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Fallout (video Game)
''Fallout'' (also known as ''Fallout: A Post Nuclear Role Playing Game'') is a 1997 role-playing video game developed and published by Interplay Productions, set in a mid-22nd century post-apocalyptic and Retrofuturism, retro-futuristic world, decades after a global nuclear war led by the United States and China. ''Fallout'' protagonist, the Vault Dweller, inhabits an underground nuclear shelter. The player must scour the surrounding wasteland for a computer chip that can fix the Vault's failed water supply system. They interact with other survivors, some of whom give them Quest (video games), quests, and engage in turn-based combat. Tim Cain began working on ''Fallout'' in 1994. It began and was conceptualized as based on the role-playing game ''GURPS,'' but after Steve Jackson Games objected to ''Fallout'' violence, Cain and designer Christopher Taylor (game designer), Christopher Taylor created a new character customization scheme, SPECIAL. Interplay initially gave the game ...
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Interplay Productions
Interplay Entertainment Corp. is an American video game developer and Video game publisher, publisher based in Los Angeles. The company was founded in 1983 as Interplay Productions by developers Brian Fargo, Jay Patel, Troy Worrell, and Rebecca Heineman, as well as investor Chris Wells. As a developer, Interplay is best known as the creator of the ''Fallout (franchise), Fallout'' series and as a publisher for the ''Baldur's Gate'' and ''Descent (1995 video game), Descent'' series. History Interplay Productions Prior to Interplay, the company's founding developers—Brian Fargo, Troy Worrell, Jay Patel, and Rebecca Heineman—worked for Boone Corporation, a video game developer based in California. When Boone eventually folded, the four got together with investor Chris Wells and, believing they could create a company that was better than Boone, founded Interplay in October 1983. The first projects were non-original and consisted of software conversions and even some militar ...
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Post-apocalyptic
Apocalyptic and post-apocalyptic fiction are genres of speculative fiction in which the Earth's (or another planet's) civilization is collapsing or has collapsed. The apocalypse event may be climatic, such as runaway climate change; astronomical, an impact event; destructive, nuclear holocaust or resource depletion; medical, a pandemic, whether natural or human-caused; end time, such as the Last Judgment, Second Coming or Ragnarök; or any other scenario in which the outcome is apocalyptic, such as a zombie apocalypse, AI takeover, technological singularity, dysgenics or alien invasion. The story may involve attempts to prevent an apocalypse event, deal with the impact and consequences of the event itself, or it may be post-apocalyptic, set after the event. The time may be directly after the catastrophe, focusing on the psychology of survivors, the way to keep the human race alive and together as one, or considerably later, often including that the existence of pre- ...
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Computer Games Magazine
''Computer Games Magazine'' was a monthly computer and console gaming print magazine, founded in October 1988 as the United Kingdom publication ''Games International''. During its history, it was known variously as ''Strategy Plus'' (October 1990, Issue 1) and ''Computer Games Strategy Plus'', but changed its name to ''Computer Games Magazine'' after its purchase by theGlobe.com. When it closed down in April 2007, it held the record for the second-longest-running print magazine dedicated exclusively to computer games with 197 issues, behind only ''Computer Gaming World''. In 1998 and 2000, it was the United States' third-largest magazine in this field. History The magazine's original editor-in-chief, Brian Walker, sold ''Strategy Plus'' to the United States retail chain Chips & Bits in 1991. Based in Vermont and owned by Tina and Yale Brozen, Chips & Bits retitled ''Strategy Plus'' to ''Computer Games Strategy Plus'' after the purchase. Its circulation rose to around 130,000 m ...
