progress bar code in vb.net 2008 The Art of Computer Game Design in Software

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The Art of Computer Game Design
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Games of Chance
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Games of chance have been played for thousands of years; their implementation onto computers is therefore quite expectable. They are quite easy to program, so we have seen many versions of craps, blackjack, and other such games. Despite their wide availability, these games have not proven very popular, most likely because they do not take advantage of the computer s strong points. Furthermore, they lose the advantages of their original technologies. These games demonstrate the folly of mindlessly transporting games from one medium to another.
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Educational and Children s Games
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The fifth category of strategy games is that of the educational games. Although all games are in some way educational, the games in this set are designed with explicit educational goals in mind. This group is not heavily populated as yet, perhaps because the people interested in educational uses of computers have not yet concentrated much attention on game design. The Thorne-EMI puzzles are good entries in this field, and APX sells a collection of very simple children s games that have some educational value. Several of the classic computer games are educational: HANGMAN, HAMMURABI, and LUNAR LANDER are the three most noteworthy of these early educational games. SCRAM (a nuclear power plant simulation) and ENERGY CZAR (an energy economics simulation) are two of the more complex programs in the educational games field. My favorite entry to date is ROCKY S BOOTS (trademark of The Learning Company), a children s game about Boolean logic and digital circuits. The child assembles logic gates to create simulated logical machines. This game demonstrates the vast educational potential of computer games. Educators are becoming more aware of the motivational power of computer games; with time we can expect to see more entries of the caliber of ROCKY S BOOTS.
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Interpersonal Games
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I have been exploring a class of games that focus on the relationships between individuals or groups. One such game explores gossip groups. The player exchanges gossip with up to seven other computer-controlled players. The topic of conversation is always feelings, positive or negative, expressed by one person for another. Adroit posturing increases popularity. Similar games could address corporate politics, soap-opera situations, gothic romances, international diplomacy, and espionage. Although the category is undeveloped, I believe it is important because it addresses fantasies that are very important to people. Many other art forms devote a great deal of attention to interpersonal relationships. It is only a matter of time before computer games follow a similar course.
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CONCLUSIONS
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This concludes the description of my proposed taxonomy. Obviously, this taxonomy has many flaws. This is primarily because the basis of division is not any grand principle but is instead
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The Art of Computer Game Design
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historical happenstance. There is no fundamental reason why wargames should be treated any differently than D&D games. Yet, both game systems evolved separately and are historically quite distinct. Similarly, the creation of an educational games category is my response to the efforts of educators to create educational games. With the passage of time, market forces will assert themselves, and a more organized and consistent taxonomy will become possible. People have tried to create educational games, so we now have them. My taxonomy is a patchwork because the set of available computer games is a patchwork. This taxonomy suggests a number of observations about the state of game design with computers. For example, it should be obvious that there are very few basic scenarios for skill-and-action games, each scenario taking one category. The archetypical game in each category spawned a whole family of imitators, variations, and improvements. Moreover, the archetypical game in each category was seldom the big moneymaker; instead, the archetypical game was followed by several successor games that improved on it until one game hit the nail on the head. Thus we have COMBAT leading to SPACE INVADERS in the combat category, DODGE 'EM leading to PAC-MAN in the maze category, and PONG leading to SUPERBREAKOUT in the paddle category. Another lesson that arises from this taxonomy is that the Analogy games are still in a very poorly-developed state in comparison to the S&A games. While S&A games have fairly clear-cut categories that make sense, the categories in strategy games are less satisfying and the distinctions between categories are muddier. This ambiguity suggests that much creative opportunity remains in the strategy games field. A taxonomy reflects the body of material it attempts to organize. The state of computer game design is changing quickly. We would therefore expect the taxonomy presented here to become obsolete or inadequate in a short time. New taxonomies must be created to reflect the changes in the marketplace in the next few years. For the present, however, the proposed taxonomy can provide us with an organized way to view the menagerie of games while suggesting new areas to explore.
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