Topic: Video games (Page 3)

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πŸ”— Wikipedia: Making of Doom

πŸ”— Video games

Doom, a first-person shooter game by id Software, was released in December 1993 and is considered one of the most significant and influential titles in video game history. Development began in November 1992, with programmers John Carmack and John Romero, artists Adrian Carmack and Kevin Cloud, and designer Tom Hall. Late in development, Hall was replaced by Sandy Petersen and programmer Dave Taylor joined. The music and sound effects were created by Bobby Prince.

The Doom concept was proposed in late 1992, after the release of Wolfenstein 3D and its sequel Spear of Destiny. John Carmack was working on an improved 3D game engine from those games, and the team wanted to have their next game take advantage of his designs. Several ideas were proposed, including a new game in their Commander Keen series, but John proposed a game about using technology to fight demons inspired by the Dungeons & Dragons campaigns the team played. The initial months of development were spent building prototypes, while Hall created the Doom Bible, a design document for his vision of the game and its story; after id released a grandiose press release touting features that the team had not yet begun working on, the Doom Bible was rejected in favor of a plotless game with no design document at all.

Over the next six months, Hall designed levels based on real military bases, Romero built features, and artists Adrian and Cloud created textures and demons based on clay models they built. Hall's level designs, however, were deemed uninteresting and Romero began designing his own levels; Hall, increasingly frustrated with his limited influence, was fired in July. He was replaced by Petersen in September, and the team worked increasingly long hours until the game was completed in December 1993. Doom was self-published by id on December 10, 1993, and immediately downloaded by thousands of players.

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πŸ”— Flow

πŸ”— Video games πŸ”— Psychology

In positive psychology, a flow state, also known colloquially as being in the zone, is the mental state in which a person performing an activity is fully immersed in a feeling of energized focus, full involvement, and enjoyment in the process of the activity. In essence, flow is characterized by the complete absorption in what one does, and a resulting transformation in one's sense of time.

Named by MihΓ‘ly CsΓ­kszentmihΓ‘lyi in 1975, the concept has been widely referred to across a variety of fields (and is particularly well recognized in occupational therapy), though the concept has been claimed to have existed for thousands of years under other names, notably in some Eastern thought systems, for example, Daoism and Buddhism.

The flow state shares many characteristics with hyperfocus. However, hyperfocus is not always described in a positive light. Some examples include spending "too much" time playing video games or watching television and getting side-tracked and pleasurably absorbed by one aspect of an assignment or task to the detriment of the overall assignment. In some cases, hyperfocus can "capture" a person, perhaps causing them to appear unfocused or to start several projects, but complete few. Other related concepts are trance, hypnosis, hypomania and mindfulness.

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  • "Flow" | 2010-02-19 | 98 Upvotes 29 Comments

πŸ”— Atari Video Music

πŸ”— Video games πŸ”— Visual arts

The Atari Video Music (Model C240) is the earliest commercial electronic music visualizer released. It was manufactured by Atari, Inc., and released in 1977 for $169.95. The system creates an animated visual display that responds to musical input from a Hi-Fi stereo system for the visual entertainment of consumers.

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πŸ”— Darwin (1960s programming game)

πŸ”— Video games

Darwin was a programming game invented in August 1961 by Victor A. Vyssotsky, Robert Morris Sr., and M. Douglas McIlroy. (Dennis Ritchie is sometimes incorrectly cited as a co-author, but was not involved.) The game was developed at Bell Labs, and played on an IBM 7090 mainframe there. The game was only played for a few weeks before Morris developed an "ultimate" program that eventually brought the game to an end, as no-one managed to produce anything that could defeat it.

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πŸ”— I Get This Call Every Day

πŸ”— Video games

I Get This Call Every Day is a 2012 point-and-click video game developed and published by Toronto-based developer David S Gallant. It was released for Microsoft Windows and OS X on December 21, 2012. It focuses on a call received by an employee of a customer service call centre; the player must navigate through the call without irritating the caller or breaking confidentiality laws. Gallant was fired from his job at a call centre as a direct result of publishing the game.

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πŸ”— Sonic Hedgehog Protein (encoded by the SHH gene)

πŸ”— Video games πŸ”— Molecular Biology πŸ”— Video games/Sega πŸ”— Molecular Biology/Molecular and Cell Biology πŸ”— Molecular Biology/Genetics πŸ”— Molecular Biology/Cell Signaling

Sonic hedgehog protein (SHH) is encoded for by the SHH gene. The protein is named after the character Sonic the Hedgehog.

This signaling molecule is key in regulating embryonic morphogenesis in all animals. SHH controls organogenesis and the organization of the central nervous system, limbs, digits and many other parts of the body. Sonic hedgehog is a morphogen that patterns the developing embryo using a concentration gradient characterized by the French flag model. This model has a non-uniform distribution of SHH molecules which governs different cell fates according to concentration. Mutations in this gene can cause holoprosencephaly, a failure of splitting in the cerebral hemispheres, as demonstrated in an experiment using SHH knock-out mice in which the forebrain midline failed to develop and instead only a single fused telencephalic vesicle resulted.

Sonic hedgehog still plays a role in differentiation, proliferation, and maintenance of adult tissues. Abnormal activation of SHH signaling in adult tissues has been implicated in various types of cancers including breast, skin, brain, liver, gallbladder and many more.

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πŸ”— Development of Doom

πŸ”— Video games

Doom, a first-person shooter game by id Software, was released in December 1993 and is considered one of the most significant and influential titles in video game history. Development began in November 1992, with programmers John Carmack and John Romero, artists Adrian Carmack and Kevin Cloud, and designer Tom Hall. Late in development, Hall was replaced by Sandy Petersen and programmer Dave Taylor joined. The music and sound effects were created by Bobby Prince.

