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Encyclopedia > Avatar (computer game)

Avatar is a text-based & graphics-based multi-user highly interactive role-playing computer game, created on the Control Data Corporation PLATO computer system. It has graphics for navigating through a dungeon, and text for player status and communication with others. It can be played online or between a Cyber1 or NovaNET system. What makes this game popular is the high level of interactivity with other players and the sense of community that develops. Development on Avatar began on the PLATO system around 1977; the first version was released by Bruce Maggs, Dave Sides, and Andrew Shapira in 1979. Rogue, a game that inspired many others A text game is a type of computer game that uses text characters instead of bitmapped or vector graphics. ... In role-playing, participants adopt characters, or parts, that have personalities, motivations, and backgrounds different from their own. ... A computer game is a game composed of a computer-controlled virtual universe that players interact with in order to achieve a defined goal or set of goals. ... Control Data Corporation, or CDC, was one of the pioneering supercomputer firms. ... Plato ( Greek: Πλάτων, Plátōn, wide, broad-shouldered) (c. ... The dungeon of Bothwell Castle seen from the Great Hall A dungeon (derived from the Old French donjon, from the Latin dominus, lord), in its original medieval usage, was the keep, the main tower of a castle which formed the final defensive position the garrison could retreat to when outer... Online means being connected to the Internet or another similar electronic network, like a bulletin board system. ...


Basic gameplay

The user interface includes icons of monsters; statistic displays; information about the character's status; the status of the current encounter; and items being carried, worn, and used. Maps show the character's current direction. The player starts the game by choosing a character, which involves choosing a race, gender, guild, weapons, and general abilities. The user interface is the part of a system exposed to users. ... The Savior (1410s, by Andrei Rublev) For other senses of this word, see icon (disambiguation). ...


The movement keys in Avatar are a, w, d, and x for turn left, go forward, turn right, and turn around respectively. W (shift-w) will both go forward and go through a door (if there is one). Shifted versions of the "turning" keys (A, D, and X) will turn and move 1 step in that direction, also going through doors. f is used to fight, and s for spells. It often takes three or more hits to kill a monster. It takes from two to five seconds for a turn to finish. The O key is used to open boxes. Pressing a number key invokes the spell, potion, or scroll loaded there. An empty cardboard box Boxes are highly variable receptacles. ...


Gold is used as a currency to buy items and weapons in stores located in the city. Gold can be banked or carried.


There are several ways to die in Avatar, including being injured by a monster, being poisoned, suffering from a spell, being turned into stone (think Medusa) and teleporting into solid rock. Monsters can poison, paralyze, blind, and attack characters. When a character dies, it can be resurrected by another character, either in the dungeon or at the city. Potions and items can be used to aid in this task, but all resurrections cost a character age and stats. A relatively modern image of Medusa painted by Arnold Böcklin In Greek mythology, Medusa (Greek: Μέδουσα), was a monstrous female character whose gaze could turn people to stone. ... It has been suggested that Resurrection of the dead be merged into this article or section. ... Night view of Taipei City. ...


The only way a player can harm another is to cast a spell from the back of a party and damage players in front of him.


There are several secret places in the dungeon. Rotators turn the character around. TP rooms teleport characters to specific or random places. Anti-magic rooms make spells and magic items ineffective, and some rooms render their occupants blind.


Players who join a guild can be "quested," helping them to achieve higher levels and to use better items, spells, etc. One can be quested for items, to kill monsters, or for gold. Finding a monster for a quest can be simple or very difficult; a common request of other players is to, for example, "S/R Golem": the sender asks that someone who has found a Golem save and report it so that a quested character can come and kill it, satisfying his quest. Asking for items is usually seen as begging and beneath the dignity of serious players, but asking for an item to satisfy a quest is acceptable, and it is considered noble to offer such an item. As a character rises in a guild the items and monsters quested become more difficult and costly. Eventually, one may need help to satisfy a quest, and this leads to the most remarkable feature of Avatar: teams and cooperative play.


Character Parties

An important aspect of Avatar is developing a group of other players one can count on to help out. Whether for a quest, more gold or experience, or just the thrill of killing monsters you would never see otherwise, joining parties is the height of Avatar.


Parties of characters can be created by "tracking" a leader. All the characters in the party follow their selected leader wherever they travel. A party composed of Ninja, Seeker, Healer, and Sorcerer characters can successfully fight almost any monster, open almost any box, and heal its members after combat. Monsters that are immune to weapons can be overcome with spells. Other combinations can be more successful depending on the situation. Parties also allow beginners to tag along with more experienced players, sharing experience and treasure. Some objectives are impossible for a single player, making parties required. Level 15 of the dungeon is unsafe for all but a few characters when alone, and even they might be overcome by the most powerful monsters.


External links


  Results from FactBites:
 
Game Studies - Perspectives of Computer Game Philology (4415 words)
Jesper Juul’s thesis "A Clash between Game and Narrative" (1999), in which he analyzes narrative and interactive traits of computer games and interactive fiction, is a case in point: while narrativity might be an important characteristic of certain literary genres, it is definitely of little use in determining the "literariness" of a given text.
In relation to games this means that a player does not necessarily gain access to the implicit rules of the game through playing, but that he or she will find a way to interact meaningfully with the game, no matter what the actual rules encoded by its designers are.
It is therefore the player’s desire to become the model player of the game that enables him or her to identify with the avatar, and thus to interact with the gameworld and make progress in the game, which in turn is perceived as narrative development.
Avatar (1066 words)
An Avatar is defined as the incarnation (bodily manifestation) of an Immortal Being, or of the Ultimate Being.
The philosophy reflected in the Hindu epics is the doctrine of the avatar (incarnation of a god as a human being).
The two main avatars of Vishnu that appear in the epics are Rama, the hero of the Ramayana, and Krishna, the friend of the Pandavas in the Mahabharata.
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