Games PC Fleet Command
|
|
Bookmark Games PC Fleet Command |
About Games PC Fleet CommandHere you can find all about Games PC Fleet Command like manual and other informations. For example: review.
Games PC Fleet Command manual (user guide) is ready to download for free.
On the bottom of page users can write a review. If you own a Games PC Fleet Command please write about it to help other people. [ Report abuse or wrong photo | Share your Games PC Fleet Command photo ]
Manual
Preview of first few manual pages (at low quality). Check before download. Click to enlarge.
Download
(English)Games PC Fleet Command, size: 2.0 MB |
Games PC Fleet Command
Video review
Battleship Fleet Command Gameplay 3 part 1
User reviews and opinions
No opinions have been provided. Be the first and add a new opinion/review.
Documents

Massive Multiplayer Online Gaming (MMPORG) SDK
Openskies Massive Multiplayer Online Game SDK
Why You Need OpenSkies Massive Multiplayer Technology in Your Game
(1) You have decided to make an online massive multiplayer game (MMPOG) because: It fits your game concept It provides a new persistent income stream (2) You know that networking is hard to implement and debug, especially if you have a very large number of players (>32) which translates to a large, hard-to-control testing regime. (3) As game developers you have focused on how to develop and implement content maybe you put off implementing the communications systems until last and it is turning out to be harder than you thought to get working. (4) Maybe you dont know how many players your server systems will ultimately have to handle it depends on game popularity and marketing down stream. (5) You are worried about security against spoofing of your MMPOG one player getting the drop on others through hacking. (6) You need proven, in-use massive multiplayer technology OpenSkies technology is used in Taldren Star Fleet Command II see Cybernets press release attached. Cybernets OpenSkies MMPOG system of APIs, servers, lobby managers, and routing systems may be your answer.
What is OpenSkies and What Can it Do for You?
OpenSkies offers a versatile proven set of C++ APIs for massive multiplayer communications that easily integrates with your game architectures. For those familiar with the US Government HLA standard, the lowest level OpenSkies APIs offer compatibility for real time HLA compliant simulations. For PC and console game implementers, C++ APIs that offer superior ease of integration are built on top of the HLA level API. OpenSkies APIs allow both peer-to-peer and peer-to-server cluster networking and support both application push and automated object state-change push communications models. OpenSkies developers can: (1) Use OpenSkies to allow clients to communicate directly to each other without using external servers (Peer-to-peer). (2) Use OpenSkies to allow clients to communicate to each other via external servers (federation hosts or FedHosts) to intelligently cull traffic (FedHost Routed). (3) Use OpenSkies to allow large numbers of clients to communicate to game servers via FedHost routing. (Server Cloud) (4) Support hundreds, thousands and even multiple thousands of simultaneous player connections. Why stop at 32? The aggregate throughput of the externalized federation hosts scale simply by adding
additional hardware. Each PC-based federation host services nominally 500 player connections1 and as you add users you simply added additional FedHosts scaling is linear. (5) Assume fault tolerance and 100% game server availability when software or hardware fail any attached play clients are transparently moved to functional hosts. Your game will never be down with redundant server hardware in your game network. Redundant hardware can be externally contracted it can be anywhere on the Internet. (6) Rest assured that OpenSkies is prepackaged and pre-tested in real game use see attached press release. Proven technology no prototype or untested software here. (7) Control message culling and message acceptance rules which operate on the FedHosts. Your security can be as tight as you want it to be and your routing can be as simple or as complex as you need it to be. (8) Network your game servers as easily as the game clients. The OpenSkies team can provide you APIs and servers, support, and game development support. Typical pricing is an advance against royalties and a negotiated royalty rate over the minimum advance. We can set up and operate your OpenSkies servers at your discretion. We want to work with you to make your MMPOG a great success. Call or e-mail us to let us know how we can help. Cybernet Systems also implements other game engine components and content for terrain management, object management, physics models, training modules, and user interfaces on Windows or Unix/Linux systems on a contractual basis. Cybernet does both commercial and government simulation and software development on an RFP/RFQ basis. Contact us for more information or an evaluation package which includes a full OpenSkies documentation set, Hello World code snippets, a sign on for Cybernets demo, Edge of Extinction MMP sample game system, and a complimentary Star Fleet Command (SFC) II CD patch with OpenSkies MMPOG upgrades: sales@cybernet.com 734-668-2567 or Cybernet Systems Corporation Attn: Sales or Charles Cohen 727 Airport Blvd. Ann Arbor, MI 48108 www.cybernet.com Corporate site www.edgeofextinction.com Demo MMPOG Flight simulation site www.OpenSkies.net Information on the OpenSkies MMPOG communications system www.taldren.com The Star Fleet Command II MMPOG site To order SFCII go to www.compusa.com and search for Star Fleet Command: Volume II.
