The Magic Tree

welcome

The best of the web – magical, mythical and majestical! Fantasy and Mythic websites and materials/downloads. Roleplaying, Tabletop and Esoteric Games.
Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

The Lord of the Rings® Role-playing Game.


20 January 2010 - Cubicle 7 Entertainment and Sophisticated Games announce that they are developing The One Ring: The Lord of the Rings® Role-playing Game.

Cubicle 7 Entertainment and Sophisticated Games are proud to announce that they are jointly developing The One Ring: The Lord of the Rings® Role-playing Game.


“We’re tremendously excited about The One Ring,” said Dominic McDowall-Thomas, Cubicle 7 Director. “Our aim is to give our audience an authentic Middle-earth gaming experience, one that really captures the feel of Tolkien’s world.” 


The designer and lead writer of this project, Francesco Nepitello, is a games industry veteran, best known for the hugely successful and critically acclaimed War of the Ring strategy board game, which he designed with The One Ring co-designer Marco Maggi and Roberto di Meglio. A recipient of the International Gamers Award, War of the Ring is recognised by many ‘Lord of the Rings’ enthusiasts and hobby gamers alike as one of the most engaging recreations of the world-renowned fantasy saga by J.R.R. Tolkien. Francesco and Marco are the designers of other immersive board game titles like Marvel Super Heroes and Age of Conan, but started their game-designing careers creating Lex Arcana, the most successful and popular fantasy role-playing game published in Italy.


Francesco has designed the new LOTR RPG game system to make sure that players are completely immersed in Middle-earth from the moment they begin creating their characters. As an experienced designer of games based on JRR Tolkien, as well as being a lifelong devotee of the Tolkien works, Francesco brings a dimension -and a depth- to this RPG which has probably never been seen before in a LOTR game. 


Robert Hyde, head of Cambridge (UK) based Sophisticated Games said, “When we first acquired the rights from Tolkien Enterprises to publish this RPG - as part of our wider LOTR book based board game license- we had no hesitation in approaching Francesco to conceive a completely fresh LOTR and The Hobbit RPG, and for him to be the writer. We knew that he possessed both these skills and that the game would be in very safe hands. His presentation of Middle-earth, along with stunning artwork from John Howe and others, brings this incredibly evocative and exciting world to life.”


“We also approached Cubicle 7 to be our publishing partners on the new The One Ring RPG because we loved the quality of their previous publications and felt that Dominic and Angus (Abranson) had both the experience, and with the creation of Cubicle 7, the role playing game resources, to bring LOTR and The Hobbit to a very wide audience.”


For more information on The One Ring: The Lord of the Rings® Role-playing Game please contact Cubicle 7 on info@cubicle7.co.uk  
The One Ring: The Lord of the Rings® Role-playing Game will be published in the second half of 2010.

The One Ring, Middle-earth, The Hobbit, The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered trademarks of the Saul Zaentz Company d/b/a Middle-earth Enterprises f/k/a Tolkien Enterprises and are used under license by Sophisticated Games Ltd and their licensees.

