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PlanetSide
''PlanetSide'' was a massively-multiplayer online first-person-shooter video game published by Sony Online Entertainment and released on May 20, 2003. ''PlanetSide'' chronicles the efforts of three factions as they fight for territorial control over ten different continents on the planet Auraxis. Players take on the role of individual soldiers fighting for one of the three factions within the game, and can specialize in various fields such as combat vehicle crewman, infantry, invisible infiltrator or a variety of combat support roles; such as combat medic or combat engineer. The game is played primarily in a first person perspective, with the option of third-person. Unlike most shooting games, in which small-scale matches take place in essentially an instanced map, ''PlanetSide'' battles can involve hundreds of players in a single fight. ''PlanetSide'' battles concern control over territory and strategic points, and can cause repercussions to all three factions. To date, ''P ...
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PlanetSide 2
''PlanetSide 2'' is a free-to-play massively multiplayer online first-person shooter developed by Rogue Planet Games and published by Daybreak Game Company. The game supports battles with thousands of players (up to 2,000 on a single map) and incorporates modern first-person shooter mechanics. Six different infantry classes and over 18 ground and air vehicles are available to players and interact on the battlefield to simulate combined arms warfare. As a "re-imagining" of ''PlanetSide'', ''PlanetSide 2'' chronicles the efforts of three factions fighting for territorial control of the planet Auraxis. Along with its prequel, ''PlanetSide 2'' is one of the very few massively multiplayer online first-person shooters to have ever released, and is presently considered one of the most successful titles in the genre. The game uses ForgeLight, a proprietary game engine which supports high player counts while retaining performance and graphical fidelity. ''PlanetSide 2'' operates on a games ...
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Sony Online Entertainment
Daybreak Game Company LLC is an American video game developer based in San Diego. The company was founded in December 1997 as Sony Online Entertainment, a subsidiary of Sony Computer Entertainment, but was spun off to an independent investor in February 2015 and renamed Daybreak Game Company. On December 1, 2020, Daybreak Game Company entered into an agreement to be acquired by Enad Global 7. They are known for owning, maintaining, and creating additional content for the games ''EverQuest'', ''EverQuest II'', ''The Matrix Online'', ''PlanetSide'', ''Star Wars Galaxies'', ''Clone Wars Adventures'', ''Free Realms'', '' Vanguard: Saga of Heroes'', ''DC Universe Online'', ''PlanetSide 2'', '' H1Z1: Just Survive'', and '' H1Z1: King of the Kill'', along with more recent acquisitions ''Dungeons and Dragons Online'', '' Magic: The Gathering Online'' and ''Lord of the Rings Online''. History Sony Online Entertainment Inc. (1997–2005) Sony Online Entertainment began with Sony Interac ...
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First-person Shooters
First-person shooter (FPS) is a video game genre, sub-genre of shooter video games centered on gun and other weapon-based combat in a First person (video games), first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the player character in a three-dimensional space. The genre shares common traits with other shooter games, and in turn falls under the action game genre. Since the genre's inception, advanced 3D computer graphics, 3D and 2.5D, pseudo-3D graphics have challenged hardware development, and Multiplayer video game, multiplayer gaming has been integral. The first-person shooter genre has been traced back to ''Wolfenstein 3D'' (1992), which has been credited with creating the genre's basic archetype upon which subsequent titles were based. One such title, and the progenitor of the genre's wider mainstream acceptance and popularity, was ''Doom (1993 video game), Doom'' (1993), often considered the most influen ...
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Massively Multiplayer Online First-person Shooter
A massively multiplayer online first-person shooter game (MMOFPS) is an online game which mixes the genres of first-person shooter and massively multiplayer online game. A MMOFPS is a real-time shooter experience where a very large number of players simultaneously interact with one another in a virtual world. These games provide large-scale, sometimes team-based combat. However, due to the inherent fast-paced, strategic nature of this genre, players must rely on their physical coordination and cognition, as well as teamwork and coordination with other players. Thus, there is an emphasis towards player skill rather than player statistics, as no number of in-game bonuses, or similar, will compensate for a player's inability to aim and think tactically. History ''World War II Online'' was released in 2001 and holds the Guinness World Record as the first MMOFPS. It was also awarded the Guinness World Record for largest non-instanced game map, at over 300,000 km2. ''MAG'' was released ...
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Massively Multiplayer Online Game
A massively multiplayer online game (MMOG or more commonly MMO) is an online video game with a large number of players, often hundreds or thousands, on the same server. MMOs usually feature a huge, persistent world, persistent open world, although there are games that differ. These games can be found for most network-capable platforms, including the personal computer, video game console, or Mobile app, smartphones and other mobile devices. MMOs can enable players to cooperate and compete with each other on a large scale, and sometimes to interact meaningfully with people around the world. They include a variety of gameplay types, representing many video game genres. History The most popular type of MMOG, and the subgenre that pioneered the category, is the massively multiplayer online role-playing game (MMORPG), which descended from university mainframe computer MUD and adventure games such as ''Rogue (video game), Rogue'' and ''Dungeon (video game), Dungeon'' on the PDP-10. ...