This 500 client estimate varies depending on host hardware speed and game requirements. The 500 estimate was verified on testing done for Cybernet EOE where each player produces 3D location/velocity state packets once every 1/10 of second. For games like Star Fleet Command II with lower bandwidth requirements substantially more clients can be supported per FedHost.
OpenSkies APIs Used in Your Game
There are actually three levels of OpenSkies API you can use in your communications. Each is a C++ API that is currently supported on Win32 platforms. They are the HLA interface, the IET interface, and the P2PS Interface. Government or military agencies or their contractors who adhere to the HLA standard would use that interface. Game developers are encouraged to use the IET interface, as it is the simplest to use and has been designed with game development in mind. The P2PS interface is a point-to-point messaging API that is built on top of the IET interface and can be used in conjunction with it. Documentation for all of the Openskies APIs may be found at http://www.openskies.net/download/download.html. High Level Architecture (HLA) Interface Figure 1: Openskies APIs
The lowest level API is modeled after the Department of Defenses HLA. This API architecture provides calls that register simulation objects and can push object state change data. Simulation objects from other players in the network appear in your application as simulation objects whose behavior is controlled by the owners message stream (as opposed to your applications physics models). See http://www.openskies.net/files/Openskies_HLA_Guide.pdf. ImportExportTable (IET) Interface A very simple and efficient interface, the IET development kit includes a simple application called setup.exe that allow the game developer to specify the format for network-enabled objects. Setup.exe then automatically generates the header (.h) and source (.cpp) files required for network communication. Updating your object on the net is now as easy as: object->Update(); This interface is the preferred mechanism for game developers because it is designed to be as simple as possible without sacrificing capability. The IET interface is an object-oriented architecture that allows objects to inherit networking functionality in much the same way C++ methods and variables are inherited. See http://www.openskies.net/files/Openskies_IET_Guide.pdf. Point-to-Point Switch (P2PS) Messaging Interface This interface, which was build on top of the IET Interface allows the user to send messages from one object to another by name. Messages can be sent to objects that have not yet been registered. In this case the data is cached until an object with that name is (if ever) registered. Additionally, the relative location of the 2 objects (whether they are on the same or different machines) is transparent to the application. Such an interface greatly simplifies point-to-point communications between objects, allowing the developer to move and/or combine code modules without having to modify the communication code. See http://www.openskies.net/files/Openskies_P2PS_Guide.pdf.
Authentication The OpenSkies system provides you with sample routines for authenticating users to a game space. It allows you to design your own authentication scheme as well, without having to worry about all of the communications. It also provides example code for sending and retrieving permanent player and game data to/from centralized database servers, and a web site template, which allows game network state (coded in the central game database) to be viewed over the internet using your favorite browser. See http://www.openskies.net/files/Openskies_Security_Guide.pdf. OpenSkies APIs are coded in C++ for Windows (95, 98, ME, NT, and 2000). To keep things simple, they do not reference MS Foundation Class Libraries (MFC) and stick to simple C++ and operating systems calls. Why Windows? Because that is where many new games are developed and launched. We will support your development efforts targeted for Linux, X-Box, or Playstation 2 as part of a qualified development partnership agreement. Minimum Requirements: Any Windows compatible platform that can run your game.
