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	<title>Radiologietechnologie Wiki - Benutzerbeiträge [de-at]</title>
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	<updated>2026-04-17T06:07:42Z</updated>
	<subtitle>Benutzerbeiträge</subtitle>
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	<entry>
		<id>https://radwiki.fh-joanneum.at/index.php?title=What_Makes_Us_Want_To_Be_Gamers&amp;diff=6962</id>
		<title>What Makes Us Want To Be Gamers</title>
		<link rel="alternate" type="text/html" href="https://radwiki.fh-joanneum.at/index.php?title=What_Makes_Us_Want_To_Be_Gamers&amp;diff=6962"/>
		<updated>2026-03-16T08:02:15Z</updated>

		<summary type="html">&lt;p&gt;AlysaQuinn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;When players get to a certain point in a Minecraft world, they deal with a lot of different items. A big problem with this is spending hours sorting through the items to prevent losing any important ite&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The big purpose of this episode is to find Ivor&#039;s lair out in The Far Lands to find an enchantment book that has the power to destroy the command block that is still lingering inside of the Witherstorm. In a scene with both Soren and Ivor, Jessie discovers that the storm is following the amulet that Gabriel had given him and with that, Axel takes it upon himself to hold onto the amulet while Jessie retrieves the enchantment book. The group collectively agrees that Axel and another member of the Order of the Stone will return to Soren&#039;s lair where the Enderman that Soren has collected can help in disassembling the Witherstorm as they had all witnessed them do in an earlier scene. While they are doing that, the plan is to then forge a weapon and fuse the enchantment book with it but in Jessie&#039;s fight to do so, he is separated from Ivor who is helping everyone escape from a few lingering witches. Alone and lost, it is up to Jessie and his friends to pass through to Ivor&#039;s lair, which happens to be riddled with booby traps and mazes, and return in time to defeat the storm.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Galactic Café went a step further with their Stanley Parable demo, creating new content not just for the free demo on steam, but for various venues that showcased the game. While all offered a short bit of meta-commentary on the nature of demos (pretty much the only way you could convey the core concept of the game without spoiling it), each was tailored to a specific scenario. The demo at PAX took some lighthearted jabs at Octodad (which was just across from it in [https://Www.Mcversehub.com/ click the up coming web page] Indie Megabooth), and at one point made the player stand up and apologize to the audience for playing the demo so poorly. A special version made for Game Grumps addressed Danny and Ross by name. In this case, the demos were an unbridled success, building enough hype for the small indie game to garner 100,000 sales in 3 days.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Certainly, this lends itself to some games better than others. It won&#039;t work with any sort of scripted, linear action game, but it&#039;s not much trouble to take a chunk of an RPG or Sandbox world, string together a bare-bones quest line, and set players loose. This allows for demos of the caliber you see with emergent games, where it&#039;s much easier to take a chunk of gameplay and give it away - Civ V&#039;s Demo let you play with a few civilizations on small maps, for instance, while Killer Instinct gives players one free character as a taste. I&#039;m all for anything that allows single-player, structured games to be more competitive, especially when it provides a workable alternative to awful early-access crap.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;What do I mean by that? In game development terms, a &amp;quot;vertical slice,&amp;quot; is a gameplay segment of finished or near-finished quality that showcases all the planned features of a game to potential investors. At the start of a project, these are a massive sink for time and effort, since they essentially involve doing all the hard parts of finishing a game to complete one 10-minute section. Generally, they’re seen as a bad practice. However, toward the end of development, it’s a lot easier to pull assets together for a vertical slice. Of course, if you’re shopping your game around to publishers at that stage, you’re probably in a lot of trouble, but a standalone &amp;quot;vertical slice&amp;quot; can also serve as a strong alternative to a traditional demo.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Now Minecraft has no overarching objective, so it instantly challenges McGonigal’s claim that a goal is required in a game. But actually, Minecraft ’s main goal is composed of multiple smaller goals. It doesn’t have a &amp;quot;grand&amp;quot; objective, but it has smaller objectives, little bite-size incentives that replace each other over time and take the role of a larger objective. First you collect resources, then you build a house, then you survive the night, then you wake up and continue, but each with steadier and steadier increases in scope and scale. Even better, there’s no one direction to go. Being able to explore in multiple regions and build whatever you feel is satisfactory is open-ended. You are given tools and no direction, yet you are still creating. You’re making the direction. This is a massive undertaking, one that changes everything that anyone knew about videogames before, and it’s a bigger embodiment of the &amp;quot;sandbox&amp;quot; mentality than Grand Theft Auto has even been.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Over the past few weeks I’ve spent a frankly irresponsible amount of time on my 3DS, a great deal of it with A Link Between Worlds . But when I wasn’t busy rescuing princesses from other princesses (or, uh, doing actual work for the site) I was delving into Bravely Default . Not just the full game, but the demo. Most of us have, at one point or another, obsessively played a demo for a game that had us hyped, but what may surprise you is that I’ve sunk over 10 hours into a single playthrough of this one. Any way you slice it, that’s a lot of content for free software. Well, I say &amp;quot;any way,&amp;quot; but it comes pre-sliced, vertically.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>AlysaQuinn</name></author>
