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・ Don Crowe
・ Don Cuco El Guapo
・ Don Cummings
・ Don Cunningham
・ Don Cupitt
・ Don Currivan
・ Don Curry
・ Don Curtis
・ Don Cusic
・ Don Cutts
・ Don Czarcinski
・ Don César de Bazan
・ Don D'Ambra
・ Don D. Fowler
・ Don D. Williams
Don Daglow
・ Don DaGradi
・ Don Dahler
・ Don Dailey
・ Don Dale
・ Don Dale Juvenile Detention Centre
・ Don Darcey
・ Don Daredevil Rides Again
・ Don Davenport
・ Don Davern
・ Don Davey
・ Don Davies
・ Don Davis (artist)
・ Don Davis (composer)
・ Don Davis (defensive tackle)


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Don Daglow : ウィキペディア英語版
Don Daglow

Don Daglow (born circa 1953) is an American computer game and video game designer, programmer and producer. He is best known for being the creator of early games from several different genres, including pioneering simulation game ''Utopia'' for Intellivision in 1981, role-playing game ''Dungeon'' in 1975, sports games including the first interactive computer baseball game ''Baseball'' in 1971, and the first graphical MMORPG, Neverwinter Nights in 1991. He founded long-standing game developer Stormfront Studios in 1988; as of 2007, more than 12,500,000 Stormfront games had been sold.
In 2008 Daglow was honored at the 59th Annual Technology & Engineering Emmy Awards for ''Neverwinter Nights'' pioneering role in MMORPG development.〔(2008 Tech Emmy Winners ) from Kotaku.com〕 Along with John Carmack of id Software and Mike Morhaime of Blizzard Entertainment, Daglow is one of only three game developers to accept awards at both the Technology & Engineering Emmy Awards and at the Academy of Interactive Arts & Sciences Interactive Achievement Awards.
In 2003 he was the recipient of the CGE Achievement Award for "groundbreaking accomplishments that shaped the Video Game Industry."
==University mainframe games in the 1970s==
In 1971 Daglow was studying playwriting at Pomona College in Claremont, California. A computer terminal connected to the Claremont Colleges PDP-10 mainframe computer was set up in his dorm, and he saw this as a new form of writing. Like Kelton Flinn, another prolific game designer of the 1970s, his nine years of computer access as a student, grad student and grad school instructor throughout the 1970s gave him time to build a large body of major titles. Unlike Daglow and Flinn, most college students in the early 1970s lost all access to computers when they graduated, since home computers had not yet been invented.
Some of Daglow's titles were distributed to universities by the DECUS program-sharing organization, earning popularity in the free-play era of 1970s college gaming.
His best known games and experiments of this era include:
* ''Baseball'' (1971) — A member of Society for American Baseball Research, Daglow created the first interactive computer baseball game,〔(Game Design Workshop: Designing, Prototyping, & Playtesting Games - Tracy Fullerton, Chris Swain, Steven Hoffman - Google Books ). Books.google.com. Retrieved on 2014-05-22.〕 allowing players to manage the game as it unfolded. It appeared ten years after John Burgeson wrote the first baseball simulation game, on an IBM 1620 at an IBM lab in Akron, Ohio. Daglow continued to expand ''Baseball'' throughout the 1970s, and ported the game to the Apple II in 1981, adding graphics in 1982. The simulation model in the Apple version in turn was ported to the Intellivision in 1982 as the basis for ''Intellivision World Series Baseball''.
* ''Star Trek'' (1972) — One of several popular Star Trek computer games widely played in American colleges during this era.
* ''Ecala'' (1973) — Improved version of the ''ELIZA'' computer conversation program. This project paved the way for his later work by suggesting new kinds of game interfaces.
* ''Dungeon'' (1975) — The first computer role playing game, based on the then-new ''Dungeons & Dragons'' gaming system. The game was steadily expanded over the following five years.
* ''Spanish Translator'' (1977) — As he experimented with parsers he created a context-sensitive Spanish translation program.
* ''Killer Shrews'' (1978) — A simulation game based on the cult sci-fi film ''The Killer Shrews''. The player has not many decisions to make, only when to try to escape the island during the simulation of the depleting of the food that is there.
* ''Educational Dungeon'' (1979) — An attempt to make rote computer-aided instruction (CAI) programs more interesting by taking ''Dungeon'' and making correct answers propel the story.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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