OpenSkies Server Architecture
The OpenSkies networking library can either be Peer-to-Peer, FedHost-Routed, or Server Cloud. Each of these modes is API compatible with each other. In other words, no code changes beyond setting a simple switch are required to transition between modes. Peer-to-Peer The peer-to-peer mode functions in an HLA or DirectPlay-like manner. This mode, essentially performing communications directly between players, is suitable for group play use over local LANs and a limited number of WAN hook-ups. On a local LAN up to several hundred players can inter-operate (dependent on station-to-station network performance. During play, each player/client, called a federate, owns a collection of simulation objects whose state changes must be sent to all other player stations. This results in mn2 communications paths where n is the total number of players and m is the number of moving or changing objects per player. Clearly this mode does not scale well to a very large number of players, but it does allow you to quickly and easily set-up light multiplayer games. FedHost Routed FedHost routing is what allows your application to be truly Massively Multiplayer. The OpenSkies calls in your game would be identical to the calls for Peer-to-Peer mode, but instead of sending data directly to the other clients or players, the OpenSkies library will communicate with specialized servers located on your LAN or on the Internet (over WAN, DSL, and/or dial-up connections). Two essential server modules implement FedHost Routing. They are the FedHost and the LobbyManager. See http://www.openskies.net/files/Openskies_Network_Architecture.pdf for general information about the Openskies network architecture and http://www.openskies.net/files/NetmaxOS_Guide.pdf for specific information about setting up Openskies servers.
The federation host or FedHost process is the core of the system. During multiplayer play each player/client is connected via a two-way socket connection to one FedHost. Each FedHost supports message input and output to a number of game clients set by the power of the hardware upon which the FedHost process runs (a typical number might be 500 clients2 to FedHost connections per hardware platform). Each FedHost also is in communication with all other FedHosts, which support the entire massive multiplayer game (in HLA terms this collection of clients and FedHosts implementing a single integrated game zone is called a federation).
Figure 2: Topology of a Routed Federation FedHosts are game-independent, but can apply federation-specific message routing and culling rules within each federation that is active. The game developer can implement culling rules (rules which validate player messages and use game-specific heuristics for reducing player to player communications) using the FedHost API. The developer creates a shared object (or dynamically linked library) that the FedHost accesses in order to reduce traffic. See http://www.openskies.net/files/Openskies_Culling_Guide.pdf. FedHosts can maintain multiple federations and federation-specific routing and culling rules at the same time, thus supporting multiple game zones within the same gaming hardware resource pool. FedHosts are in constant communications so that all servers know what any server knows (after limited communications delays) this enables smooth addition of new FedHosts (possibly as game traffic increases) and movement
The 500 client estimate varies depending on host hardware speed and game requirements. The 500 estimate was verified on testing done for Cybernet EOE where each player produces 3D location/velocity state packets once every 1/10 of second. For games like Star Fleet Command II with lower bandwidth requirements substantially more clients can be supported per FedHost.
of client connections from one FedHost to another (for instance if a FedHost fails or is taken offline) without any loss in game zone accessibility to the player.
Figure 3: Data being routed by FedHosts
Figure 4: Connecting to Federation through LobbyManager
The LobbyManager process accepts and authenticates player connection requests, knows where all FedHost processes are located, and mediates player connection/disconnection to/from a designated FedHost. Lobby managers continuously keep track of every FedHosts execution status so that a complete model of the game network traffic is always available. This information is sent to an SQL database and can be queried via a browser. The Lobby manager also implements basic connection and disconnection accounting functions. Server Cloud Games have historically been modeled as Peer-to-Peer or as Server-Based. Peer-to-Peer games typically involve small numbers of players that are all in constant communication with one another. This paradigm does not scale to massive multiplay. Server-based games typically execute game logic on expensive specialized hardware that acts as a hub for thousands (perhaps all) of the participating clients. These Server Farms must contain machines that are powerful enough to perform the game logic and handle the network traffic required to support thousands of players. The OpenSkies network architecture allows you to add one or more GameServers, central server processes that know about aspects of the multiplayer game logic and/or maintain the game universe. A game server in an OpenSkies network is an automated federate that acts the same as any player/client and uses the same API to gain access to the network for communication with other federates. Game servers implement game automation and/or game-specific access to permanent memory and do not normally require graphics. The way to differentiate these game server federates from regular player federates is to write culling rules that may preferentially route traffic to and from game servers.
