King's Quest VIII
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King's Quest VIII
''King's Quest: Mask of Eternity'' (also known as ''King's Quest VIII: Mask of Eternity'') is a hybrid point-and-click Adventure game, adventure and Action-adventure game, action-adventure video game developed and published by Sierra Studios in 1998. It was the eighth official game in the ''King's Quest'' series. Further, it is the first (and only) game in the main series where the main character is neither King Graham nor a member of his family, as well as the first in the series to use a full 3D computer graphics, 3D Game engine, engine as opposed to the 2D computer graphics, 2D cartoon or pixel style of the earlier games and the first to omit the sequel numbering system on box artwork and title screen. The game received many favorable reviews and was nominated for several computer gaming awards, receiving the award for Outstanding Technical Achievement from RPG Vault and the Adventure Game of the Year award from Digital Entertainment On-line. Gameplay The game combines a po ...
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Sierra Entertainment
Sierra Entertainment, Inc. (formerly On-Line Systems and Sierra On-Line, Inc.) was an American video game developer and Video game publisher, publisher founded in 1979 by Ken Williams (game developer), Ken and Roberta Williams. The company is known for pioneering the graphic adventure game genre, including the first such game, ''Mystery House''. It is known for its graphical adventure game series ''King's Quest'', ''Space Quest'', ''Police Quest'', ''Gabriel Knight'', ''Leisure Suit Larry'', and ''Quest for Glory'', and as the original publisher of Valve Corporation, Valve's ''Half-Life (series), Half-Life'' series. After seventeen years as an independent company, Sierra was acquired by CUC International in February 1996 to become part of CUC Software. However, CUC International was caught in an accounting scandal in 1998, and many of the original founders of Sierra including the Williamses left the company. Sierra remained as part of CUC Software as it was sold and renamed sev ...
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Next Generation (magazine)
''Next Generation'' was a US video game magazine that was published by Imagine Media (now Future US). It was affiliated to and shared content with the UK's '' Edge'' magazine. ''Next Generation'' ran from January 1995 until January 2002. It was published by Jonathan Simpson-Bint and edited by Neil West. Other editors included Chris Charla, Tom Russo, and Blake Fischer. ''Next Generation'' initially covered the 32-bit consoles including 3DO, Atari Jaguar, and the then-still unreleased Sony PlayStation and Sega Saturn. Unlike competitors '' GamePro'' and '' Electronic Gaming Monthly'', the magazine was directed towards a different readership by focusing on the industry itself rather than individual games. Publication history The magazine was first published by GP Publications up until May 1995 when the publisher rebranded as Imagine Media. In September 1999, ''Next Generation'' was redesigned, and its cover name shortened ''NextGen''. A year later, in September 2000, the ma ...
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Quest For The Crown
A quest is a journey toward a specific mission or a goal. It serves as a plot device in mythology and fiction: a difficult journey towards a goal, often symbolic or allegorical. Tales of quests figure prominently in the folklore of every nation and ethnic culture. In literature, the object of a quest requires great exertion on the part of the hero, who must overcome many obstacles, typically including much travel. The aspect of travel allows the storyteller to showcase exotic locations and cultures (an objective of the narrative, not of the character). The object of a quest may also have supernatural properties, often leading the protagonist into other worlds and dimensions. The moral of a quest tale often centers on the changed character of the hero. Quest objects The hero normally aims to obtain something or someone by the quest, and with this object to return home. The object can be something new, that fulfills a lack in their life, or something that was stolen away from ...
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Wizard (fantasy)
A magician, also known as an archmage, mage, magus, magic-user, spellcaster, enchanter/enchantress, sorcerer/sorceress, warlock, witch, or wizard, is someone who uses or practices Magic in fiction, magic derived from supernatural, occult, or wikt:arcane, arcane sources. Magicians enjoy a rich history in mythology, legends, fiction, and folklore, and are common figures in works of fantasy, such as fantasy literature and role-playing games. Character archetypes People who work magic are called by several names in fantasy works, and terminology differs widely from one fantasy world to another. While derived from real-world vocabulary, the terms: ''magician'', ''mage'', ''magus'', ''enchanter/enchantress'', ''sorcerer/sorceress'', ''warlock'', ''witch'', and ''wizard'', each have different meanings depending upon context and the story in question. ''Archmage'' is used in fantasy works to indicate a powerful magician or a leader of magicians. Enchanters typically practice a type ...
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Magic In Fiction
Magic in fiction is the endowment of characters or objects in works of fiction or fantasy with powers that do not naturally occur in the real world. Magic often serves as a plot device and has long been a component of fiction, since writing was invented. Historical beliefs Historically, witches such as the Weird Sisters in William Shakespeare's ''Macbeth,'' wizards such as Prospero in ''The Tempest'' or characters like Doctor Faustus in Christopher Marlowe's play of the same name were widely considered to be real. Contemporary authors tend to treat magic as an imaginary idea, opting to build their worlds with a blank slate where the laws of reality do not carry as much weight. Function Within a work of fantasy, magic can help to advance the plot, often providing power to heroes or to their opponents. The use of magic frequently manifests itself in a transformation of a character, if not the transformation of the fictional world. For magic to carry out its functions, ...