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GameSpot
''GameSpot'' is an American video gaming website that provides news, reviews, previews, downloads, and other information on video games. The site was launched on May 1, 1996, created by Pete Deemer, Vince Broady, and Jon Epstein. In addition to the information produced by ''GameSpot'' staff, the site also allows users to write their own reviews, blogs, and post on the site's forums. It has been owned by Fandom, Inc. since October 2022. In 2004, ''GameSpot'' won "Best Gaming Website" as chosen by the viewers in Spike TV's second ''Video Game Award Show'', and has won Webby Awards several times. The domain ''GameSpot.com'' attracted at least 60 million visitors annually by October 2008 according to a Compete.com study. History In January 1996, Pete Deemer, Vince Broady, and Jon Epstein quit their positions at IDG and founded SpotMedia Communications. SpotMedia then launched ''GameSpot'' on May 1, 1996. Originally, ''GameSpot'' focused solely on personal computer games, so ...
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Moral Ambiguity
In philosophy, an ethical dilemma, also called an ethical paradox or moral dilemma, is a situation in which two or more conflicting moral imperatives, none of which overrides the other, confront an agency (philosophy), agent. A closely related definition characterizes an ethical dilemma as a situation in which every available choice is wrong. The term is also used in a ''wider sense'' in everyday language to refer to ethical conflicts that may be resolvable, to psychologically difficult choices or to other types of difficult ethical problems. This article concerns ethical dilemmas in the ''strict philosophical sense'', often referred to as ''genuine ethical dilemmas''. Various examples have been proposed but there is disagreement as to whether these constitute ''genuine'' or ''merely apparent'' ethical dilemmas. The central debate around ethical dilemmas concerns the question of whether there are any. Defenders often point to apparent examples while their opponents usually aim to sh ...
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A Boy And His Dog (1975 Film)
''A Boy and His Dog'' is a 1975 American black comedy science fiction film directed by actor L.Q. Jones, from a screenplay by Jones based on the 1969 novella of the same title by fantasy author Harlan Ellison. The film stars Don Johnson, Susanne Benton, Alvy Moore, and Jason Robards. It was independently produced and distributed by Jones' company LQ/Jaf Productions. The film's storyline concerns a teenage boy, Vic, and his telepathic dog, Blood, who work together as a team in order to survive in the dangerous post-apocalyptic wasteland of the Southwestern United States. Shout! Factory released the film on DVD and Blu-ray in August 2013. Plot In the post-nuclear United States of 2024, Vic is an 18-year-old boy, born in and scavenging throughout the wasteland of the former southwestern United States. Vic is most concerned with food and sex; having lost his parents, he has no formal education and does not understand ethics or morality. He is accompanied by a well-read, misanthropi ...
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Mad Max (franchise)
''Mad Max'' is an Australian media franchise created by George Miller (filmmaker), George Miller and Byron Kennedy. It centres on a series of post-apocalyptic and dystopian action films. The franchise began in 1979 with ''Mad Max (film), Mad Max'', and was followed by three sequels: ''Mad Max 2'' (1981; released in the United States as ''The Road Warrior''), ''Mad Max Beyond Thunderdome'' (1985) and ''Mad Max: Fury Road'' (2015); Miller directed or co-directed all four films. A spin-off, ''Furiosa: A Mad Max Saga'', was released in 2024 and was also directed by Miller. Mel Gibson originally portrayed the series's title character, Max Rockatansky, in the first three films, while Tom Hardy and Jacob Tomuri portrayed the character in the later two films. The series follows Max, who starts the series as a police officer in a future Australia which is experiencing societal collapse due to war, critical resource shortages, and ecocide. As Australia devolves further into barbarity, Ma ...
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Atomic Age
The Atomic Age, also known as the Atomic Era, is the period of history following the detonation of the first nuclear weapon, The Gadget at the '' Trinity'' test in New Mexico on 16 July 1945 during World War II. Although nuclear chain reactions had been hypothesized in 1933 and the first artificial self-sustaining nuclear chain reaction ( Chicago Pile-1) had taken place in December 1942, the Trinity test and the ensuing bombings of Hiroshima and Nagasaki that ended World WarII represented the first large-scale use of nuclear technology and ushered in profound changes in sociopolitical thinking and the course of technological development. While atomic power was promoted for a time as the epitome of progress and modernity, entering into the nuclear power era also entailed frightful implications of nuclear warfare, the Cold War, mutual assured destruction, nuclear proliferation, the risk of nuclear disaster (potentially as extreme as anthropogenic global nuclear wint ...
