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	<title>Game Central &#187; Knowledgebase</title>
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	<link>http://www.gamecentral.biz</link>
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		<title>Allen Adham</title>
		<link>http://www.gamecentral.biz/knowledgebase/people/allen-adham/</link>
		<comments>http://www.gamecentral.biz/knowledgebase/people/allen-adham/#comments</comments>
		<pubDate>Sun, 23 Nov 2008 00:10:41 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[blizzard entertainment]]></category>
		<category><![CDATA[Frank Pearce]]></category>
		<category><![CDATA[michael morhaime]]></category>

		<guid isPermaLink="false">http://www.gamecentral.biz/knowledgebase/people/allen-adham/</guid>
		<description><![CDATA[Ayman &#8216;Allen&#8217; Adham is an American businessman, who along with Michael Morhaime and Frank Pearce, was one of three co-founders of Silicon &#38; Synapse, which changed its name to Blizzard Entertainment. He led the creation of The Lost Vikings, RPM Racing, Rock N&#8217; Roll Racing, Warcraft: Orcs &#38; Humans, among others.

One of Allen&#8217;s many persuits [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamecentral.biz/wp-content/uploads/2008/11/allen-adham.jpg"><img class="alignright size-full wp-image-437" title="allen-adham" src="http://www.gamecentral.biz/wp-content/uploads/2008/11/allen-adham.jpg" alt="" width="200" height="287" /></a>Ayman &#8216;Allen&#8217; Adham is an American businessman, who along with <a title="Michael Morhaime" href="http://www.gamecentral.biz/knowledgebase/people/allen-adham/">Michael Morhaime</a> and <a title="Frank Pearce" href="http://www.gamecentral.biz/knowledgebase/people/frank-pearce-jr/">Frank Pearce</a>, was one of three co-founders of Silicon &amp; Synapse, which changed its name to <a title="Blizzard Entertainment" href="http://www.gamecentral.biz/knowledgebase/companies/blizzard-entertainment/">Blizzard Entertainment</a>. He led the creation of The Lost Vikings, RPM Racing, Rock N&#8217; Roll Racing, Warcraft: Orcs &amp; Humans, among others.</p>
<p><span id="more-425"></span></p>
<p>One of Allen&#8217;s many persuits was an intense interest in the exact height of Mt. San Gregorio in Southern California.</p>
<p>He received his bachelor&#8217;s degree in 1990 from UCLA.</p>
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		<title>Michael Morhaime</title>
		<link>http://www.gamecentral.biz/knowledgebase/people/michael-morhaime/</link>
		<comments>http://www.gamecentral.biz/knowledgebase/people/michael-morhaime/#comments</comments>
		<pubDate>Sun, 23 Nov 2008 00:05:43 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[blizzard entertainment]]></category>
		<category><![CDATA[mike morhaime]]></category>

		<guid isPermaLink="false">http://www.gamecentral.biz/knowledgebase/people/michael-morhaime/</guid>
		<description><![CDATA[ Mike Morhaime is the president and a co-founder of Blizzard Entertainment, a video game developer located in Irvine, California and currently owned by Activision Blizzard. He is also an alumnus of Triangle Fraternity and received his bachelor&#8217;s degree in 1990 from UCLA.
Morhaime appears in animated form in the South Park episode &#8220;Make Love, Not [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamecentral.biz/wp-content/uploads/2008/11/michael-morhaime.jpg"><img src="http://www.gamecentral.biz/wp-content/uploads/2008/11/michael-morhaime-thumb.jpg" border="0" alt="Michael Morhaime" width="155" height="232" align="right" /></a> Mike Morhaime is the president and a co-founder of <a title="Blizzard Entertainment" href="http://www.gamecentral.biz/knowledgebase/companies/blizzard-entertainment/">Blizzard Entertainment</a>, a video game developer located in Irvine, California and currently owned by Activision Blizzard. He is also an alumnus of Triangle Fraternity and received his bachelor&#8217;s degree in 1990 from UCLA.</p>
<p>Morhaime appears in animated form in the South Park episode &#8220;Make Love, Not Warcraft,&#8221; which deals with the World of Warcraft MMORPG.</p>
<p><span id="more-422"></span></p>
<p>In 2008 Morhaime was honored at the 59th Annual Technology &amp; Engineering Emmy Awards for Blizzard’s creation of World of Warcraft. Along with Don Daglow and John Carmack, Morhaime is one of only three designers or producers to accept awards at both the Technology &amp; Engineering Emmy Awards and at the Academy of Interactive Arts &amp; Sciences Interactive Achievement Awards.</p>
<p>Morhaime plays poker and reached 2nd place in edition 2006 of DICE&#8217;s Celebrity Poker Tournament. In the last round, Mike faced Scott Fischman and Perry Friedman (World Series of Poker professionals), as well as Ray Muzyka, co-CEO of video game developer Bioware. After a dramatic 45-minute battle, Ray emerged victorious, with Mike placing 2nd overall in the tournament.</p>
<p>Morhaime graduated from Granada Hills High School in 1985. Morhaime is also a member of Level 70 Elite Tauren Chieftain, a Metal Band formed of and by Blizzard Employees, where he Plays Bass.</p>
<p>In 2008, Morhaime was inducted into the Academy of Interactive Arts and Sciences&#8217; Hall of Fame.</p>
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		<title>Frank Pearce Jr.</title>
		<link>http://www.gamecentral.biz/knowledgebase/people/frank-pearce-jr/</link>
		<comments>http://www.gamecentral.biz/knowledgebase/people/frank-pearce-jr/#comments</comments>
		<pubDate>Sun, 23 Nov 2008 00:00:57 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[blizzard entertainment]]></category>
		<category><![CDATA[Frank Pearce]]></category>
		<category><![CDATA[mike morhaime]]></category>
		<category><![CDATA[starcraft]]></category>
		<category><![CDATA[world of warcraft]]></category>
		<category><![CDATA[wrath of the lich king]]></category>

		<guid isPermaLink="false">http://www.gamecentral.biz/knowledgebase/people/frank-pearce-jr/</guid>
		<description><![CDATA[Frank Pearce was Co-founder of Silicon &#38; Synapse (later named Blizzard) in 1991 with Allen Adham and Michael Morhaime.