Figure 5: Federation with Game Servers OpenSkies system does not implement your game server(s), but gives you the power to implement whatever configuration or function in game servers that you want. Here are some possible game server setups: One game server doing all game logic Multiple game servers, each of which handles an geographical/spatial segment in the virtual game universe Multiple game servers, each of which handles an aspect of play (e.g. time, score, mission assignment , AI,)
You may choose to implement virtually all network game logic on the game servers, with the players client providing only interaction and game space display functions. Many developers prefer this approach because it isolates game logic from would-be hackers, thereby reducing the vulnerability of the network game to malicious acts. At the other end of the security spectrum, each game server may simply be an automated player. As indicated earlier, OpenSkies APIs are coded in C++ for Windows (95, 98, ME, NT, and 2000). To keep things simple, they do not reference MS Foundation Libraries and stick to simple C++ and operating systems calls. This means your game server will be one or more Windows applications with the standard OpenSkies system. We will support your development game servers hosted on other platforms like Linux as part of a qualified development partnership agreement.
Other Components To complete a network game you will typically need a Web Server to post game specific marketing and community information, a Database Server to store permanent game and user information, and a Network Console to keep you current on your game network operations or status. Any SQL compatible database can be used to implement your Database Server. The database server acts as the permanent and user data memory for the OpenSkies Database functions API within your game. We have integrated a Linux/MySQL for this purpose and deliver this as an example set-up with the OpenSkies server system and documentation so you can easily modify or extend it. We will support your choice as part of a qualified development partnership agreement. For information about the OpenSkies database demonstration implementation see http://www.openskies.net/files/Openskies_Database_Guide.pdf. Most games have web sites that support down load of patches, launch, and provide community facilities from the web site (or sub-web site linked into multi-game web site). The Web Server holds up these sites. We have implemented sample game web sites on Cybernets Linux-based NetMAX Web/Internet Server Suite products (Linux, Apache, Perl, PhP, MySQL more information is available at http://www.netmax.com/support/onlinedocs/onlinedoc.html ). A wide variety of alternative web platforms are also in use. We are familiar with most of the alternatives and will support your choice of web options as part of a qualified development partnership. The Network Console allows you to monitor the health and status of the routing backbone (i.e. the FedHosts and Lobby Managers). The OpenSkies network can be monitored and observed from a secure webpage that is maintained on the database machine(s). Therefore any web browser-enabled or MS Access/ODBC station can implement your Network Console. See http://www.openskies.net/files/Openskies_Database_Guide.pdf and http://www.openskies.net/files/NetmaxOS_Guide.pdf for more information.
Why Linux for the Servers/Routers?
Your game server will probably be implemented in Windows to make debugging and implementation as easy for you as game client implementation. The platform for database and web server will be your choice, but we implement the FedHosts and Lobby Manager applications on Linux (and our web and database systems are on Linux as well). We use our Linux-based NetMAX product as the starting point for network nodes and routers because: (1) We control the entire system from the hardware up no unpredictable version change problems in midstream. (2) Our benchmarks on FedHost performance indicate that in this kind of network intensive application, Linux-based systems are about 3 times faster than Windows 2000. This equates to 1/3 the hardware cost. (3) Linux uptime reliability is superior to Windows. We really do not want to reboot servers any more than needed (even though we have built in player transparent fault tolerance). (4) Cost. Using the Linux-based NetMAX to perform network routing results in low routing node hardware cost.
Server and Game Security
We run our Linux server components on top of NetMAX (see www.netmax.com ). NetMAX products support firewalls, VPN, SSL web services, and proven Unix-style messaging and authentication methods. They are as secure as the best on the net. Security for your game server can be handled at two levels: 1. You can do it yourself: By putting game logic into your game clients so they only respond to valid requests. By implementing all game logic on your own, using OpenSkies technology to scale up your messaging capabilities for massive multiplayer use. 2. You can leverage OpenSkies architecture: By using the OpenSkies FedHost culling rule system to implement game network message sniffers which only allow message forwarding of valid player actions. This can be done even after a game has been released by changing rule code on the FedHosts. By modifying FedHost and Lobby Manager authentication methods (without changing game logic). See http://www.openskies.net/files/Openskies_Security_Guide.pdf.