	</entry>
	<entry>
		<id>https://radwiki.fh-joanneum.at/index.php?title=Review:_Minecraft:_Story_Mode_--_Episode_1:_The_Order_Of_The_Stone&amp;diff=6953</id>
		<title>Review: Minecraft: Story Mode -- Episode 1: The Order Of The Stone</title>
		<link rel="alternate" type="text/html" href="https://radwiki.fh-joanneum.at/index.php?title=Review:_Minecraft:_Story_Mode_--_Episode_1:_The_Order_Of_The_Stone&amp;diff=6953"/>
		<updated>2026-03-16T07:43:45Z</updated>

		<summary type="html">&lt;p&gt;AlysaQuinn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Even people who passed on gaming in their youth are able to experience that same magic in their adulthood with more mainstream successes like Wii Sports . In fact, this demographic, a group who likely passed on the gaming world as kids, are now realizing a fresh new perspective. They get to see different elements of game design that they might have ignored back then, making the evolution of the medium and the broadening of the market a much more appealing prospect. Specifically, that big moment where a &amp;quot;virgin&amp;quot; gamer (regardless of age) is finally able to have fun when playing a game is a sense of purity and epiphany. It’s all about having fun. As we get more involved in the medium, we begin to take sides. We begin to favor consoles or developers. We begin to look at games with the minds of cynical and judgmental critics. Even as kids, we’d argue at the lunch table as to whether Sega or Nintendo is better, but if you rewind just a few years before that, you didn’t even care who made the console. Perhaps it was the catchy level themes that you remember the most or maybe it’s some iconic environmental hazard that sticks in your mind. Maybe it was similar to my case where it was just the character’s expressive personality that encouraged me to pick up a controller and actually control the character. The moments of realization and involvement vary for everyone, but as fresh faces in the gaming community, we’re never forced to pick a side. We are clean slates for series to enthrall and characters to enlist, and our focus was precisely on the game itself and those subtle moments of appeal.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The simple act of scrounging materials to survive in a world whose difficulty can be governed by the player leads to a session of Minecraft either being extremely relaxing or devilishly challenging. This experience is enhanced when shared with a friend, with the game&#039;s servers being abundant and legendary in their own ri&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The episode in itself offers a lot of promise for the rest of the announced episode, but it also cuts them short. The next slew of episodes will be adding new story arcs to the new Order of the Stone as they go on new adventures to build up their legacy. That being said, in the two hours it took to finish the episode to its completion, it made the entire premise feel very unimportant. SO much had happened and so much story and character development was involved that Telltale could have made the entire plot itself into a single season if they wanted to. The entirety of Sky City itself has so much more that could have been explored and so many more characters could have been introduced, but the story was limited to a couple of hours of gameplay. It creates a new kind of gameplay that forces you to pay attention and actually play the game rather than just putting your controller down and making a decision every once in a while.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Telltale Games has a way of making games based off of characters or stories that already have impressive stories and making them better. With Minecraft: Story Mode, however, they managed to create an entire universe and story based off of a game that didn&#039;t necessarily have either of those. We&#039;ve seen our hero, who is meant to play the role of your average Minecraft player, traverse the overworld with his friends, each who represent different types of players, in order to meet his favorite band of heroes. Of course, not everything goes as planned as chaos ensues and Jessie and his friends are put in a position as the only ones capable of saving the world from the Wither Storm. This episode, though, is much after those events with Jessie being in charge of the new Order of the Stone, fighting monsters and searching dungeons for loot. They&#039;ve become what the old Order used to be and are loved by the common folks but hated by other adventurers who do the same thing but aren&#039;t as well known as them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If you followed Gamescon this year, you&#039;ll have no doubt noticed that the word on the lips of every Microsoft,Sony, and Nintendo representative was &amp;quot;indie.&amp;quot; Whether it be Sony revealing that Minecraft, Rogue Legacy, and The Binding of Issac would be part of the PS4 family, Microsoft unveiling a pretty daring new system to encourage indie development, or Nintendo showing that indie developers are fully prepared to make use of the unique capabilities of the Wii U, it became clear that both companies have suddenly realized that indies are no longer a niche market ran by eccentrics and snatched by the gaming version of hipsters, but a viable and exciting source of incredible new ideas, and creative final products.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;From everything that we&#039;ve seen and heard so far, it looks [https://www.mcversehub.com/ like it] gaming companies are doing just the same, as an arms race to acquire as many indie games as possible is about to get very heated. Just like there is still some studio executive who is kicking himself for missing out on The Blair Witch Project&#039;s profits, no gaming company wants to be the one who turned down the chance to have the next Minecraft solely on their system. Perhaps more than ever, the power in games belongs to the individual artists.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>AlysaQuinn</name></author>