As Blizzard Entertainment, Inc.’s executive vice president of product development, Frank Pearce plays a critical role in the development of all Blizzard Entertainment® titles. This involves coordinating the work of multiple teams in order to ensure that [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamecentral.biz/wp-content/uploads/2008/11/frank-pearce.jpg"><img src="http://www.gamecentral.biz/wp-content/uploads/2008/11/frank-pearce-thumb.jpg" border="0" alt="Frank_Pearce" width="133" height="200" align="right" /></a><a title="Frank Pearce" href="http://www.gamecentral.biz/knowledgebase/people/frank-pearce-jr/">Frank Pearce</a> was Co-founder of Silicon &amp; Synapse (later named Blizzard) in 1991 with <a title="Allen Adham" href="http://www.gamecentral.biz/knowledgebase/people/allen-adham/">Allen Adham</a> and <a title="Michael Morhaime" href="http://www.gamecentral.biz/knowledgebase/people/michael-morhaime/">Michael Morhaime</a>.</p>
<p>As <a title="Blizzard Entertainment" href="http://www.gamecentral.biz/knowledgebase/companies/blizzard-entertainment/">Blizzard Entertainment</a>, Inc.’s executive vice president of product development, Frank Pearce plays a critical role in the development of all Blizzard Entertainment® titles. This involves coordinating the work of multiple teams in order to ensure that every project maintains the same polish and quality that mark all Blizzard games.</p>
<p><span id="more-418"></span></p>
<p>Pearce takes an active role in the ongoing development of <a title="World of Warcraft" href="http://www.gamecentral.biz/platform/pc/lich-king-shatters-first-day-sales-record/">World of Warcraft</a> as the current executive producer, and he recently oversaw the development of World of Warcraft’s first expansion pack, The Burning Crusade. Before this, he directed the development process of Warcraft III: Reign of Chaos and Warcraft III: The Frozen Throne. Currently, Pearce is coordinating the development of the highly-anticipated StarCraft II and World of Warcraft’s second expansion, Wrath of the Lich King. Since co-founding Blizzard with Allen Adham and Mike Morhaime in 1991, Pearce has been deeply involved in the company’s projects. Games he has worked on include Amiga ports of various licensed titles, as well as The Lost Vikings™, Blackthorne™, Justice League Task Force™, and The Lost Vikings II for the Super Nintendo Entertainment System, and Warcraft II: Tides of Darkness™, Diablo, StarCraft, StarCraft: Brood War, and Diablo II for the PC, among others.</p>
<p>Pearce holds a Bachelor of Science degree in computer science and engineering from the University of California in Los Angeles.</p>
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		<title>Blizzard Entertainment</title>
		<link>http://www.gamecentral.biz/knowledgebase/companies/blizzard-entertainment/</link>
		<comments>http://www.gamecentral.biz/knowledgebase/companies/blizzard-entertainment/#comments</comments>
		<pubDate>Sat, 22 Nov 2008 23:58:53 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[Companies]]></category>
		<category><![CDATA[Ayman Allen Adham]]></category>
		<category><![CDATA[blizzard entertainment]]></category>
		<category><![CDATA[Frank Pearce]]></category>
		<category><![CDATA[mike morhaime]]></category>
		<category><![CDATA[starcraft]]></category>
		<category><![CDATA[world of warcraft]]></category>

		<guid isPermaLink="false">http://www.gamecentral.biz/knowledgebase/companies/blizzard-entertainment/</guid>
		<description><![CDATA[ Blizzard Entertainment is an American video game developer and publisher headquartered in Irvine, California. It is a division of Activision Blizzard. Blizzard is the creator of several successful computer games, including World of Warcraft and the Warcraft, StarCraft, and Diablo series.
Blizzard Entertainment was founded by Michael Morhaime, Ayman Allen Adham and Frank Pearce as [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamecentral.biz/wp-content/uploads/2008/11/blizzard-entertainment.png"><img src="http://www.gamecentral.biz/wp-content/uploads/2008/11/blizzard-entertainment-thumb.png" border="0" alt="Blizzard_Entertainment" width="250" height="150" align="right" /></a> Blizzard Entertainment is an American video game developer and publisher headquartered in Irvine, California. It is a division of Activision Blizzard. Blizzard is the creator of several successful computer games, including World of Warcraft and the Warcraft, StarCraft, and Diablo series.</p>
<p>Blizzard Entertainment was founded by <a title="Michael Morhaime" href="http://www.gamecentral.biz/knowledgebase/people/michael-morhaime/">Michael Morhaime</a>, <a title="Ayman Allen Adham" href="http://www.gamecentral.biz/knowledgebase/people/allen-adham/">Ayman Allen Adham</a> and <a title="Frank Pearce" href="http://www.gamecentral.biz/knowledgebase/people/frank-pearce-jr/">Frank Pearce</a> as Silicon &amp; Synapse in February 1991, a year after all three had received their bachelor&#8217;s degrees from UCLA. In the early days the company focused on creating game ports for other studios. Ports include titles such as J.R.R. Tolkien&#8217;s The Lord of the Rings, Vol. I and Battle Chess II: Chinese Chess. In 1993, the company developed games like Rock N&#8217; Roll Racing and The Lost Vikings (published by Interplay Productions). In 1994, the company briefly changed its name to Chaos Studios, before finally settling on Blizzard Entertainment after it was discovered that another company with the Chaos name already existed. That same year, they were acquired by distributor Davidson &amp; Associates for under $10 million. Shortly thereafter, Blizzard shipped their breakthrough hit Warcraft: Orcs and Humans.</p>
<p><span id="more-415"></span></p>
<p>Blizzard has changed hands several times since then: Davidson was acquired along with Sierra On-Line by a company called CUC International in 1996; CUC then merged with a hotel, real-estate, and car-rental franchiser called HFS Corporation to form Cendant in 1997. In 1998 it became apparent that CUC had engaged in accounting fraud for years before the merger; Cendant&#8217;s stock lost 80% of its value over the next six months in the ensuing widely discussed accounting scandal. The company sold its consumer software operations, Sierra On-line which included Blizzard, to French publisher Havas in 1998, the same year Havas was purchased by Vivendi. Blizzard was part of the Vivendi Games group of Vivendi. In July 2008 Vivendi Games merged with Activision, using Blizzard&#8217;s name in the resulting company, Activision Blizzard.</p>
