By David Bischoff
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Extra resources for Abduction: The Ufo Conspiracy
Imperial economics and mercantilism in Total War Creative Assembly’s Total War series is a blend of turn-based strategy played on an overview map, which transitions into a real-time war simulator when battles are initiated by the player or the computer. Iterations of the series present a specific time period: the Roman Empire, medieval Europe, seventeenthcentury Europe, and feudal Japan. Each game attempts to incorporate eraappropriate geography, political motivation, military technology, key actors, and scientific achievements.
Memory, History and Digital Imagery in Contemporary Film,” in Ed. Paul Grainge, Memory and Popular Film. Manchester: Manchester University Press, 2003, 220–236. H. What Is History?. Harmondsworth: Penguin, 1964. Clive, John. Not by Fact Alone: Essays on the Writing and Reading of History. Boston, MA: Houghton Mifflin, 1989. Crawford, Chris. “Interactive Storytelling,” in Ed. P. Wolf and Bernard Perron, The Video Game Theory Reader. London and New York: Routledge, 2003, 259–273. Introduction 27 Crogan, Patrick.
Patrician (Multiple titles). Worms, Germany: Gaming Minds Studio, Kalypso Entertainment (formerly Ascaron Entertainment), 1992–2010. Prince of Persia. San Rafael, CA: Brøderbund, 1989. Quake. Richardson, TX: id Software, 1996. Romance of the Three Kingdoms. Yokohama, Japan: Koei, 1985. Sid Meier’s Civilization III. Paris, France: Firaxis, Infogrames, 2001. Sid Meier’s Civilization IV: Colonization. Novato, CA: Firaxis Games, 2K Games, 2008. 29 PART ONE History as a Process T his opening part begins by analyzing some very familiar problems for historians and students of history, but which also cut across the disciplines to affect games designers too: namely the issues of teleology, contingency, and understanding history as a process, rather than an accumulation of facts.
Abduction: The Ufo Conspiracy by David Bischoff