Minimum Requirements
All Linux-based server components (FedHost, Lobby Manager, Database, and Web Server) can be run on one machine, but we typically functionally divide them into one or more FedHosts (distributed as close to a cluster of client connections as possible), the Lobby Manager, and the Database/Web Server. For a heavily hit web site, the Web Server is replicated with request redirection based on web server loading. For the Linux-based server components any Intel server capable platform with a network card and connection will suffice. CPU, RAM, and HD storage requirements depend on: Maximum number of players per FedHost (scales linearly) Requirements of the application dependant culling/routing algorithms Application-dependant DB server requirements The Linux-based server components require no graphics or audio hardware (minimum VGA may be useful for some low level systems diagnostic functions). Contact us for more information or an evaluation at: sales@cybernet.com 734-668-2567 or Cybernet Systems Corporation Attn: Sales or Charles Cohen 727 Airport Blvd. Ann Arbor, MI 48108 www.cybernet.com Corporate site www.edgeofextinction.com Demo MMPOG Flight simulation site www.OpenSkies.net Information on the OpenSkies MMPOG communications system
Games and Education
computer games and Web surfingof the young people joining the military today, as well as the incredible capabilities of commercial computer games, have led to what Michael Macedonia, chief scientist and technical director of the U.S. Army Simulation, Training, and Instrumentation Command (STRICOM), describes as the emergence of a military culture that accepts computer gaming as a powerful tool for teaching, socialization, and training. J.C. Herz, chief executive officer of Joystick Nation, Inc., discusses how higher education might in a similar fashion strengthen and enrich students learning experiences by leveraging the possibilities inherent in the networked cooperative interaction that underlies enormously popular multiplayer online computer games.
he U.S. military is undergoing a major cultural shift in its approach to education and training. The technological skills and experiencegained largely through
Wild Roses, Marsden Hartley. The Phillips Collection, Washington, DC
Games, Simulation, and Military Education MICHAEL MACEDONIA s U.S. Army Simulation, Training, and Instrumentation Command
The U.S. military has been interested in commercial computer games for over two decades, beginning with the introduction of Mech War, created by James Dunnigan, into the Army War College curriculum in the late 1970s. More recently, two key factors have raised the visibility and importance of game technology and content to the Department of Defense (DoD) community. First, simulation technologythat is, the creation of virtual experiencesis now a major strategic capability for the U.S. military. No other country has invested as much in this capability as has the United States. For example, the United States has incorporated war gaming and simulation into the curriculum of every war college and into the operations of every commander-in-chief (CINC) headquarters. Second, computer modeling and simulation are considered essential to military transformationthe remaking of the armed forces for the new realities of the 21st century. These tools present a powerful means for our military leadership to visualize the future and assess the needs of our new armed forces. The U.S. military is exploiting commercial entertainment technology and simulation to revolutionize education and trainingwith dramatic effect. DoD is leveraging the capabilities of commercial products by firms such as IBM, Sony, and Microsoft to take advantage of the huge investments these companies pour into research and development. Microsoft, for example, spent over $2 billion on development of the X-Box alone, far surpassing the U.S. Armys entire science and technology budget of $1.6 billion. Strategy and tactics games are particularly popular with the service colleges. For example, the commercial fleet tactics game, Janes Fleet Command, is used by the Naval War College. The game was developed by Sonalysts, a defense contracter, which reports that the British Royal Navy has asked for a license to modify the game for its operational planning. The use of such games has become so common that the Air University has for several years sponsored an annual conference called Connections. Connections brings together the military and commercial war-gaming communities for both technical interchange and concept exploration. For the last two decades, DoD has been using commercial games to develop skills and to build teams. Early on, the army modified Ataris Battlezone and the marines adapted ID Softwares Doom to teach a variety of skills and concepts. Perhaps the most successful use of commercial games for training has been with Microsofts Flight Simulator. The navy now issues a customized version of this software to all its student pilots and all undergraduates enrolled in naval ROTC courses at 65 colleges and universities. Extensive studies have shown that students who use such products tend to perform better in flight training than those who do not. The navy also realized that the majority of its flight training students were using Flight Simulator at home. Encouraged by the successful application of these and other commercial products, the military is undertaking a number of research efforts to further explore the use of commercial entertainment technology and content for education and training. As discussed at last years Forum symposium, the army and DoD have partnered with the University of Southern California to form the Institute for Creative Technologies, which will focus primarily on development of both the technology and the art to create virtual experiences. Their goal is to revolutionize how the military trains and rehearses for upcoming missions. Military leaders expect nothing less than a quantum leap in helping the army to prepare for the world, soldier, weaponry, and mission of the future.