<p>In 1996, Blizzard acquired Condor Games, which had been working on the game Diablo for Blizzard at the time. Condor was renamed Blizzard North, and has since developed hit games Diablo, Diablo II, and its expansion pack Diablo II: Lord of Destruction. Blizzard North was located in San Mateo, California.</p>
<p>Blizzard launched their online gaming service Battle.net in January 1997 with the release of their action-RPG Diablo. In 2002, Blizzard was able to reacquire rights for three of its earlier Silicon &amp; Synapse titles from Interplay Entertainment and re-release them under Game Boy Advance. In 2004, Blizzard opened European offices in the Paris suburb of Vélizy, Yvelines, France, responsible for the European in-game support of World of Warcraft. On November 23, 2004, Blizzard released World of Warcraft, its MMORPG offering. On May 16, 2005, Blizzard announced the acquisition of Swingin&#8217; Ape Studios, a console game developer which had been developing StarCraft: Ghost. The company was then merged into Blizzard&#8217;s other teams after StarCraft: Ghost was &#8216;postponed indefinitely&#8217;. On August 1, 2005, Blizzard announced the consolidation of Blizzard North into the headquarters at 131 Theory in UC Irvine&#8217;s University Research Park in Irvine, California.</p>
<p>In 2008, Blizzard was honored at the 59th Annual Technology &amp; Engineering Emmy Awards for the creation of World of Warcraft. Mike Morhaime accepted the award.</p>
<h3>Company Information</h3>
<ul>
<li>Founded  1991 (as Silicon &amp; Synapse)</li>
<li>Headquarters  Irvine, California, USA.</li>
<li>Key people  Michael Morhaime (president and co-founder</li>
<li>Frank Pearce (vice president and co-founder)</li>
<li>Rob Pardo (vice president)</li>
<li>Chris Metzen (vice president of Creative Development)</li>
<li>Industry  Computer and video game industry</li>
<li>Products  The Warcraft series</li>
<li>The StarCraft series</li>
<li>The Diablo series</li>
<li>Revenue  $1.1 Billion</li>
<li>Employees  2,700</li>
<li>Parent  Flag of France Vivendi</li>
<li>Website  <a href="http://www.blizzard.com">www.blizzard.com</a></li>
</ul>
<p><a href="http://en.wikipedia.org/wiki/Blizzard_Entertainment"></a></p>
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		<title>Richard Garriott</title>
		<link>http://www.gamecentral.biz/knowledgebase/people/richard-garriott/</link>
		<comments>http://www.gamecentral.biz/knowledgebase/people/richard-garriott/#comments</comments>
		<pubDate>Sat, 22 Nov 2008 23:10:34 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[Game Designer]]></category>
		<category><![CDATA[Richard Garriott]]></category>
		<category><![CDATA[Tabula Rasa]]></category>

		<guid isPermaLink="false">http://www.gamecentral.biz/knowledgebase/people/richard-garriott/</guid>
		<description><![CDATA[ Richard Allen Garriott (born July 4, 1961), also known as Lord British in Ultima and General British in Tabula Rasa, is a significant figure in the video game industry. He was originally a game designer and programmer, but now engages in various aspects of computer game development. On October 12, 2008, Garriott launched aboard [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamecentral.biz/wp-content/uploads/2008/11/richard-garriott.jpg"><img src="http://www.gamecentral.biz/wp-content/uploads/2008/11/richard-garriott-thumb.jpg" border="0" alt="richard_garriott" width="203" height="311" align="right" /></a> Richard Allen Garriott (born July 4, 1961), also known as Lord British in Ultima and General British in Tabula Rasa, is a significant figure in the video game industry. He was originally a game designer and programmer, but now engages in various aspects of computer game development. On October 12, 2008, Garriott launched aboard Soyuz TMA-13 to the International Space Station as a self-funded tourist, returning safely 12 days later aboard Soyuz TMA-12.</p>
<p><span id="more-384"></span></p>
<p>Early life</p>
<p>Garriott was born in Cambridge, England, and raised in Nassau Bay, Texas. He is the son of scientist Owen K. Garriott, who became an astronaut and flew with Skylab 3 and Space Shuttle mission STS-9. At Clear Creek High School, he took an interest in computers and began self-directed courses in programming in which he created fantasy computer games. In the summer of 1977, Richard&#8217;s parents sent him to Oklahoma University for a seven-week computer camp. Shortly after he arrived, some of the other boys attending the camp introduced themselves. When Garriott replied to their greeting of &#8220;Hi&#8221; with &#8220;Hello&#8221; they decided he sounded like he was from Britain, and gave him the nickname &#8220;British&#8221;. Garriott uses the name to this day for his various gaming characters, including Ultima character Lord British and Tabula Rasa character General British. It is important to note that Garriott&#8217;s parents moved to Texas when he was a baby and &#8211; despite his nickname and birthplace &#8211; he has an American accent, not a British accent.</p>
<p>Programming career</p>
<p>Richard continued programming many games, often offering them to friends for free. He produced his first published game, Akalabeth (DND28b), in the summer of 1980 while working at a ComputerLand retail store. Garriott earned more than enough money from Akalabeth to pay to continue his education. In the fall, he entered the University of Texas at Austin, joined the school&#8217;s fencing team and later joined the Society for Creative Anachronism.</p>
<p>In the early 1980s, Garriott developed the Ultima computer game series (sequels after the first were numbered, such as Ultima II, Ultima III and so on). Originally programmed for the Apple II, the first was published by California Pacific Computers, and sold in Ziploc plastic bags to interested parties. The second part was published by Sierra On-Line. By the time he developed his third installment, the games had such a large following that Garriott (along with his brother, Robert, and father and others) established Origin Systems, their own video game publisher, to handle the publishing and distribution of his title, now available on several platforms. Origin went on to become one of the most influential game developers in the history of video games.</p>
