSUES CONTRIBUTORS: when you run your ad for consecutive Dustin Gulley Brett Weiss Ad Deadlines are 12 Noon Eastern months. Email for full details or visit our ad- Jim Combs Pat “Coldguy” December 1, 2009 (for Issue #15 Spring vertising page on videogametrader.com. Kevin H Gerard Buchko 2010) Agents J & K Dick Ward February 1, 2009(for Issue #16 Summer Video Game Trader can help create your ad- Michael Thomasson John Hancock 2010) vertisement. Email us with your requirements for a price quote. P. Ian Nicholson Peter G NEW!! Low, Full Color, Advertising Rates! -
Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités.