Warcraft Ii Battle Net Edition V2 02

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Warcraft II

Warcraft II Platinum is the continuation of the ruthless clash between the Orc and Human civilizations. This guide includes all of the best features from Tides of Darkness and Beyond the Dark Portal, strategy for the two all-new campaigns, blow-by-blow strategies for the struggle between the Orcs and Humans, vital intelligence on enemy objectives and troop strengths, scenario maps, and much more.
Esports Yearbook 2010

Author: Julia Christophers
language: en
Publisher: BoD – Books on Demand
Release Date: 2011-08
This year's issue contains articles about many major eSports topics in 2010, StarCraft II for example. Jasper Mah and Colin Webster chose topics that focus on Asia and South Africa. And we are proud to present you some beautiful eSports and gaming art in the eSports Yearbook for the very first time, as art is a very important cultural area in eSports media. Handpicked artists Daniel Andersson, Kee Ahnström and Emil Erlandsson are starring in this book.The eSports Yearbook is a collection of academic articles and columns about eSports. It is published every year.
Third Person

Narrative strategies for vast fictional worlds across a variety of media, from World of Warcraft to The Wire. The ever-expanding capacities of computing offer new narrative possibilities for virtual worlds. Yet vast narratives—featuring an ongoing and intricately developed storyline, many characters, and multiple settings—did not originate with, and are not limited to, Massively Multiplayer Online Games. Thomas Mann's Joseph and His Brothers, J. R. R. Tolkien's Lord of the Rings, Marvel's Spiderman, and the complex stories of such television shows as Dr. Who, The Sopranos, and Lost all present vast fictional worlds. Third Person explores strategies of vast narrative across a variety of media, including video games, television, literature, comic books, tabletop games, and digital art. The contributors—media and television scholars, novelists, comic creators, game designers, and others—investigate such issues as continuity, canonicity, interactivity, fan fiction, technological innovation, and cross-media phenomena. Chapters examine a range of topics, including storytelling in a multiplayer environment; narrative techniques for a 3,000,000-page novel; continuity (or the impossibility of it) in Doctor Who; managing multiple intertwined narratives in superhero comics; the spatial experience of the Final Fantasy role-playing games; World of Warcraft adventure texts created by designers and fans; and the serial storytelling of The Wire. Taken together, the multidisciplinary conversations in Third Person, along with Harrigan and Wardrip-Fruin's earlier collections First Person and Second Person, offer essential insights into how fictions are constructed and maintained in very different forms of media at the beginning of the twenty-first century.