<p>Garriott sold Origin to Electronic Arts in September 1992. In 1999 and 2000, EA canceled all of Origin&#8217;s new development projects, including Privateer Online, and Harry Potter Online. In the midst of these events, Garriott resigned from the company and returned to the industry by forming Destination Games in April 2000 with his brother and Starr Long (the producer of Ultima Online). Once Garriott&#8217;s non-compete agreement with EA expired a year later, Destination partnered with NCsoft where he acted as a producer and designer of MMORPGs. After it, he became the current CEO of NCSoft Austin, also known as NC Interactive.</p>
<p>On the 11th of November 2008, in an open letter on the official Tabula Rasa website, Garriott announced his plans to leave NCSoft to pursue new interests sparked by his spaceflight experiences.</p>
<p><a href="http://en.wikipedia.org/wiki/Richard_Garriott">Richard Garriott</a></p>
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		<title>Will Wright &#8211; Game Designer</title>
		<link>http://www.gamecentral.biz/knowledgebase/people/will-wright-game-designer/</link>
		<comments>http://www.gamecentral.biz/knowledgebase/people/will-wright-game-designer/#comments</comments>
		<pubDate>Sat, 04 Oct 2008 21:56:53 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[ea]]></category>
		<category><![CDATA[electronic arts]]></category>
		<category><![CDATA[Game Designer]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[simcity]]></category>
		<category><![CDATA[Sims]]></category>
		<category><![CDATA[sims games]]></category>
		<category><![CDATA[spore]]></category>
		<category><![CDATA[Will Wright]]></category>

		<guid isPermaLink="false">http://www.gamecentral.biz/knowledgebase/people/will-wright-game-designer/</guid>
		<description><![CDATA[ William Wright (born January 20, 1960 in Atlanta, Georgia) is an American computer game designer and co-founder of the game development company Maxis, now part of Electronic Arts.
The first computer game Wright designed was Raid on Bungeling Bay in 1984 but it was SimCity that brought him to prominence. The game was released by [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamecentral.biz/wp-content/uploads/2008/10/will-wright.jpg"><img style="border: 0pt none;" title="Will Wright" src="http://www.gamecentral.biz/wp-content/uploads/2008/10/will-wright-thumb.jpg" border="0" alt="Will_Wright" width="200" height="300" align="right" /></a> William Wright (born January 20, 1960 in Atlanta, Georgia) is an American computer game designer and co-founder of the game development company Maxis, now part of Electronic Arts.</p>
<p>The first computer game Wright designed was Raid on Bungeling Bay in 1984 but it was SimCity that brought him to prominence. The game was released by Maxis, a company Wright formed with Jeff Braun, and he built upon the game&#8217;s theme of computer simulation with numerous other titles including SimEarth and SimAnt.</p>
<p>Wright&#8217;s greatest success to date came as the original designer for The Sims games series which, as of 2008, is the best-selling PC game in history. The game spawned multiple sequels and expansions and Wright earned many awards for his work. His latest work, Spore, was released in September 2008 and features gameplay based upon the model of evolution.</p>
<p><span id="more-212"></span></p>
<h4>Early life</h4>
<p>Wright was born in Atlanta, the son of Bill Wright, Sr., and Beverlye Wright Edwards; his father was a graduate of Georgia Tech&#8217;s engineering school, and was an entrepreneur in the field of plastic packing materials. In the early 1960s, Wright Sr. founded a successful company, which allowed the Wrights to live comfortably in Atlanta. Beverlye was an amateur musician and actress. Wright was educated at a local Montessori school, where he enjoyed its emphasis on creativity, problem solving, and self-motivation. Wright admitted to having been inspired to create certain elements of SimCity from his experiences in the school.</p>
<p>Montessori taught me the joy of discovery… It showed you can become interested in pretty complex theories, like Pythagorean theory, say, by playing with blocks. It’s all about learning on your terms, rather than a teacher explaining stuff to you. SimCity comes right out of Montessori—if you give people this model for building cities, they will abstract from it principles of urban design.</p>
<p>Wright later described himself as &#8220;obsessive&#8221; in his pursuits. &#8220;I would usually get very obsessed with some subject or area of interest for six months or a year, and just totally learn everything I (could) about it.&#8221; As a child, Wright was an avid builder of models, &#8220;ships, cars, planes—I loved to do that&#8221;, he told the New Yorker in October 2006. At 10, he built a scale model in balsa wood of the USS Enterprise&#8217;s flight deck. Wright later found these early experiences to be formative in his vision of game design. &#8220;Well, one thing I’ve always really enjoyed is making things. Out of whatever. It started with modeling as a kid, building models… I think when I started doing games I really wanted to carry that to the next step, to the player, so that you give the player a tool so that they can create things. And then you give them some context for that creation.&#8221; Wright would discuss with his father the possibility of life on other worlds, NASA, and the stars. His ambition was to be an astronaut, and form colonies in space to relieve overpopulation. His father was sympathetic to his ambitions. He was also a fan of Avalon Hill&#8217;s board games, which he enjoyed particularly for their propensity to descend into a form of rules lawyering.</p>
<p>When Will Jr. was 9, his father died of leukemia. His mother moved the family to her hometown of Baton Rouge, Louisiana. Wright was enrolled in the local Episcopal High School. He enjoyed it for the chance to debate the faculty. During his time at the school, he became an atheist. Overall, he found the methods of the school inferior to the Montessori, and came off with a bad impression of conventional schooling in general. In 1994, he declared that he had   always been somewhat disillusioned with the educational system. Some people have said it was originally based on the idea that we&#8217;re training factory workers, so it was very important to teach them to do some repetitive task for eight hours a day. What&#8217;s going to be really exciting is when this Nintendo generation gets a little bit older and starts becoming teachers in schools. I think that&#8217;s going to make a bigger difference than any kind of educational reform ever will. In the future a lot more learning will happen in the home.</p>