The Doom concept was proposed in late 1992, after the release of Wolfenstein 3D and its sequel Spear of Destiny. John Carmack was working on an improved 3D game engine from those games, and the team wanted to have their next game take advantage of his designs. Several ideas were proposed, including a new game in their Commander Keen series, but John proposed a game about using technology to fight demons inspired by the Dungeons & Dragons campaigns the team played. The initial months of development were spent building prototypes, while Hall created the Doom Bible, a design document for his vision of the game and its story; after id released a grandiose press release touting features that the team had not yet begun working on, the Doom Bible was rejected in favor of a plotless game with no design document at all.

Over the next six months, Hall designed levels based on real military bases, Romero built features, and artists Adrian and Cloud created textures and demons based on clay models they built. Hall's level designs, however, were deemed uninteresting and Romero began designing his own levels; Hall, increasingly frustrated with his limited influence, was fired in July. He was replaced by Petersen in September, and the team worked increasingly long hours until the game was completed in December 1993. Doom was self-published by id on December 10, 1993, and immediately downloaded by thousands of players.

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πŸ”— 30 years ago, Doom was released

πŸ”— Video games πŸ”— Horror

Doom is a first-person shooter game developed and published by id Software. Released on December 10, 1993, for DOS, it is the first installment in the Doom franchise. The player assumes the role of a space marine, later unofficially referred to as Doomguy, fighting through hordes of undead humans and invading demons. The game begins on the moons of Mars and finishes in hell, with the player traversing each level to find its exit or defeat its final boss. It is an early example of 3D graphics in video games, and has enemies and objects as 2D images, a technique sometimes referred to as 2.5D graphics.

Doom was the third major independent release by id Software, after Commander Keen (1990–1991) and Wolfenstein 3D (1992). In May 1992, id started developing a darker game focused on fighting demons with technology, using a new 3D game engine from the lead programmer, John Carmack. The designer Tom Hall initially wrote a science fiction plot, but he and most of the story were removed from the project, with the final game featuring an action-heavy design by John Romero and Sandy Petersen. Id published Doom as a set of three episodes under the shareware model, marketing the full game by releasing the first episode free. A retail version with an additional episode was published in 1995 by GT Interactive as The Ultimate Doom.

Doom was a critical and commercial success, earning a reputation as one of the best and most influential video games of all time. It sold an estimated 3.5 million copies by 1999, and up to 20 million people are estimated to have played it within two years of launch. It has been termed the "father" of first-person shooters and is regarded as one of the most important games in the genre. It has been cited by video game historians as shifting the direction and public perception of the medium as a whole, as well as sparking the rise of online games and communities. It led to an array of imitators and clones, as well as a robust modding scene and the birth of speedrunning as a community. Its high level of graphic violence led to controversy from a range of groups. Doom has been ported to a variety of platforms both officially and unofficially and has been followed by several games in the series, including Doom II (1994), Doom 3 (2004), Doom (2016), and Doom Eternal (2020), as well as the films Doom (2005) and Doom: Annihilation (2019).

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πŸ”— Battle of B-R5RB

πŸ”— Video games πŸ”— Science Fiction

The Battle of B-R5RB or the Bloodbath of B-R5RB ( (listen)) was a massive-scale virtual battle fought in the MMORPG space game EVE Online in January 2014 (YC 116 in-game), possibly the largest player-versus-player battle in history at the time. The 21-hour-long conflict pitted the Clusterfuck Coalition and Russian alliances (CFC/Rus) against the N3 and Pandemic Legion (N3/PL), and involved over 7,548 player characters with a maximum of 2,670 players in the B-R5RB system at one time. The in-game cost of the losses totalled over 11 trillion Interstellar Kredit (ISK), an estimated theoretical real-world value of $300,000 to $330,000 USD derived from the value of PLEX, an item purchasable with real currency that can be redeemed either for subscription time or traded for in-game currency.

Part of a larger conflict known as the Halloween War, the fight started after a single player controlling a space station in the N3/PL-controlled star system B-R5RB accidentally failed to make a scheduled in-game routine maintenance payment, which made the star system open to capture. Being a key staging area used by N3/PL in the war, the CFC and Russian coalitions began pouring players into the system in a swift offensive, and N3/PL moved in a large fleet of players as a response as well. A massive battle erupted in the system, and numerous smaller engagements occurred throughout the game universe as players attempted to block reinforcements from joining the battle. CFC/Rus gained a clear win by inflicting heavy losses on N3/PL and successfully capturing B-R5RB. The losses totalled 576 capital ships including 75 Titans (the largest ships available to players), along with thousands of smaller vessels.

To commemorate the sheer size and cost of the battle, the game's creators, CCP Games, erected a permanent monument in the system B-R5RB named "The Titanomachy", consisting of non-salvageable capital ship wrecks.

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πŸ”— Apple Pippin (1996)

πŸ”— Apple Inc. πŸ”— Video games πŸ”— Computing

The Apple Pippin is a defunct open multimedia technology platform, designed by Apple Computer, and marketed as PiPP!N. According to Apple, Pippin was directed at the home market as "an integral part of the consumer audiovisual, stereo, and television environment."

Pippin is based on the Apple Macintosh platform, including the classic Mac OS architecture. Apple built a demonstration device based on Pippin called "Pippin Power Player," and used it to demonstrate the platform at trade shows and to the media, in order to attract potential software developers and hardware manufacturers. Apple licensed the Pippin technology to third-party companies. Bandai Company Ltd. developed the ATMARK and @WORLD models, and focused them on the gaming and entertainment business in Japan and the United States. Katz Media developed the KMP 2000, and focused it on vertical markets throughout Europe and Canada.

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