Ultima and Worldbuilding in the Computer Role-Playing Game

Ultima and Worldbuilding in the Computer Role-Playing Game PDF

Author: Carly A. Kocurek

Publisher: Amherst College Press

Published: 2024-04-09

Total Pages: 140

ISBN-13: 1943208662

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Ultima and World-Building in the Computer Role-Playing Game is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its lasting impact on the RPG genre and video game industry. Through archival and popular media sources, examinations of fan communities, and the game itself, this book historicizes the games and their authors. By attending to the salient moments and sites of game creation throughout the series’ storied past, authors Carly A. Kocurek and Matthew Thomas Payne detail the creative choices and structural forces that brought Ultima’s celebrated brand of role-playing to fruition. This book first considers the contributions of series founder and lead designer, Richard Garriott, examining how his fame and notoriety as a pioneering computer game auteur shaped Ultima’s reception and paved the way for the evolution of the series. Next, the authors retrace the steps that Garriott took in fusing analog, tabletop role-playing with his self-taught lessons in computer programming. Close textual analyses of Ultima I outline how its gameplay elements offered a foundational framework for subsequent innovations in design and storytelling. Moving beyond the game itself, the authors assess how marketing materials and physical collectibles amplified its immersive hold and how the series’ legions of fans have preserved the series. Game designers, long-time gamers, and fans will enjoy digging into the games’ production history and mechanics while media studies and game scholars will find Ultima and World-Building in the Computer Role-Playing Game a useful extension of inquiry into authorship, media history, and the role of fantasy in computer game design.

Writing in Time

Writing in Time PDF

Author: Marta L. Werner

Publisher: Amherst College Press

Published: 2021

Total Pages: 127

ISBN-13: 1943208182

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Winner of the 2023 Richard J. Finneran Award for the best book about editorial theory or practice. For more than half a century, the story of Emily Dickinson's "Master" documents has been the largely biographical tale of three letters to an unidentified individual. Writing in Time seeks to tell a different story--the story of the documents themselves. Rather than presenting the "Master" documents as quarantined from Dickinson's larger scene of textual production, Marta Werner's innovative new edition proposes reading them next to Dickinson's other major textual experiment in the years between ca. 1858-1861: the Fascicles. In both, Dickinson can be seen testing the limits of address and genre in order to escape bibliographical determination and the very coordinates of "mastery" itself. A major event in Dickinson scholarship, Writing in Time: Emily Dickinson's Master Hours proposes new constellations of Dickinson's work as well as exciting new methodologies for textual scholarship as an act of "intimate editorial investigation."

#Feminism

#Feminism PDF

Author: Emily Care Boss

Publisher:

Published: 2017

Total Pages: 0

ISBN-13: 9781908983749

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#Feminism features 34 nano-games for three to five participants, with topics ranging from silly to serious. All you need to play is a few simple props (or none at all), and a few minutes to an hour of play time. Each game offers a bite-sized take on contemporary feminist issues: within its pages are games about selfies and rom-coms, reproductive rights and domestic violence. #Feminism features authors from 11 countries, and comes in a beautiful, A4, glossy magazine-style format with a reader-friendly layout and full-colour photographs.

Building Imaginary Worlds

Building Imaginary Worlds PDF

Author: Mark J.P. Wolf

Publisher: Routledge

Published: 2014-03-14

Total Pages: 435

ISBN-13: 1136220801

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Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds—which are often transnarrative, transmedial, and transauthorial in nature—are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer’s Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation’s relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.

The Ultimate RPG Game Master's Worldbuilding Guide

The Ultimate RPG Game Master's Worldbuilding Guide PDF

Author: James D’Amato

Publisher: Simon and Schuster

Published: 2021-06-01

Total Pages: 272

ISBN-13: 1507215525

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Level up your Game Master skills with these fun, interactive prompts and activities to help your worldbuilding from RPG expert James D’Amato. Make your next campaign truly unique with the help of this interactive guide to world building! From RPG expert James D’Amato comes a fun new guide that teaches beginner and experienced gamers alike how to build and create their own game elements for customizing existing adventures or creating new stories from scratch. The Ultimate RPG Game Master’s Worldbuilding Guide includes dozens of activities for a wide range of genres from fantasy and sci-fi to horror and x-punk. This lively and interactive book helps Game Masters create dynamic destinations, powerful items, shadowy organizations, compelling villains, and more. Make the most of your gaming experience with these unique and personalized ideas for your gaming group’s next adventures!

Bitwise

Bitwise PDF

Author: David Auerbach

Publisher: Vintage

Published: 2019-07-23

Total Pages: 306

ISBN-13: 1101972149

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An exhilarating, elegant memoir and a significant polemic on how computers and algorithms shape our understanding of the world and of who we are Bitwise is a wondrous ode to the computer lan­guages and codes that captured technologist David Auerbach’s imagination. With a philoso­pher’s sense of inquiry, Auerbach recounts his childhood spent drawing ferns with the pro­gramming language Logo on the Apple IIe, his adventures in early text-based video games, his education as an engineer, and his contribu­tions to instant messaging technology devel­oped for Microsoft and the servers powering Google’s data stores. A lifelong student of the systems that shape our lives—from the psy­chiatric taxonomy of the Diagnostic and Statistical Manual to how Facebook tracks and profiles its users—Auerbach reflects on how he has experienced the algorithms that taxonomize human speech, knowledge, and behavior and that compel us to do the same. Into this exquisitely crafted, wide-ranging memoir of a life spent with code, Auerbach has woven an eye-opening and searing examina­tion of the inescapable ways in which algo­rithms have both standardized and coarsened our lives. As we engineer ever more intricate technology to translate our experiences and narrow the gap that divides us from the ma­chine, Auerbach argues, we willingly erase our nuances and our idiosyncrasies—precisely the things that make us human.

Through the Moongate. The Story of Richard Garriott, Origin Systems Inc. and Ultima

Through the Moongate. The Story of Richard Garriott, Origin Systems Inc. and Ultima PDF

Author: Andrea Contato

Publisher: Andrea Contato

Published: 2019-06-30

Total Pages: 307

ISBN-13:

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Richard Garriott is one of the most well-known personalities in the video game industry, and one of the last of its pioneers still in the business. Ultima, the revolutionary series of role-playing games he designed, and Origin Systems Inc., the company he co-founded in 1983, are inextricably linked to the history of videogames. This is their story. Part 1 - From Akalabeth to Ultima VI

Through the Moongate. The Story of Richard Garriott, Origin Systems Inc. and Ultima

Through the Moongate. The Story of Richard Garriott, Origin Systems Inc. and Ultima PDF

Author: Andrea Contato

Publisher: Andrea Contato

Published: 2021-03-31

Total Pages: 363

ISBN-13:

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Richard Garriott is one of the most well-known personalities in the video game industry, and one of the last of its pioneers still in the business. Ultima, the revolutionary series of role-playing games he designed, and Origin Systems Inc., the company he co-founded in 1983, are inextricably linked to the history of videogames. This is their story. Part 2 – From Wing Commander and Ultima VII to Portalarium