<p>Games designed by Wright</p>
<ul>
<li>Raid on Bungeling Bay</li>
<li>SimCity series: SimCity (1989), SimCity 2000 (1993), SimCity 3000 (1999) (Will Wright was not on the SimCity 4 (2003) or SimCity Societies (2007) design teams)</li>
<li>SimEarth</li>
<li>SimLife</li>
<li>SimCopter</li>
<li>SimAnt</li>
<li>The Sims (Wright is credited for, but did not design most of The Sims 2, and is not designing The Sims 3)</li>
<li>Spore</li>
</ul>
<p><a href="http://en.wikipedia.org/wiki/Will_Wright_(game_designer)" target="_blank">More on WillWright</a></p>
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		<title>Xbox Live</title>
		<link>http://www.gamecentral.biz/knowledgebase/definitions/xbox-live/</link>
		<comments>http://www.gamecentral.biz/knowledgebase/definitions/xbox-live/#comments</comments>
		<pubDate>Sat, 04 Oct 2008 21:29:03 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[Definitions]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[xbox live]]></category>

		<guid isPermaLink="false">http://www.gamecentral.biz/knowledgebase/definitions/xbox-live/</guid>
		<description><![CDATA[ Xbox Live (trademarked as Xbox LIVE) is an online multiplayer gaming and digital media delivery service created and operated by Microsoft Corporation. It was first made available to the Xbox video game console. An updated version of the service became available for the Xbox 360 console at that system&#8217;s launch. The Windows Equivalent is [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamecentral.biz/wp-content/uploads/2008/10/live-logo.png"><img class="size-full wp-image-205 alignright" title="live-logo.png" src="http://www.gamecentral.biz/wp-content/uploads/2008/10/live-logo.png" alt="" width="150" height="69" /></a> Xbox Live (trademarked as Xbox LIVE) is an online multiplayer gaming and digital media delivery service created and operated by Microsoft Corporation. It was first made available to the Xbox video game console. An updated version of the service became available for the Xbox 360 console at that system&#8217;s launch. The Windows Equivalent is Games for Windows &#8211; Live that makes certain aspects of the system available on Windows PCs, with plans to extend Live to other platforms such as handhelds and mobile phones as part of the Live Anywhere initiative.</p>
<p><span id="more-207"></span></p>
<h4>History</h4>
<p>As Microsoft developed the original Xbox console online gaming was designated as one of the key pillars for the greater Xbox strategy. Sega had made an attempt to capitalize on the ever-growing online gaming scene when it launched the Dreamcast video game console in 1999, including online support as standard. Nevertheless, due to lack of widespread broadband adoption at the time, the Dreamcast shipped with only a dial-up modem while a later-released broadband adapter was not widely supported or widely available. Downloadable Content was available, though limited in size due to the narrowband connection and the size limitations of a memory card. The online features, while praised as innovative, were largely considered a failure, and the Dreamcast&#8217;s immediate competitors, the PlayStation 2 and Nintendo GameCube did not ship with built-in network adapters.</p>
<p>Microsoft, however, hoped that the Xbox would succeed where the Dreamcast had failed. The company determined that intense online gaming required the throughput of a broadband connection and the storage space of a hard disk drive, and thus these PC-style features would be vital to the new platform. This would allow not only for significant downloadable content, such as new levels, maps, weapons, challenges and characters, to be downloaded quickly and stored, but also would make it possible to standardize bandwidth intensive features such as voice communication. Based on this reasoning, the console included a standard Ethernet port in order to provide connectivity to common broadband networks, but did not include a modem or any dial-up support, and its online service was designed to support broadband users only. Critics scoffed at the idea, citing poor broadband adoption at the turn of the century.</p>
<p>When the Xbox launched on November 15, 2001, the as-yet unnamed online service was destined for a Summer 2002 deployment. Xbox Live was finally given a name at E3 2002 when the service was unveiled in its entirety. Sound dampened booths and broadband connected Xbox consoles &#8211; featuring an early version of Unreal Championship &#8211; demonstrated the service on the show floor. The Epic title was one of the flagship titles for the service, which was slated for a debut on November 15, 2002, marking the anniversary of the Xbox launch. Microsoft announced that 50 Xbox Live titles would be available by the end of 2003. Utilizing the required broadband bandwidth, Xbox Live featured a unified gaming &#8220;Friends List&#8221;, as well as a single identity across all titles (regardless of the publisher), and standardized voice chat and communication; a feature that was still in its infancy, even on the PC.</p>
<p>Leading up to the launch, Microsoft enlisted several waves of beta testers to improve the service and receive feature feedback. When the service debuted, it lacked much of the functionality that later titles included, but Xbox Live grew and evolved on the Xbox and many aspects of the service were included with the Xbox 360 console out of the box, rather than through a later update. Microsoft&#8217;s 5000th patent was Live-related and gave Xbox 360 users access to watch other gamers compete against each other over Xbox Live.</p>
<p>The packaging for playable Xbox Live titles on the original Xbox console featured the trademark gold bar underneath the Xbox header. Tom Clancy&#8217;s Splinter Cell and Brute Force sported a Live &#8220;bubble&#8221; design, as they only featured downloadable content. This was changed later, wherein all Xbox Live titles included the universal gold Live bar. By the time of the Xbox 360, all titles were required to provide at least a limited form of Xbox Live &#8220;awareness&#8221;.</p>
