1,764,253 research outputs found
Wentworth, Mark J.
Carte de Visite of Colonel Mark J. Wentworth, 32nd Maine Infantry; From the Maine State Archives Collectionhttps://digitalmaine.com/arc_civilwarportraits/1579/thumbnail.jp
Mrs. Mark J. Mathers
Photograph of Mrs. Mark J. Mathers, a member of the Sorosis Club of Oklahoma City, c. 1947. Photo by Ramon Griffin, Oklahoma City, OK
Wentworth, Mark J.
Carte de Visite of Colonel Mark J. Wentworth, 32nd Maine Infantry; From the Maine State Archives Collectionhttps://digitalmaine.com/arc_civilwarportraits/1579/thumbnail.jp
Exposing potential narrative structure through user choice
The reading of a hypertext fiction could simply be viewed as the reordering of events, reviewing and accessing fragments of a story that has already taken place. A different reader experience would come from different orderings and the effects that these might produce. This doesn’t have to be the case however. The fragments of a fiction also can represent possibilities that have yet to occur. This is independent of the over-arching narrative of the piece. At points in the fiction the reader is presented with choices. Do I follow this link or do I choose a different path? Here, the narrative structure of the piece is leaking through the text and not just the read structure but potential future structures. These choices must be presented to the reader by the author. This paper will examine some of the consequences of exposing the visibilities of these narrative structures, using the presentation of choices in hypertext fiction as an exemplar
Mark J. SCHIEFSKY, Hippocrates On Ancient Medicine.
Gourevitch Danielle. Mark J. SCHIEFSKY, Hippocrates On Ancient Medicine.. In: L'antiquité classique, Tome 76, 2007. pp. 278-279
Mark J. SCHIEFSKY, Hippocrates On Ancient Medicine.
Gourevitch Danielle. Mark J. SCHIEFSKY, Hippocrates On Ancient Medicine.. In: L'antiquité classique, Tome 76, 2007. pp. 278-279
[mugshot of Mark J. Sykes].
Photo Div C.3 .Medler collection.6. Mugshot of Mark J. Sykes, 1895. Identifying information on verso of mount, including physical descriptions and criminal occupation.; Mug shots, both single- and double-views, of men arrested for crimes including burglary, larceny, highway robbery, pickpocketing, bank burglary and safe burglary. Most photographs include identifying information on verso of mounts, including physical descriptions. 9 items include Bertillon measurements. One item is a post-mortem photograph of an unidentified man.; Subjects include: James W. Francis; William Taylor; John Ryan; Charles Johnson; Mark J. Sykes; John Murray; Thomas Bennett; Mike Flynn; Henry Gloe; Thomas Nee; Henry Miller; James Ryan; James F. Bowers; Frank Bush; Joseph Leonard.; Photographs issued by the Louisville Police Department, Chicago Police Department, and McGuire & White Detective Agency, Chicago, Ill. One photograph is issued on carte de visite mount with label: Potter, Mansfield, O
Rules and mechanics
So far in this book, we have seen a large number of methods for generating content for existing games. So, if you have a game already, you could now generate many things for it: maps, levels, terrain, vegetation, weapons, dungeons, racing tracks. But what if you don’t already have a game, and want to generate the game itself? What would you generate, and how? At the heart of any game are its rules. This chapter will discuss representations for game rules of different kinds, along with methods to generate them, and evaluation functions and constraints that help us judge complete games rather than just isolated content artefacts.\ud
Our main focus here will be on methods for generating interesting, fun, and/or balanced game rules. However, an important perspective that will permeate the chapter is that game rule encodings and evaluation functions can encode game design expertise and style, and thus help us understand game design. By formalising aspects of the game rules, we define a space of possible rules more precisely than could be done through writing about rules in qualitative terms; and by choosing which aspects of the rules to formalise, we define what aspects of the game are interesting to explore and introduce variation in. In this way, each game generator can be thought of an executable micro-theory of game design, though often a simplified,\ud
and sometimes even a caricatured on
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