Online Worlds and Higher Education J.C. HERZ s Joystick Nation, Inc.
Clearly, the military has embraced the potential of entertainment technology for enhancing teaching and learning. Computer games, particularly online multiplayer role-playing games, illustrate the learning potential of a network and the social ecology that can unlock that potential for colleges and universities. Today, nearly every strategy and combat game comes with a built-in level editor and tools to create custom characters or scenarios. Nourished by the flexibility of these tools and the innate human desire to compete and collaborate, a dynamic, distributed ecosystem of official game sites, fan pages, player-matching services, and infomediaries flourishes and grows in an unrestrained fashion on a global basis. As the player population expands, so too does the game industry, which now rivals the Hollywood box office, exceeding $7 billion in annual sales. At every step along the way, gamers have embraced the many-to-many potential of computer networks not just to compete but to collaborate, invent, and construct a networked model for learning and teaching. If a gamer doesnt understand something, there is a continuously updated, distributed knowledge base maintained by a sprawling community of players from whom he can learn. Newbies are schooled by more skilled and experienced players. Far from being every man for himself, multiplayer online games actively foster the formation of teams, clans, guilds, and other self-organizing groups. The constructive capabilities built into games allow players to stretch their experiences in new and unexpected directions, to extend the play value of the game, and in so doing garner status. Customized maps, levels, characters, and game modifications are all forms of social currency that accrue to the creators of such content as it is adopted and shared among players. In terms of the speed and volume of learningthe rate at which information is assimilated into knowledge and then synthesized into new formsthe networked ecosystem of online gaming is vastly more dimensional than the 19th century paradigm of classroom instruction. Games fully leverage technology to facilitate edge activitiesthe interaction that occurs through and around games as players critique, rebuild, and add onto them, teaching each other in the process. Players learn through active engagement not only with software but with each other as well. It is widely acknowledged in higher education that much learning happens outside the classroom. But universities have no coherent strategy for leveraging that edge activity online. There are online syllabi and course catalogs, threaded discussions that graft section discussions onto threaded message boards, e-mail between students, and sometimes e-mail between students and teachers. But these activities are not integrated in a constructive waythey are not shaped into a socially contextualized learning environment. To be meaningful, online content should leverage the social ecology that drives networked interaction. An online environment, such as an Internet-only experience or the complement to an off-line course, must give participants the tools to actively engage in construction of their learning experience. If students are challenged to immediately use course content in some way, they and their fellow students can benefit. In this way, the structure of the experience can make students useful to one another. Moreover, the system should acknowledge students contributions to the larger learning experience.
Leveling Up Underlying the dynamics of networked environments is a process whereby individuals are evaluated and rewarded by the system itself, rather than by a specific individual. This process is perhaps most evident in massively multiplayer role-playing games (RPGs) such as Sonys Everquest or Microsofts Asherons Call. Unlike most games, whose playing fields exist only while participants are actively engaged, these online worlds persist whether or not an individual player is logged on at any given time.