	</entry>
	<entry>
		<id>https://radwiki.fh-joanneum.at/index.php?title=5_Games_To_Bring_Us_Together_During_Social_Distancing&amp;diff=6946</id>
		<title>5 Games To Bring Us Together During Social Distancing</title>
		<link rel="alternate" type="text/html" href="https://radwiki.fh-joanneum.at/index.php?title=5_Games_To_Bring_Us_Together_During_Social_Distancing&amp;diff=6946"/>
		<updated>2026-03-16T07:13:53Z</updated>

		<summary type="html">&lt;p&gt;AlysaQuinn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;Yet Nintendo ignores it, just as they have ignored pleas from their own fans regarding everything from addressing many of the issues already noted, to making their own historically great back catalog more readily available. Yes they&#039;ve done things like release Earthbound on the Wii U, but only after years and years of remaining silent on the subject while fans begged and pleaded for even an acknowledgment of the damn thing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When there&#039;s a lot of stress or anxiety in the world, it&#039;s nice to take a step back and relax. Animal Crossing is a game that does this well while alone or even better when hanging out with friends. It&#039;s hard to find a title where doing next to nothing can feel rewarding, but in Animal Crossing just running around with friends feels like a fun time. There&#039;s a sense of companionship when sharing items or fruit and rivalry when catching bugs or fish. The core of Animal Crossing&#039;s entire identity is community, sharing interests and differences. New Horizons has players starting from nearly nothing and building their own world along the way. Eventually players can show off their hard work with a fully decorated house or a fantastic visit to the museum. Even just sitting down to take a picture together with silly expressions gives that relief that it&#039;s alright to take a break without thinking too hard now and then. Not even a wasp sting can hurt long when a friend is there to give some medicine or at least laugh over how ridiculous it was.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Certainly, this lends itself to some games better than others. It won&#039;t work with any sort of scripted, linear action game, but it&#039;s not much trouble to take a chunk of an RPG or Sandbox world, string together a bare-bones quest line, and set players loose. This allows for demos of the caliber you see with emergent games, where it&#039;s much easier to take a chunk of gameplay and give it away - Civ V&#039;s Demo let you play with a few civilizations on small maps, for instance, while Killer Instinct gives players one free character as a taste. I&#039;m all for anything that allows single-player, structured games to be more competitive, especially when it provides a workable alternative to awful early-access crap.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It seems that it is getting to be closing time so I should probably get out of here. For my last question, since I got us off track talking about abusing The Sims, what is something you wish I asked you during that tangent and how would you answer it?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Yes there will be boss battles. There are four different worlds in Dragon Quest Builders and each one will have a boss battle. There will also be many sub quests and side quests that will also feature boss battles. Each stage will have a strategy and that will play into the boss fight. Going against a boss with brute force alone is not recommended, and building will play a role in success against a boss. This may include building traps, or in the case of an aerial boss you will need to build a powerful bow to use against it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;So if you accept that the Wii U is Nintendo&#039;s system for the foreseeable future, and that the system itself is not going to make any major changes, you considerably narrow down the list of problems that Nintendo can conceivably address in order to improve their console market standing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The world is currently in a tough place with most everybody being told to stay indoors and keep away from others in an attempt to combat the rapid spread of COVID-19. With many beginning to feel the the negative emotional affects of social distancing, it may be a good opportunity to turn to video games to participate in a new or beloved video game ripe with social interaction. As such, we&#039;ve compiled a short list of titles that could help gamers come together during this temporary new world. Note that the intention of the article is not to make light of the pandemic, but instead provide a resource for those feeling the effects of Social Distancing to find a community to embrace.