Game On - How the fringe went mainstream




By Jonathan 'Killstring' Herzberger


"Sorry, our Princess is in another castle." It was in the fall of 1985 that those iconic words first blazed across television screens around the world. After a surge of popularity in the 80's, video games seemed primed to stand beside the Pet Rock, Pogs and (with any luck) Disney's singer-actors as forgotten fads.
But despite the millions of unsold Atari cartridges buried in the Nevada desert, the bankruptcy of virtually (unfortunate pun not intended) every video game company at the time, and the advent of Personal Computers, Nintendo's N.E.S. Console rekindled the embers of the industry, and the rest is history.
Now, some 24 years later, even as gaming becomes a more prevalent part of our culture, many stereotypes remain. Myths of The Gamer still persist - he is male, socially underdeveloped, unemployed, possessed of poor hygiene, and likely lives in his parent's basement. But are these preconceptions based on facts, or are these stereotypes the lingering ghosts of misconceptions long since unproven?
To find out, we conducted interviews around the campus, speaking to Professors and students alike - and some of the answers may surprise you. When asked, Professor Paul Skalski said, "The 'official' reason I game now is because it's part of my job, as a video game scholar... But in truth, I also game because it's fun. I grew up with games and have been a huge fan my whole life. I don't know what I'd do or where I'd be with(out) video games... I'm proud to be a gamer."
Graduate student Pete Lindmark agrees, saying that he "plays to relieve stress," even after studying video games for work on his thesis.
And according to Jamie, a sophomore here at CSU, the perception of gamers being holed up in their rooms, cloistered from society simply isn't true. "(Gaming is) social," she said. "Even a when playing a single player game I compare how I'm doing with friends or talk about how good or bad a game is. Before gaming, I didn't really fit into a social group, and after I started I found people I was comfortable with."
The various facets of gaming, whether they be digital, or more traditional board or improv-based, have long been victims of unfair characterizations, but Skalski thinks that is changing.
"There are some stereotypes associated with players of online games like World of Warcraft that are kind of amusing," says Skalski, "but even those gamers shouldn't be embarrassed. We live in a tech-fueled society and dorks, nerds, and geeks are taking over!"
And according to a recent study from the Pew Internet & American Life Project, the 12-17 age bracket seems to gel with Prof. Skalski's forecast, with 99 percent of boys and 94 percent of girls actively gaming. Their tastes run the gamut, with Activision's wildly successful Guitar Hero being the most popular, closely followed by Halo 3, and the various iterations of Madden NFL, Solitaire, and Dance Dance Revolution.
Roughly two-thirds play with family or friends, and about 25 percent socialize online. Quite frankly, the next generation looks to be saturated with gamers of all stripes. But in regards to the populations as a whole, a similar study by NPD found that over 63 percent of the United States population plays video games. Sixty- Three Percent. That's a healthy majority. However, that's just the tip of the iceberg. As mentioned earlier, Of course, all this discourse is ignoring one of the more enduring facets of Gamer Culture - that is to say, that the term has enveloped 'hobby' gamers since long before Mario took that first fateful jump.
While many assume that 'pen and paper' role playing games (RPG's for short) began in the 1970's with Dungeons and Dragons, tabletop gaming can trace its roots back as far as 1824, where Otto Von Bismark's General Staff would play Kriegsspiel - a game which introduced conventions such as red and blue representing different armies, complex mathematical rules for movement and combat, adjudication of said rules by independent umpires, and the use of dice to simulate randomizing factors. 184 years later, the innovations of Kriegsspiel persist.
However, strategy gaming would not be forever the domain of armies and the independently wealthy. Like so many contributions to 'geek' culture, it would take a Science Fiction author - noted pacifist H.G. Wells - to move the concept of wargames into the commercial market, with the publishing of Little Wars: A Game for Boys from Twelve Years to One Hundred and Fifty and for that More Intelligent Sort of Girl Who Likes Games and Books.
Despite the fact that this is essentially the greatest title ever, the name was truncated to the much tidier moniker Little Wars. Within its pages, Wells argues for gaming- as-catharsis: "Here is a homeopathic remedy for the imaginative strategist. Here is the premeditation, the thrill, the strain of accumulating victory or disaster - and no smashed bodies, no shattered fine buildings nor devastated country sides, no petty cruelties ...that we who are old enough to remember a real modern war know to be the reality of belligerence."
