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Kriegspiel -- Download. Lilith interpretation. Une ailée nommé Lilith... Lilith est vraisemblablement l'écho de ce qui était considéré comme une fée malfaisante, telle la Lamashtu de la tradition persane, qui aurait été reprise par la tradition juive aux temps de Babylone. Déesse-serpent, déesse ailée, pour Marija Gimbutas elle correspond, plus que l’Ishtar-Ève à la Déesse mère dont on retrouve la trace depuis le paléolithique supérieur. On la retrouve également dans la « déesse-aux-serpents » de la civilisation minoenne, mais également sous les traits d'Isis, la déesse ailée de l'Égypte ancienne. Au commencement, Lilith, n’est que l’appellation générique d'une classe de démons femelles : elle vient donc des Enfers, de la poussière. il y a deux Lilith, la petite et la grande :la grande est l'épouse de Samaël, c’est la femme de la dépravation.

Quels que soient les commentateurs, Lilith est toujours décrite comme une maîtresse femme qui a un fort ascendant sur Adam et un appétit sexuel aussi considérable qu'insatiable. WeLoveWords. PS3 games - new PS3 game releases and upcoming PS3 games. WEBENTERTAINER : un blog sur le e-marketing & l'entertainment, par Philippe DUPUIS. Gabe Newell Writes for Edge. Left4Dead released this week, and I’m extremely pleased with the reception so far. We set out to create a first-person four-player game in which the action changes each time it’s played. We wanted to use procedural narrative to simulate stories because, in a multiplayer environment like this, we felt a more linear, scripted approach would not deliver in the same way.

I am going to discuss here how procedural narrative works as a story-telling, gameplay device; some of the issues we faced in developing Left4Dead and a few of the lessons we’ve learned for the future. Behavior Models To come up with a theory for how to do narrative in a multiplayer game we started by looking at the players’ different behaviors – exactly how they’re playing, what their actions are, where they move. We tried to note as many interesting contexts of their actions as possible. Then, using all that data we tried to come up with a model to tell us how the player is faring in the game. Pacing and Events Much to Learn. Nonlinear gameplay. Gameplay and design[edit] An open world is a level or game designed as a nonlinear, vast open area with many ways to reach an objective.[6] Some games are designed with both traditional and open world levels.[7] An open world facilitates greater exploration than a series of smaller levels,[4] or a level with more linear challenges.[8] Reviewers have judged the quality of an open world based on whether there are interesting ways for the player to interact with the broader level when they ignore their main objective.[8] Some games actually use real settings to model an open world, such as New York City.[9] Procedural generation and emergence[edit] Procedural generation refers to content generated algorithmically rather than manually, and is often used to generate game levels and other content.

"You need great simulational technology. (...) [Simulated worlds] have more power than scripted worlds because they allow people to play around in that world. (...) History[edit] 21st century[edit] Scénario Consult… Www.futurhebdo.com. Le jour avant le lendemain: Amazon.fr: Jorn Riel. France inter > émissions > interception.