<p>Xbox Live hit a milestone in July 2004, when it achieved 1 million subscribers; and again in March 2007, when it achieved 6 million subscribers. In August 2007, Xbox Live had over 7.1 million active users. On November 15, 2007 Microsoft celebrated Xbox Live&#8217;s 5th anniversary by offering its then over 8 million subscribers the title Carcassonne free of charge and awarding gamers who had subscribed to Live since its inception 500 free Microsoft Points. Over the 2007 Christmas period a lot of Xbox 360&#8217;s would not load as they should due to the problems with the Xbox Live service (they would not load the profiles and would just show a moving round circle).Due to intermittent service interruptions during late December 2007 and early January 2008, Microsoft promised to offer a free Xbox Live Arcade game to all Xbox Live users as compensation, concluding that, Marc Whitten has released an open letter to all Xbox Live members.[10] Increased demand from Xbox 360 purchasers (the largest number of new user sign-ups in the history of Xbox Live) was given as the reason for the downtime. On January 18, 2008, Microsoft announced Undertow would be offered free for the week starting January 23 through January 27 as compensation. The game was for both Silver and Gold users, so people who paid for their Xbox Live service got the same compensation as non payers.</p>
<p>Xbox Live has since passed the 10 million member mark for Gold and Silver subscribers. This occurred 6 months earlier than Microsoft originally anticipated. On May 14, 2008 Microsoft announced 12 million members.</p>
<p>Microsoft’s Entertainment &amp; Devices President Robbie Bach claims that Xbox Live sets the 360 apart from its rivals. “Xbox Live is a big differentiator for us,” said Bach to investor.com, “That drives a significant amount of energy around what’s on with Xbox.” Bach cites the exclusive downloadable content for GTA IV as a reason why Microsoft’s online service is superior to its rivals.</p>
<p>Xbox Live exclusive servers are based in Seattle, Washington while using some of Microsoft&#8217;s other servers in Quincy and Yakima, Washington.</p>
<h4>Xbox Live features (specific to the Xbox 360)</h4>
<ul>
<li>Mottos for display on gamer profiles</li>
<li>Game achievements, which are earned during gameplay</li>
<li>Reputation rating which is voted on by other players who decide to either prefer or avoid another player</li>
<li>Gamerscores, which are a total of a player&#8217;s achievement points</li>
<li>Friends list, which is a list of a player&#8217;s chosen friends, up to 100 friends allowed</li>
<li>Recent player list, which lists the last 50 players a user has played with</li>
<li>Complaint filing system, which allows a user to report another user that has broken the Xbox Live Terms of Use</li>
<li>The Xbox Guide, which opens a window on the left side of the screen at any time for easy access to common features</li>
<li>Windows Live messenger integration</li>
<li>Access to <span style="color: #0000ff;">Xbox Live Marketplace</span> content, including new game content, games and movies</li>
<li>Voice Chat (wireless or wired headset required)</li>
<li>Video Chat (<span style="color: #0000ff;">Live Vision</span> camera required, with headset optional for chatting)</li>
<li>Multiplayer gameplay, where a user can link up 4 Xbox&#8217;s to play together (known as system link), or connect online (Online requires Xbox Live Gold)</li>
<li>Enhanced matchmaking using cumulative gamerscore, reputation, location/language profile, and gamer zone</li>
<li>Bio section in which one can list personal interests, URLs, etc.</li>
<li>Parental controls, limiting children&#8217;s exposure to other users (&#8220;Family Settings&#8221;)</li>
<li>Inside Xbox is a newsletter about Xbox Live news, events, products, interviews and games that is integrated in the <span style="color: #0000ff;">Xbox 360 Dashboard</span>. Content for Inside Xbox is created by the Xbox global marketing team and features streaming video segments &#8220;Pick Up and Play&#8221;, &#8220;Major’s Minute&#8221; with <span style="color: #0000ff;">Larry Hryb</span> and &#8220;Game with Fame&#8221;.</li>
</ul>
<p><a href="http://en.wikipedia.org/wiki/Xbox_Live" target="_blank">Xbox Live &#8211; Wikipedia, the free encyclopedia</a></p>
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		<title>Sid Meier</title>
		<link>http://www.gamecentral.biz/knowledgebase/people/sid-meier/</link>
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		<pubDate>Wed, 24 Sep 2008 04:13:25 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[People]]></category>
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		<description><![CDATA[ Sidney K. Meier (born February 24, 1954, in Sarnia, Ontario, Canada) is an American programmer and designer of several popular computer strategy games. Meier has won accolades for his contributions to the computer games industry. Meier is a Director of Creative Development for computer game developer Firaxis Games, which he co-founded with Jeff Briggs [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamecentral.biz/wp-content/uploads/2008/09/sid-meier.jpg"><img style="border: 0pt none;" title="Sid Meier" src="http://www.gamecentral.biz/wp-content/uploads/2008/09/sid-meier-thumb.jpg" border="0" alt="Sid_Meier" width="225" height="300" align="right" /></a> Sidney K. Meier (born February 24, 1954, in Sarnia, Ontario, Canada) is an American programmer and designer of several popular computer strategy games. Meier has won accolades for his contributions to the computer games industry. Meier is a Director of Creative Development for computer game developer Firaxis Games, which he co-founded with Jeff Briggs and Brian Reynolds in 1996.</p>
<h3>Career</h3>
<p>Sid Meier founded MicroProse together with Bill Stealey in 1982. At MicroProse, Meier developed the game series for which he is most widely recognized, Civilization, although he designed only the first installment. Meier eventually left MicroProse and in 1996 founded Firaxis Games along with veteran designer and gaming executive Jeff Briggs. Today Firaxis makes strategy games, many of which are follow-ups to Meier titles, such as Civilization IV and Pirates!.</p>
<p><span id="more-89"></span></p>
<p>In 1999, Meier became the second person to be inducted into the Academy of Interactive Arts and Sciences&#8217; Hall of Fame. The first to receive that honor was Shigeru Miyamoto from Nintendo.</p>