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Difficulty Level
Game balance is a branch of game design with the intention of improving gameplay and user experience by balancing difficulty and fairness. Game balance consists of adjusting rewards, challenges, and/or elements of a game to create the intended player experience. Overview and development Game balance is generally understood as introducing a level of fairness for the players. This includes adjusting difficulty, win-loss conditions, game states, economy balancing, and so on to work in tandem with each other. The concept of game balance depends on the game genre. Most game designers agree that game balancing serves towards providing an engaging player experience, especially through a meta. Game balance is commonly discussed among game designers, some of whom include Ernest Adams, Jeannie Novak, Ian Schreiber, David Sirlin, and Jesse Schell. The topic is also featured in many YouTube channels specializing in game design topics, including Extra Credits, GMTK and Adam Millard. Te ...
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First-person (video Games)
In video games, first-person (also spelled first person) is any perspective (visual), graphical perspective rendered from the viewpoint of the player character, or from the inside of a device or vehicle controlled by the player character. It is one of two perspectives used in the vast majority of video games, with the other being Third-person (video game), third-person, the graphical perspective from outside of any character (but possibly focused on a character); some games such as interactive fiction do not belong to either format. First-person can be used as sole perspective in games belonging of almost any Video game genre, genre; Role-playing video game#First-person party-based RPGs, first-person party-based RPGs and List of maze video games#First-person maze games, first-person maze games helped define the format throughout the 1980s, while first-person shooters (FPS) are a popular genre emerging in the 1990s in which the graphical perspective is an integral component of the ...
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Third-person (gaming)
In 3D video games, a virtual camera system aims at controlling a camera or a set of cameras to display a view of a 3D virtual world. Camera systems are used in video games where their purpose is to show the action at the best possible angle; more generally, they are used in 3D virtual worlds when a third-person view is required. As opposed to filmmakers, virtual camera system creators have to deal with a world that is interactive and unpredictable. It is not possible to know where the player character is going to be in the next few seconds; therefore, it is not possible to plan the shots as a filmmaker would do. To solve this issue, the system relies on certain rules or artificial intelligence to select the most appropriate shots. There are mainly three types of camera systems. In ''fixed camera systems'', the camera does not move at all, and the system displays the player's character in a succession of still shots. ''Tracking cameras'', on the other hand, follow the characte ...
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King's Quest VI
''King's Quest VI: Heir Today, Gone Tomorrow'' is a point-and-click adventure game, first released in 1992 as the sixth installment in the ''King's Quest'' series produced by Sierra Entertainment, Sierra On-Line. Written by Roberta Williams and Jane Jensen, ''King's Quest VI'' is widely recognized as the high point in the series for its landmark 3D graphic introduction movie (created by Kronos Digital Entertainment) and professional voice acting (Hollywood actor Robby Benson provided the voice for Prince Alexander, the game's protagonist). ''King's Quest VI'' was programmed in Sierra_Creative_Interpreter, Sierra's Creative Interpreter and was the last ''King's Quest'' game to be released on floppy disk. A CD-ROM version of the game was released in 1993 in video gaming, 1993, including more character voices, a slightly different opening movie and more detailed artwork and animation. The name of this sequel is a pun on the common phrase "here today, gone tomorrow". This pun is rela ...
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Player Character
A player character (also known as a playable character or PC) is a fictional Character (arts), character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not controlled by a player are called non-player characters (NPCs). The actions of non-player characters are typically handled by the game itself in video games, or according to rules followed by a gamemaster refereeing tabletop role-playing games. The player character functions as a fictional, alternate body for the player controlling the character. Video games typically have one player character for each person playing the game. Some games, such as multiplayer online battle arena, hero shooter, and fighting games, offer a group of player characters for the player to choose from, allowing the player to control one of them at a time. Where more than one player character is available, the characters may have distinctive Attribute (rol ...
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Item (game Terminology)
In pen and paper games and computer and video games, an item is an object within the game world that can be collected by a player or, occasionally, a non-player character. These items are sometimes called pick-ups. Items are most often beneficial to the player character. Some games contain detrimental items, such as cursed pieces of armor that confers a negative bonus to the wearer and cannot be removed until the curse itself is lifted; the means to do this may be costly or require a special item. Some items may also be of absolutely no value to the player. Items are especially prevalent in role-playing games, as they are usually necessary for the completion of quests or to advance through the story. Sometimes certain items may be unique, and only appear once at a specific location, often after completing a particular task. Other items may appear frequently, and not give a big bonus alone, but when many are collected. Games may differ on how the player uses an item. In some games ...
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Experience Point
An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experience points are generally awarded for the completion of objectives, overcoming obstacles and opponents, and successful role-playing. In many RPGs, characters start as fairly weak and untrained. When a sufficient amount of experience is obtained, the character "levels up", achieving the next stage of character development. Such an event usually increases the character's statistics, such as maximum health, magic and strength, and may permit the character to acquire new abilities or improve existing ones. Levelling up may also give the character access to more challenging areas or items. In some role-playing games, particularly those derived from '' Dungeons & Dragons'', experience points are used to improve characters in discrete experience ...
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