The website continues from the Sims 2 Create a Sim and explanation into Sims 3. The Sims 3 was created in 2009; is the third generation for the franchise. Because of this is the third instalment for The Sims, the site explains the steps that the developers focused on to bring the game to life. As explained in a video; The developers really focused on creating the animations in the game and at one point in order for The Sims to look believable but goofy, they shot real life references of people doing the tasks in outrageous ways until they were satisfied with the outcome. To add on, the site explains how they also put in the smallest of animations which gives the sims in this generations that much more personality and realness with using human bodies to move in the movements that they sought. An additional step to push the game into the future with bringing in artists to perform some of their songs in the language of sims, Simlish. For the story mode, The Sims 3 is the first in its group that allows the players to be able to travel the map in real time and not go to a loading screen while their family travels from place to place. The website moves to this point into elaborating on how many games were sold as well as why this type of game was created. As the developers explained the story is "...part of a bigger …show more content…
the stories create immersion in the game for the players and the players and those who play the game can start sharing some of their funny experiences in the game with people in their own life as well as
The point of stories it to tell a tale and inflict certain emotions onto the reader. Tim O’Brien uses this in his novel The Things They Carried. These stories were fictional but true, regaling his experiences of war. In the last chapter he writes that stories have the ability to save people. He does not mean “save” in a biblical sense, but as if a person saved the progress on a game they have been playing.
These help the reader become a better person and make educated life decisions, unlike popular fiction stories which give the illusion of ‘happily ever
We were looking through the topics for this year’s theme on the NHD website. While we were scrolling through, we came upon this topic. Even though we were born here, our parents and their ancestors were born in China. We don’t know much of our family history except that we are Asian. We thought it would be interesting to learn more about our background and so the Nanking Massacre stuck out to us and became our NHD topic.
1. Growing up we all heard stories. Different types of stories, some so realistic, we cling onto them farther into our lives. Stories let us see and even feel the world in different prespectives, and this is becuase of the writter or story teller. We learn, survive and entertain our selves using past experiences, which are in present shared as stories. This is why Roger Rosenblatt said, "We are a narrative species."
The importance of a story is to have a purpose and meaning, through this, people are able to engage and learn with what is being told to them, it has to have a connection to the past, bringing it to the present and to involve both the body and mind senses. Through storytelling the audience should gain an understanding and have a sense of emotion touched and come alive, they should also be able to explore the possibilities within their culture and feel a deep connection to country.
Storytelling’s impact on people who use it has been life saving in certain cases. By asserting the existence of different perspectives, writers get to suppress their own opinions in order to sympathize with others. (insert thing about meta-fiction) With this idea in mind, author Kate Taylor wrote the novel Serial Monogamy, a meta-fiction of a writer recalling the story of her husband’s affair and her deal with terminal breast cancer, all through her telling of Dickens’ secret life and tales of the Arabian Nights. In Serial Monogamy, storytelling makes people more understanding as they explore new perspectives.
The humor adds entertainment to the story. When the story is entertaining it convinces the
When I was growing up there were very few computer games that could be used as learning tools. As a child I did have computer class, however this class was used to practice typing or for playing recreational games such as Frogger. When thinking about what to write this paper on I thought of one game that has been on the up rise with children as well as adults. This game is called The SIMS.
Starting from scratch, the player has the chance to build an entire civilization. You construct cities, military units, and city improvements like granaries, libraries, and even Wonders of the World. You can build roads to connect your cities, and ships to move your settlers to other continents. Along the way your civilization gains knowledge which allows you to build better technology and city improvements. There are anywhere from two to six computer controlled civilizations that start with the same resources but in different regions of the map.