<p>Meier is not always the main designer on titles that carry his name. For instance, Brian Reynolds has been credited as the primary designer behind Civilization 2, Sid Meier&#8217;s Alpha Centauri, and Sid Meier&#8217;s Colonization, while Jeff Briggs designed Civilization III and Soren Johnson led Sid Meier&#8217;s Civilization IV. Currently Meier&#8217;s role appears to be that of a creative director, simultaneously contributing to multiple projects.</p>
<p>Meier worked with a team on a dinosaur themed game starting early 2000, but announced in an online development diary on January 24, 2001 that the game had been shelved. Despite trying various approaches, including turn-based and real-time gameplay, he said he found no way to make the concept fun enough. In August 2005, Meier said &#8220;We&#8217;ve been nonstop busy making other games over the past several years, so the dinosaur game remains on the shelf. However, I do love the idea of a dinosaur game and would like to revisit it when I have some time.&#8221;</p>
<p>In January 2008, CMP Game Group announced that Meier would be receiving a Lifetime Achievement Award at the 2008 Game Developer&#8217;s Conference.</p>
<p>Meier currently lives in Hunt Valley, Maryland with his wife, Susan, and son, Ryan. He met his wife at Faith Evangelical Lutheran Church in Cockeysville, where they both sing in the choir.</p>
<p><a href="http://en.wikipedia.org/wiki/Sid_Meier">Sid Meier &#8211; Wikipedia, the free encyclopedia</a></p>
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		<title>Firaxis Games</title>
		<link>http://www.gamecentral.biz/knowledgebase/companies/firaxis-games/</link>
		<comments>http://www.gamecentral.biz/knowledgebase/companies/firaxis-games/#comments</comments>
		<pubDate>Wed, 24 Sep 2008 04:08:26 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
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		<description><![CDATA[ Firaxis Games is a computer game developer. It was founded in 1996 by Sid Meier, Jeff Briggs, and Brian Reynolds upon leaving Microprose. The company focuses on strategy games and is based in Hunt Valley, Maryland in the United States.
Firaxis has produced several games, including Gettysburg and Antietam, based on their namesake famous American [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamecentral.biz/wp-content/uploads/2008/09/firaxis-logo.jpg"><img style="border: 0pt none;" title="Firaxis" src="http://www.gamecentral.biz/wp-content/uploads/2008/09/firaxis-logo-thumb.jpg" border="0" alt="Firaxis-logo" width="240" height="187" align="right" /></a> Firaxis Games is a computer game developer. It was founded in 1996 by Sid Meier, Jeff Briggs, and Brian Reynolds upon leaving Microprose. The company focuses on strategy games and is based in Hunt Valley, Maryland in the United States.</p>
<p>Firaxis has produced several games, including Gettysburg and Antietam, based on their namesake famous American Civil War battles, and Sid Meier&#8217;s Alpha Centauri, a space colonization game taking place in the Alpha Centauri star system. In early 2000, co-founder Brian Reynolds parted with Firaxis to form his new studio, Big Huge Games. Firaxis Games then went on to release Sid Meier&#8217;s SimGolf, a golf course building/management game. Perhaps their most popular releases have been Civilization III, and later Civilization IV, sequels to Meier&#8217;s original Civilization game.</p>
<p><span id="more-86"></span></p>
<p>In November 2004, Firaxis released Sid Meier&#8217;s Pirates!, an update of Meier&#8217;s classic 1987 computer game of the same name. An Xbox version of the game was released in July, 2005, and a PSP version (developed by Full Fat) was released in January 2007.</p>
<p>Civilization IV started production in late 2003 and was released on October 24, 2005 in the United States, and was released on November 4, 2005 in Europe.</p>
<p>Civilization Revolution, a console-only version of their popular Civilization series, was released in July of 2008.</p>
<p>On November 7, 2005, Take-Two Interactive announced that it was acquiring Firaxis. The terms of the agreement were not disclosed, but according to the SEC filing it amounted for USD$26.7 million in cash, stock, and development advances, with almost $11.3 million of that figure coming in the form of possible considerations based on future product sales. The company was consolidated with PopTop Software in March 2006, the resultant combined studio to be headed up by Sid Meier. Jeff Briggs assumed the role of Chairman in April 2006 and left the company completely in November.</p>
<p>In April 2007 it was announced that Soren Johnson left the company and joined Electronic Arts to work on Spore with Lead Designer Will Wright. Johnson was formerly a key person for Firaxis, acting as Co-Designer for Civilization III, and later Lead Designer on Civilization IV.</p>
<ul>
<li>Founded  Hunt Valley, Maryland, United States (1996)</li>
<li>Headquarters  Hunt Valley, Maryland, United States</li>
<li>Key people  Sid Meier, Co-founder, Director of Creative Development</li>
<li>Jeff Briggs, Co-founder and former CEO</li>
<li>Industry  Video games</li>
<li>Products  Sid Meier&#8217;s Civilization IV</li>
<li>Sid Meier&#8217;s Gettysburg!</li>
<li>Sid Meier&#8217;s Alpha Centauri</li>
<li>Sid Meier&#8217;s SimGolf</li>
<li>Sid Meier&#8217;s Pirates!</li>
<li>Employees  Around 85</li>
<li>Website  <a rel="nofollow" href="http://Firaxis.com" target="_blank">Firaxis.com</a></li>
</ul>
<p><a href="http://en.wikipedia.org/wiki/Firaxis_Games">Firaxis Games &#8211; Wikipedia, the free encyclopedia</a></p>
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		<title>Take-Two Interactive</title>
		<link>http://www.gamecentral.biz/knowledgebase/companies/take-two-interactive/</link>
		<comments>http://www.gamecentral.biz/knowledgebase/companies/take-two-interactive/#comments</comments>
		<pubDate>Wed, 24 Sep 2008 04:01:18 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
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		<guid isPermaLink="false">http://www.gamecentral.biz/knowledgebase/companies/take-two-interactive/</guid>
		<description><![CDATA[ Take-Two Interactive Software, Inc. (NASDAQ: TTWO) is an American publisher, developer, and distributor of video and computer games and video game peripherals. The company&#8217;s headquarters are in New York City, United States, with international headquarters in Geneva, Switzerland. Development studio locations include San Diego, Vancouver, Toronto and Austin, Texas.