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Wasteland (video Game)
''Wasteland'' is a role-playing video game developed by Interplay Productions and published by Electronic Arts in 1988. The first installment of the '' Wasteland'' series, it is set in a futuristic, post-apocalyptic America destroyed by a nuclear holocaust generations before. Developers originally made the game for the Apple II and it was porting, ported to the Commodore 64 and MS-DOS. It was re-released for Microsoft Windows, OS X, and Linux in 2013 via Steam and GOG.com, and in 2014 via Desura. A remastered version titled ''Wasteland Remastered'' was released on February 25, 2020, in honor of the original game's 30th anniversary. Critically acclaimed and commercially successful, ''Wasteland'' was intended to be followed by two separate sequels in the 1990s, but Electronic Arts dropped claims of ''Fountain of Dreams'' being a sequel and Interplay's '' Meantime'' was canceled. The game's general setting and concept inspired Interplay's 1997 role-playing video game ''Fallout'' an ...
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Steve Jackson Games
Steve Jackson Games (SJGames) is a game company, founded in 1980 by Steve Jackson, that creates and publishes role-playing, board, and card games, and (until 2019) the gaming magazine ''Pyramid''. History Founded in 1980, six years after the creation of ''Dungeons & Dragons'', SJ Games created several role-playing and strategy games with science fiction themes. SJ Games' early titles were microgames initially sold in 4×7 inch Ziploc bags, and later in the similarly sized Pocket Box. Games such as ''Ogre'', '' Car Wars'', '' Illuminati'', and ''G.E.V.'' (an ''Ogre'' spin-off) were popular during SJ Games' early years. Game designers such as Loren Wiseman and Jonathan Leistiko have worked for Steve Jackson Games. Today SJ Games publishes a variety of games, such as card games, board games, strategy games, and in different genres, such as fantasy, science fiction, and gothic horror. It also published the book ''Principia Discordia'', the sacred text of the Discordian ...
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GURPS
The ''Generic Universal Role Playing System'', or ''GURPS'', is a tabletop role-playing game system published by Steve Jackson Games. The system is designed to run any genre using the same core mechanics. The core rules were first written by Steve Jackson and published in 1986, at a time when most such systems were story- or genre-specific. Since then, four editions have been published. The current line editor is Sean Punch. Sessions are run by a game master (GM), who controls the world and adjudicates the rules, with any number of players controlling the actions of a character. Most actions are resolved by rolling three six-sided dice (3d6), trying to roll below a certain number, usually a skill. GURPS uses a point-based character creation system; characters are represented by four basic stats (Strength, Dexterity, IQ and Health), and players can buy any number of advantages, disadvantages, perks, quirks and skills. GURPS consists of a GURPS Basic Set, which contains the co ...
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Turn-based
Timekeeping is relevant to many types of games, including video games, tabletop role-playing games, board games, and sports. The passage of time must be handled in a way that players find fair and easy to understand. In many games, this is done using real-time and/or turn-based timekeeping. In real-time games, time within the game passes continuously. However, in turn-based games, player turns represent a fixed duration within the game, regardless of how much time passes in the real world. Some games use combinations of real-time and turn-based timekeeping systems. Players debate the merits and flaws of these systems. There are also additional timekeeping methods, such as timelines and progress clocks. Real-time In real-time games, time progresses continuously. This may occur at the same or different rates from the passage of time in the real world. For example, in '' Terraria'', one day-night cycle of 24 hours in the game is equal to 24 minutes in the real world. In a multi ...
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