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Oligarchy
Oligarchy (; ) is a conceptual form of power structure in which power rests with a small number of people. These people may or may not be distinguished by one or several characteristics, such as nobility, fame, wealth, education, or corporate, religious, political, or military control. Throughout history, power structures considered to be oligarchies have often been viewed as tyrannical, relying on public obedience or oppression to exist. Aristotle pioneered the use of the term as meaning rule by the rich, for which another term commonly used today is plutocracy. In the early 20th century Robert Michels developed the theory that democracies, like all large organizations, tend to turn into oligarchies. In his "Iron law of oligarchy" he suggests that the necessary division of labor in large organizations leads to the establishment of a ruling class mostly concerned with protecting their own power. Minority rule The exclusive consolidation of power by a dominant religious or et ...
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Wormhole
A wormhole (Einstein-Rosen bridge) is a hypothetical structure connecting disparate points in spacetime, and is based on a special Solutions of the Einstein field equations, solution of the Einstein field equations. A wormhole can be visualized as a tunnel with two ends at separate points in spacetime (i.e., different locations, different points in time, or both). Wormholes are consistent with the General relativity, general theory of relativity, but whether wormholes actually exist remains to be seen. Many scientists postulate that wormholes are merely projections of a Four-dimensional space, fourth spatial dimension, analogous to how a two-dimensional (2D) being could experience only part of a three-dimensional (3D) object. Theoretically, a wormhole might connect extremely long distances such as a billion light years, or short distances such as a few meters, or different points in time, or even multiverse, different universes. In 1995, Matt Visser suggested there may be ma ...
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Jupiter Brain
A matrioshka brain is a hypothetical megastructure of immense computational capacity powered by a Dyson sphere. It was proposed in 1997 by Robert J. Bradbury (1956–2011). It is an example of a class-B stellar engine, employing the entire energy output of a star to drive computer systems. This concept derives its name from the nesting Russian matryoshka dolls. The concept was deployed by Bradbury in the anthology ''Year Million: Science at the Far Edge of Knowledge''. Concept The concept of a matrioshka brain comes from the idea of using Dyson spheres to power an enormous, star-sized computer. The term "matrioshka brain" originates from matryoshka dolls, which are wooden Russian nesting dolls. Matrioshka brains are composed of several Dyson spheres nested inside one another, the same way that matryoshka dolls are composed of multiple nested doll components. The innermost Dyson sphere of the matrioshka brain would draw energy directly from the star it surrounds and give off larg ...
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Outside Context Problem
''Excession'' is a 1996 science fiction novel by Scottish writer Iain M. Banks. It is the fifth in the Culture series, a series of ten science fiction novels which feature a utopian fictional interstellar society called the Culture. It concerns the response of the Culture and other interstellar societies to an unprecedented alien artifact, the Excession of the title. The book is largely about the response of the Culture's Minds (benevolent AIs with enormous intellectual and physical capabilities and distinctive personalities) to the Excession itself and the way in which another society, the Affront, whose systematic brutality horrifies the Culture, tries to use the Excession to increase its power. As in Banks' other Culture novels the main themes are the moral dilemmas that confront a hyperpower and how biological characters find ways to give their lives meaning in a post-scarcity society that is presided over by benign super-intelligent machines. The book features a large ...
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Transhumanism
Transhumanism is a philosophical and intellectual movement which advocates the enhancement of the human condition by developing and making widely available sophisticated technologies that can greatly enhance longevity and cognition. Transhumanist thinkers study the potential benefits and dangers of emerging technologies that could overcome fundamental human limitations as well as the ethics of using such technologies. Some transhumanists believe that human beings may eventually be able to transform themselves into beings with abilities so greatly expanded from the current condition as to merit the label of posthuman beings. Another topic of transhumanist research is how to protect humanity against existential risks, such as nuclear war or asteroid collision. Julian Huxley was a biologist who popularised the term transhumanism in an influential 1957 essay. The contemporary meaning of the term "transhumanism" was foreshadowed by one of the first professors of futurology, a ma ...
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Big Brother (1984)
Big Brother is a fictional character and symbol in George Orwell's dystopian 1949 novel ''Nineteen Eighty-Four''. He is ostensibly the leader of Oceania, a totalitarian state wherein the ruling party, Ingsoc, wields total power "for its own sake" over the inhabitants. In the society that Orwell describes, every citizen is under constant surveillance by the authorities, mainly by telescreens (with the exception of the Proles). The people are constantly reminded of this by the slogan "Big Brother is watching you": a maxim that is ubiquitously on display throughout the novel. In modern culture, the term "Big Brother" has entered the lexicon as a synonym for abuse of government power, particularly in respect to civil liberties, often specifically related to mass surveillance and a lack of choice in society. Character origins In the essay section of his novel ''1985'', Anthony Burgess states that Orwell got the idea for the name of Big Brother from advertising billboards f ...
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Future Plc
Future plc is an international multimedia company established in the United Kingdom in 1985. The company has over 220 brands that span magazines, newsletters, websites, and events in fields such as video games, technology, films, music, photography, home, and knowledge. Zillah Byng-Thorne has been CEO since 2014. The company is listed on the London Stock Exchange and is a constituent of the FTSE 250 Index. History 1985–2012 The company was founded as Future Publishing in Somerton, Somerset, England, in 1985 by Chris Anderson with the sole magazine ''Amstrad Action''. An early innovation was the inclusion of free software on magazine covers; they were the first company to do so. It acquired GP Publications so establishing Future US in 1994. From 1995 to 1997, the company published ''Arcane'', a magazine which largely focused on tabletop games. Anderson sold Future to Pearson plc for £52.7m in 1994, but bought it back in 1998, with Future chief executive Greg Ingham and ...
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