This sense of persistence gives the game depth and is psychologically magnetic: Players are compelled to return habitually (even compulsively) to the environment lest some new opportunity or crisis arise. The persistence of the virtual environment allows players to build value. In a role-playing game, a players progress is represented not by geographical movement (as in many console adventure games where the object is to get from point A to point B, defeating enemies along the way), but by the development of his character. The player earns experience points by overcoming in-game challenges. At certain milestone point tallies, the character is promoted to a new experience level, gaining access to new tactics and resourcesbut also attracting more powerful enemies. The better the player becomes, the more daunting the challenges. Thus, the player scales a well-constructed learning curve over several months or years as he builds his level-one character into, for example, a highly skilled, fully equipped level-50 Everquest powerhouse. Ones character is a reflection of every action a player has taken in the virtual environmenta sort of existential self-portrait. Not surprisingly, players are emotionally invested in the statistical profiles of these characters, far more so than they would be in a simple score tally (or grade-point average). In a sense, the RPG game persona is the most fully dimensional representation of a persons accumulated knowledge and experience in the months and years they spend in an online environment. (On a purely pragmatic level, these virtual personas represent hundreds of hours of invested time, which is why high-level Everquest characters sell for thousands of dollars on eBay.) In a deeply networked learning environment, it is not unreasonable to imagine the mechanisms of evaluation shifting to this model, which in some ways mirrors the principles of a liberal educationthat students should, in the course of their undergraduate education, understand the modes of thinking inherent in physical and social sciences, history, literature, philosophy, logic, and the arts. Instead of a binary framework where those requirements are either met or not met, they might be considered attributes that are continuously strengthened, concentrating in the students field of study, just as an RPG characters experience heightens the attributes spe-
cific to the in-game profession he has chosen. In this framework, courses, projects, and extracurricular activities are all experiences that allow a student to incrementally progress along a number of axes, from quantitative analysis, fluency in a foreign language, and aesthetic knowledge, to leadership and communications skill. Depending on the type and difficulty of the challenges students assume and how well they acquit themselves, experience points accrue along these axes. Leveling up from year to year would in this context reflect more than a certain number of hours of class time and a certain assortment of grades. Unlike a transcript, this persona-based representation of individual performance comes close to representing the sum of a students experience along a variety of axes; that is, who they are on the day they graduate rather than what they were doing in the spring semester of their sophomore year. It gives students a means to understand their development as a continuum and how their cumulative achievement reflects both their strengths and the gaps in their development. This sense of actualized knowledge is the most powerful convention that higher education can borrow from persistent multiplayer online worlds because, after all, life for a 21st century undergraduate is a persistent multiplayer online world.
Michael Macedonia is chief scientist and technical director of the U.S. Army Simulation, Training, and Instrumentation Command (STRICOM). He has served as an infantry officer in a number of U.S. and overseas assignments. J.C. Herz is the founder and CEO of Joystick Nation, Inc. She has written over 100 essays about computer game design for her Game Theory column in The New York Times, which ran through early 2000.
Tags
RP-WF950 For WII SCE275 Motorola K2 A 200 Scanpal 2 X4500 MFP Extensa 7220 ERU13300 SLV-D300P KDC-PS9070R 2150PR Software Witxl 129 Freestyle Lite PD-F958 Supersport 1000 STE 70 OT-756 AVX-500 SA-HT220 Mojito 50 MX4LR Diary IMT620 Combiset The Room 32PF9976-12 37-070 3M X20 KDC-W410AY T 280 AVR-1911 MHC-VX333 Reflexes CPD-G500 Infinite 550 KTM MXC Nikkor 50600 Panel TC-K808ES LE32R41BD Steamvac Dslr-A850 ST-SE700 Units RX-D20 MY850V CDJ-400 Simple WAY RSA1dtmh M2N-MX 0 AE Compressors RG Forge WF8500NHW MA6200 ZKT642DBV 68R RQ-SX35 CA950 MY700XI L16810 TX32LX85P CT-P9050 GR-D230EK IC-U68 Brandt FP66 GTI 18 15X70 SPH-H1300 MS6380 TX-SR700 Desktop PC DP382-NR Wrtp54G-ER TDX-02611C GZ-MG505E E2320X Urc 8910 EL-6061A LED Spot NX9110 Droid LA37A550 350Z-2005 CSD-W330 SE515 DSL 5 1 Drive RX-DS17 Dual Beam TX-21S3TC RQ-L30 VSX-D510 441360 EHL1N-3GMX 3 1 Nakamichi 550 Review BX4500H
manuel d'instructions, Guide de l'utilisateur | Manual de instrucciones, Instrucciones de uso | Bedienungsanleitung, Bedienungsanleitung | Manual de Instruções, guia do usuário | инструкция | návod na použitie, Užívateľská príručka, návod k použití | bruksanvisningen | instrukcja, podręcznik użytkownika | kullanım kılavuzu, Kullanım | kézikönyv, használati útmutató | manuale di istruzioni, istruzioni d'uso | handleiding, gebruikershandleiding
Sitemap
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101








1. Fleet Command
2. Battleship Command Pirates of the Caribbean
3. Star Trek: Starfleet Command, Volume II: Empires at War
4. Naval Combat Pack
5. Fleet Command Windows 7, Vista & XP Compatible
6. Star Trek: Starfleet Command 2 Expansion Orion Pirates