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Sub Culture is a submarine action/adventure computer game, developed by Criterion Games and published by Ubi Soft. It was released in 1997, and was often praised as a solid title, but received little recognition and had only limited sales. A spiritual successor, also developed by Criterion and published by Ubi Soft, was released in 2000 under the name Deep Fighter.
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In the opening sequence of the game, a soup can discarded from a boat smashes the home of a race of tiny submarine humanoids.[2] The player takes the role of the survivor of this disaster, a freelance sub captain who must buy, sell, trade, and pirate his way to the top in a cutthroat world of underwater adventure. The Bohines, a nation in the game, are at war with the Prochas, another nation.
The gameplay is rather straightforward, placing the emphasis on buying and trading goods found in the environment for weapon, shield, and utility upgrades. There are also missions available, which depict some of the turmoil between the Bohine, Procha, and the Pirates. By accepting missions for different cities, the player can unlock new technologies, equipment, and is given discounts for certain goods.
Next Generation rated it four stars out of five, and stated that "All in all, Sub Culture creates a compelling world, and if the thought of undersea exploration and adventure appeals to you, this game is probably the best of its kind."[3] Sub Culture was the runner-up for GameSpot's 1997 "Most Original Game" award, which ultimately went to Dungeon Keeper.[4]
Sub Culture was a commercial failure. In the United States, its sales totaled 11,083 units by April 1999. Analyzing its performance, Ubisoft's Tammy Schachter wrote that "the 3D was beautiful, the gameplay was top of the line, and all of the marketing was in place... so perhaps this is a niche game genre that then appealed to only a small segment of the hard-core gaming community."[5]
Now Shah serves as the VP of Marketing for Stardust, a blockchain gaming technology company. She attributes the common thread linking all these experiences, including her recent pivot to Web3, to her deep curiosity around subcultures.
There's a pre-existing subculture in blockchain-based gaming with a user behavior that already allows for trading digital assets. Gamers have been doing this for years. Adding in blockchain technology can be a vehicle that allows for both the trading and the tracking within one game but it also could be used to toggle between multiple games. The prospect of using this technology to make gaming more interesting caught my attention.
I'm not a gamer. I just have a very particular interest in subcultures. When you walk into an industry with a very strong subculture, it's important to understand it, work alongside the people participating in it and truly try to figure out how you might be able to make their lives easier.
Shoenthal: When people picture the Metaverse, they think of gaming. You are an avatar in a space that is not real life, you plug-in and are transported to a different world. Is the Metaverse just one big game?
Shah: This goes back to a certain company that decided to start using the word Metaverse and popularizing it in both a positive and negative way. But when we think about what a Metaverse could be or what the future of gaming could be, a lot of people are talking about interoperability between games. How do we go from game to game using Blockchain technology? That's the future.
I think we are at least a few years away from being able to do that because there first needs to be a mass adoption of blockchain. Game publishers who have multiple games have already started to build for this. But it's going to be a step-by-step process. Are we going to live in a world where everybody is hooked up to a VR set and living inside of the Metaverse? Not in the next 18 months, but will that be an option that's available for some people in the future? Maybe. If that's something that interests you, it should be made available to you.
In the spirit of mercenary games e.g. Privateer, Sub Culture is an open-ended game allowing players to accept missions or just explore their surroundings. As a freelance mercenary running dangerous missions, you trade goods at the various cities and-- on the side of course-- bring peace to your underwater world where a nasty war is raging between two undersea nations Procha and Bohine. Trading is integral to the game, as you must earn cash to upgrade her equipment. You can make money by prospecting for ore, pearls, and scrap metal, or by completing the missions that advance the plot, which starts off interesting but gets even better as time goes on.
What qualifies this game as a simulation rather than trigger-happy action game is the fact that all objects and creature have been designed using realistic physics models which affect movement through the water. For example, if you stop your sub, you'll drift. This can make it difficult to accurately line up targets, but at the same time it really makes you feel as if you're moving underwater. If your joystick supports force-feedback, the game provides near-perfect immersion: you'll feel collisions shaking the ship and explosions rocking your little sub.
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Tabletop roleplaying is a dynamic and flourishing hobby that has become increasingly accessible to a wide variety of participants. The games themselves, as well as the gaming subculture, offer players a number of personal and Social benefits that continue to enrich their lives long after they leave the table. Using Goffman's theories of Dramaturgy and Frame Analysis, this paper seeks to examine the positive impact of gaming in three key areas.
The first is an analysis of the subculture which includes the evolution of the games, the growth and diversification of the roleplaying community, and the current shift in stereotypes about gaming. The second section discusses the ways in which microcultural worlds are created, with an emphasis on the systematic alignment of group frames, different types of emotional and Social crossover that occurs, and the conveyance of status. The final segment describes the processes that create engrossment and identification in the games. It focuses on the balance of the three frameworks used in fantasy creation, types of physical aids used to bridge fantasy and reality, relationships that exist between players and their characters, and the negotiation of role conflict that arises from maintaining multiple roles simultaneously.
The crowd stands and cheers. The exhausted, triumphant winning team is handed its trophy, which the captain lifts while the rest of the players raise their arms in victory. googletag.cmd.push(function() googletag.display('div-gpt-ad-1449240174198-2'); ); This sounds like the scene after, say, a basketball tournament. But it's also an increasingly familiar tableau in the world of e-sports, where teams compete in popular online games, such as "StarCraft II" and "Counter-Strike," in front of fans. Indeed, e-sports even has its own version of the Olympics, the World Cyber Games.
Taylor first did that when studying "Everquest," the massively multiplayer online fantasy-world game that debuted in 1999. Her research into that game formed part of her first book, "Play Between Worlds: Exploring Online Game Culture," published by MIT Press in 2006. Last year, Taylor published her second book, "Raising the Stakes: E-sports and the Professionalization of Computer Gaming," also published by MIT Press.
"The e-sports study was more of a challenge, because they play those games so well, at such a high level, it's really a different experience," she says. And at this very moment, she points out, e-sports competitors are furiously practicing; some of them are "sitting at their desks, broadcasting their play live over the Internet to a large audience, and some of them are trying to earn a living at it. It's this interesting place where computer gaming is meeting new forms of broadcast."
"If you look at the variety of devices and genres out there, women are very regularly playing all kinds of games," Taylor says. "But high-end competitive play is deeply segregated. There are a lot of fraught gender issues there, not unlike traditional sports."
Gender is just one of the issues Taylor examines while studying gaming. Thorny questions over intellectual property rights are another. Consider the professional gamers selling ads while livestreaming their practice sessions of some well-known game: To whom do those revenues belong? Gamers, Taylor points out, believe they "transform play, create vibrant cultures, and do more with the game than the developers may have imagined. So how do we think about the co-creative nature of these intellectual properties?"
It is a question Taylor looks forward to studying more deeply at MIT. The Institute hired her from the IT University of Copenhagen, where she had been a professor for nine years, at that university's center for game studies.
Maxwell Osborne, one-half of the CFDA award-winning founders of Public School, has been named as creative director of Andbox, a fashion brand inspired by the world of gaming. The brand, which launched last month and just unveiled its first apparel collection, seeks to bridge the gap between fashion and gaming by offering streetwear-inspired collections that are designed for hardcore professional gamers and hobbyists, and suitable for people who have no interest in gaming at all.
Kamel said that Andbox is looking to push the brand through traditional marketing channels, but also through the players on its NYXL team. Osborne said designing for the gaming community is no different than how fashion, and streetwear, in particular, has always taken influence from subcultures like skateboarding or hip-hop. 041b061a72