Within the genre, the software leader is clearly Maxis. Maxis virtually created the realm of simulation gaming. With the release of Sim City, Maxis changed the lives of game players everywhere. The purpose of Sim City was to give control to the player, of a modern city. At the beginning of the game, the player is given three vital options. First, the player must decide what time period he/she wants the games to take place in. The times consist of 1900, 1950, or 2000. No matter where you have started, the game ends at the same point. Second, they must choose a size for their city. The city's size is defined by the amount of squares of building space available. They are then categorized as small, medium, and large. Finally, the player must decide on a name. The name of the city is the one thing that they do not offer choices for. It is completely your choice. The game has already put the player where they want to be, in control. After the startup screen, the player views a blank area known as your city's 'Terrain.'; That is where the fun begins. The player's next duty is to start building. Essentially what is happening is that the player is assuming the role of a god-like figure. They are given the control to make decisions such as, laying railroad tracks, placing hospitals, police stations, fire stations, zoning, laying water pipes, placing roads, and perhaps the most important setting taxes. Who would not like to have control of their own little world where they had this much power? After all of the major building decisions have been decided, the player presses the start button and watches the city grow. While playing the game, the player must continue to expand the city, by adding more of the buildings and utilities that they added before the games started.
The game, "Sims," is an interactive game which focuses on building a family of "sims" from the bottom up. This means that one has to create the environment that their family is going to live in. The player has to watch them develop and grow as a family. They then have to try and maintain a good standard of living according to the rules within the game of "Sims." Some of the rules entail staying healthy and having access to money. There are many important aspects to the game such as trying to fulfill their wants, needs, and aspirations. It is up to the player/ narrator to decide everything that happens throughout the game.
Electronic Arts driven by marketing principle of meeting customer needs has created games which relate to nearly all aspects of human life. Sport, strategy, action games and even simulators of everyday life (Sims) are all in the company games portfolio. EA is not leaving any users without the access to their products and the company titles are available on all gaming platforms like Xbox, Playstation, Nintendo and PC.
Now that we are living in an ever changing world, technology is viewed as the most resourceful tool in keeping up with the pace. Without the use of technology, communication would be limited to using mail for delivery and encyclopedias for research. Although technology has improved the way we communicate and find information for research, the information is not always valid. Unfortunately, for those of us who use the internet for shopping, research, or reading articles of personal interest the information is not treated the same as a your magazine or book. While such literature is reviewed by an editorial staff, internet literature or information can be published by anyone. In order to reap the full benefit of having the use of technology for any purpose, there are five basic criteria’s one must keep in mind as an evaluating tool for deciding whether or not the particular website is a reliable source for information.
Written stories have a great effect on the people reading it because they learn the perspectives of others. Readers gather information from reading stories whether they are from first, second or third person perspective. The reason we should care about written stories are because we learn from them and we actually relate to what we read. Although some stories can be fiction, we the readers feel a sensation that what we are reading is a sense of
The old MMOGS used to be a variation of two dimensional and early three dimensional elements. The oldest of these was HABITAT; “The first garphical online virtual world that held lots of players -over 16- was HABITAT, and that was in the mid eighties” (Game Spy Staff). After the creation of HABITAT, other online services came to life. These services were known as the Imagination Network [formerly known as Sierra Network], and Genie. These two companies produced games such as Yserbius and Air Warrior, though neither of these games were true online games. Honestly the first true MMOG was known as Meridian 59. Meridian 59 was produced by an external company and was released in 1996. M59 incorporated a great amount of gamers into one constant virtual world. Following Meridian 59 came Ultima Online. UO was a top down 2.5 dimensional graphical Massively Multiplayer Online Role Play Game or MMORPG. Though UO was released just one year after Meridian 59, it still showed how much MMOGs have greatly improved, yet compared to the modern MMOGs they were nothing. The games from the year 2003 are good examples. The game known as Endless Ages has pretty good graphics compared to the 2007 games, and is still quite entertaining. According to players though, quite a few of the monsters that one would battle, “Look like they crwaled out of the pages of a Dr. Seuss book!” (Gamespy). The MMOG known as Planet Side, is a truly interactive online game that was produced by Sony Online Entertainment or SOE. It has been said that Planet Side was a very beautifuly made game.