However, classical Gaming - if such a phrase could be coined - was by no means confined to the table. In a sense, the roots of 'roleplaying' date back to 16th century Commedia dell'arte - an energetic brand of Theatre with predetermined characters, and 'set pieces', but was otherwise improvised. 19th century parlour games, Mock trials, murder mystery dinner Theatre, and Viola Spolin's Theatre Games all carry the same traits of predetermined characters, a set of rules, and improvised interactions. Even the legendary comedian Harpo Marx talked about live-action gaming during the 1920's in his autobiography, Harpo Speaks! - and while the subculture of live-action role playing games or LARP's is a topic that reaches far beyond the scope of this article, students have no shortage of commentary on both the hobby, and social element of the Role playing subculture.
Jessica - a biology major in her junior year at CSU, games in large part due to this social aspect. "(Gaming's) pretty much the only social experience I have. I am trying to prepare for Medical School, I study all the time, and sometimes I just need a break, go and pretend I'm someone else for a while... but in all honesty, the friends I've made gaming are the nicest people I have ever met. I am not embarrassed to say I am a gamer." CSU Art professor Peter Wells echoes the sentiment.
"Think of it like softball -" he said, granting an interview in the middle of that most hallowed post-game ritual, breakfast in a 24-hour diner. "You play softball, or go to a LARP - that's about 40 people, most of whom you might not know otherwise. You've got things in common - Softball or Gaming as the case may be, and you're going to meet people who share other interestsl, sporty things in one case, nerdy things in another. It's social networking - only difference is nobody gets hurt LARPing, and the government will provide you with a place to play softball."
But large gatherings of adults in costumes ranging from Mad Max to Victorian waistcoats isn't the sort of thing one can do without a building. Many groups have solved this problem by renting halls at party centers, but for the average college student, this can get expensive quickly. In response to this situation, Wells sought an unorthodox solution, and in 2003, with cooperation from a few other Cleveland area Gamers, founded Undead Ltd, a partnership of Role-players turned real estate investors. Purchasing a set of three properties in the West 25th neighborhood, the group proceeded to renovate and rent out two of them. The third property, however was in complete disrepair.
"We got the property stupidly cheap," says Wells, "because nobody wanted to touch that house - it was a wreck." Nevertheless, gamers from all around the Greater Cleveland area embraced Wells' vision, and beginning in the summer - when the unfinished walls, and drafty roof posed less of a problem, groups began hosting their games at the house, asking for donations of $2 to go towards renovations. Today, the so-called "Vega House" stands as the only building of its kind in the entire world - a site dedicated exclusively to gaming, and financed entirely by donation. "If this was going to happen anywhere in the world," said Wells, "it was going to be Cleveland."
As studies suggest, and our interviewees echoed, many gamers play as a form of stress relief. And while many have been quick to blame crimes that are difficult to understand on a subculture that has proved just as elusive, in his book Shared Fantasy: Role Playing Games As Social Worlds, Sociologist Gary Fine finds that Suicide, violent crimes, and many of the other negative behaviors attributed to gaming are not caused by fighting imaginary goblins today, anymore than they were by listening to Elvis in the 50's. Fine found that Suicide is caused by depression and feelings of isolation - and social networks, the kind that gaming subculture can provide - are the best way to address and support these individuals. Like rock-n'-roll before it, the subculture of Gaming is migrating from a marginalized and often misunderstood cultural phenomenon, to an accepted and integral facet of modern life. So game on, my friends - in a very real sense, the world games with you.

Gamasutra - Opinion: Why Immersion Shouldn't Be The 'Holy Grail'




[Immersive realism may be the "Holy Grail" of game development, but should it be? In this column, author and designer Lewis Pulsipher argues that most players don't want "role-fulfillment," in support of the idea that strong mechanics -- and even player design awareness -- is a more suitable goal.]
"I think a video game is all about articulating a dream." Mark Meadows, as quoted in Virtual Apprentice Computer Game Designer (p. 7)
"Immersive": "generating a three-dimensional image which appears to surround the user” Webster's New Millennium Dictionary of English (second definition)
"Grail": 1. A cup or plate that, according to medieval legend, was used by Jesus at the Last Supper and that later became the object of many chivalrous quests. Also called Holy Grail.
2. often The object of a prolonged endeavor. (The American Heritage® Dictionary of the English Language, Fourth Edition)
Some well-known game industry professionals, especially those interested in establishing video games as "Art" (with a capital "A"), believe that the goal of game-making is to produce a game so immersive, so "real", that it becomes an equivalent to the Star Trek holodeck or the world ofThe Matrix -- a detailed simulation of reality.
via Gamasutra - Opinion: Why Immersion Shouldn't Be The 'Holy Grail'.