Take-Two has developed and published many [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamecentral.biz/wp-content/uploads/2008/09/twologo-1.jpg"><img src="http://www.gamecentral.biz/wp-content/uploads/2008/09/twologo-1-thumb.jpg" border="0" alt="TwoLogo_1" width="250" height="166" align="right" /></a> Take-Two Interactive Software, Inc. (NASDAQ: TTWO) is an American publisher, developer, and distributor of video and computer games and video game peripherals. The company&#8217;s headquarters are in New York City, United States, with international headquarters in Geneva, Switzerland. Development studio locations include San Diego, Vancouver, Toronto and Austin, Texas.</p>
<p>Take-Two has developed and published many notable games, including the Grand Theft Auto series, the Midnight Club racing series, controversial games Manhunt and Manhunt 2 and most recently BioShock. It owns 2K Games, formerly Visual Concepts prior to its purchase from Sega, and publishes its popular 2K Sports titles. It also acted as the publisher of Bethesda Softwork&#8217;s 2006 game, The Elder Scrolls IV: Oblivion.</p>
<p>Take-Two is the target of a hostile takeover bid from rival Electronic Arts issued in February 2008. The bid expired August 18, 2008, and, according to Take-Two, will not be renewed. However, according to CNET, the two companies entered into confidential discussions on August 25, 2008.</p>
<p><span id="more-82"></span></p>
<h3>Company history</h3>
<p>In February 1999, Take-Two published the game Biosys under the company Jumpstart Interactive, a point-and-click adventure which follows the protagonist Professor Alan Russell and is set inside the fictional ecological facility Biosphere Four.</p>
<p>In 2004 Take-Two formed two new publishing companies called 2K Games and 2K Sports in order to manage a group of newly acquired development studios as well as publishing deals with a variety of other well known studios. Take-Two acquired the rights to the ESPN 2K sports games (When EA announced the ESPN deal, they dropped &#8220;ESPN&#8221; from their games), created by Visual Concepts (football and basketball) and Kush Games (baseball and hockey), from Sega as part of the creation of 2K Sports. In the same year, Take-Two bought the rights to the Civilization game from Infogrames for $22.3 million.</p>
<p>In 2005, Take-Two embarked on acquisition spree and spent more than $80 million buying game developers. It bought for $32 million the development studios Visual Concepts and Kush Games, for $11.4 million Gaia Capital Group and for around $11.8 million the studio Irrational Games, which develops Freedom Force vs. The Third Reich. Then late that year in November, Take-Two acquired Firaxis for $27 million including possible performance bonuses.</p>
<p>At the annual meeting on March 29, 2007, Take-Two investors ousted five of six board members, including the chief executive, Paul Eibeler, who was replaced by Ben Feder.</p>
<p>Ryan Brant, former chief executive of Take-Two Interactive Software, pleaded guilty in February 2007 to falsifying business records. He faced up to four years in prison but received a lighter sentence in a plea agreement after agreeing to cooperate with prosecutors because he took it.</p>
<p>In 2005, the U.S. Securities and Exchange Commission alleged in a lawsuit that Brant, with the company&#8217;s former chief financial officers, Larry Muller and James David Jr., and its head of sales, Robert Blau, inflated revenue in fiscal years 2000 and 2001.</p>
<p>In June the UFC filed a lawsuit against the company over the video game they created for the organization.</p>
<p>On May 22, 2007 Oasys Mobile signed a deal to bring several of the Sid Meier licenses to the mobile market. The original Sid Meier games are developed by Take-Two&#8217;s company Firaxis Games. Oasys will be bringing these games to the mobile market some time in 2008.</p>
<p>In March 2007 Take-Two filed a lawsuit against Jack Thompson, to prevent him from filing a public nuisance complaint in Florida court like he did with Bully.</p>
<p>Rival game company Electronic Arts revealed they had made a $25 p/share all cash transaction offer to the board of Take-Two in mid February 2008, subsequently revising it to $26 p/share after being rejected and making the offer known to the public. Rumors of a buyout had been floating around the internet several weeks prior. Stocks went up by 54% on Monday, following the Sunday announcement, closing over the $26 offer price, whilst EA&#8217;s own stock prices went down by 5%, the largest loss in over a year.</p>
<ul>
<li>Founded  1993</li>
<li>Headquarters  Flag of the United States New York, New York, USA</li>
<li>Key people  Ben Feder (CEO, President)</li>
<li>Strauss Zelnick (Chairman)</li>
<li>Industry  Computer and video game</li>
<li>Products  video games</li>
<li>Revenue  539.8 million USD (Q1 2008)</li>
<li>Employees  2,002 (2007)</li>
<li>Website  <a href="http://www.take2games.com">www.take2games.com</a></li>
</ul>
<p><a href="http://en.wikipedia.org/wiki/Take-Two_Interactive">Take-Two Interactive &#8211; Wikipedia, the free encyclopedia</a></p>
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