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[https://www.mcversehub.com/ Minecraft Survival guide] has been around so long that it&#039;s easy to take it for granted. The decade of its existence has seen it explode from an indie project to financial juggernaut, but at the heart of all the licensing has been a game that&#039;s never stopped growing its list of features. One of the biggest parts of Minecraft&#039;s longevity has been its multiplayer options with endless servers available almost since the beginning. The reason for this is simple -- it&#039;s fun to build things with friends. Whether or not that means everyone works together on a massive project or people go off and do their own thing in a communal area doesn&#039;t matter, so long as there&#039;s something new to see. Working with a group where everyone&#039;s online, working alone or just tooling around the world sightseeing, it&#039;s all better when doing it in a shared world. The thing about Minecraft, though, is that it&#039;s become so generic it&#039;s easy to forget how entertaining it is. Over the years I&#039;ve obsessed over Minecraft, walked away for extended periods of time, come back, then left again. I&#039;ve explored single-player worlds and gotten involved in multiplayer servers, and the one constant is that each time I play there&#039;s something new to do. There are endless worlds stretching on forever made of giant blocks that, despite their size, are still enough to suggest the shape of almost anything you want to create, and the nice thing about Minecraft&#039;s ubiquitous nature is just about everyone is already familiar with it. Now may be the best time to dig out an old log-in and see what huge, inspiring, strange, ridiculous, epic creations you and a group of friends can come up with.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>AlysaQuinn</name></author>
	</entry>
	<entry>
		<id>https://radwiki.fh-joanneum.at/index.php?title=The_Lack_Of_Minecraft_Exemplifies_All_That_Is_Wrong_With_The_Wii_U&amp;diff=3501</id>
		<title>The Lack Of Minecraft Exemplifies All That Is Wrong With The Wii U</title>
		<link rel="alternate" type="text/html" href="https://radwiki.fh-joanneum.at/index.php?title=The_Lack_Of_Minecraft_Exemplifies_All_That_Is_Wrong_With_The_Wii_U&amp;diff=3501"/>
		<updated>2026-03-12T07:03:07Z</updated>

		<summary type="html">&lt;p&gt;AlysaQuinn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;I’m not going to argue that every game should sell itself vertical slice demos. There’s obviously a lot of cost involved in giving away a standalone product, and not every game lends itself to this sort of distillation. However, both Dead Rising and The Stanley Parable went the extra mile with their demos and garnered excellent sales. The same seems to be holding true of Bravely Default. Developers capable of building a short standalone scenario should definitely consider it when it comes time to market their games.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Raids are a great way to get items like Totems of Undying, Enchanted Books, and Emeralds. There is some really valuable loot available. However, they can be tricky to complete with strong enemy mobs and the risk of causing serious damage to a vill&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Galactic Café went a step further with their Stanley Parable demo, creating new content not just for the free demo on steam, but for various venues that showcased the game. While all offered a short bit of meta-commentary on the nature of demos (pretty much the only way you could convey the core concept of the game without spoiling it), each was tailored to a specific scenario. The demo at PAX took some lighthearted jabs at Octodad (which was just across from it in the Indie Megabooth), and at one point made the player stand up and apologize to the audience for playing the demo so poorly. A special version made for Game Grumps addressed Danny and Ross by name. In this case, the demos were an unbridled success, building enough hype for the small indie game to garner 100,000 sales in 3 days.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;What do I mean by that? In game development terms, a &amp;quot;vertical slice,&amp;quot; is a gameplay segment of finished or near-finished quality that showcases all the planned features of a game to potential investors. At the start of a project, these are a massive sink for time and effort, since they essentially involve doing all the hard parts of finishing a game to complete one 10-minute section. Generally, they’re seen as a bad practice. However, toward the end of development, it’s a lot easier to pull assets together for a vertical slice. Of course, if you’re shopping your game around to publishers at that stage, you’re probably in a lot of trouble, but a standalone &amp;quot;vertical slice&amp;quot; can also serve as a strong alternative to a traditional demo.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The are two reasons getting this right is important, and both reasons are the same but viewed from different perspectives- Minecraft is still the biggest game in the world. The official VR mode is exclusive to the Rift, so you can bet that Microsoft/Mojang and Oculus worked together to make sure the experience is as inviting as possible. Getting this right is a major deal for both companies. This ties in to the other perspective, which is consumer-side. For a lot of people Minecraft will be a premier game for VR, and how accessible it is will become the baseline expectation of the experience. Make it nice and maybe it becomes the VR gateway drug, and at the moment the experience is acceptable. The default starting view may be the same Minecraft as always on an in-game screen, and Classic Control has high nausea potential, but the jerky VR Control is the kind of thing you learn to tolerate simply because it&#039;s effective.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;On the plus side, once you&#039;re in the Minecraft world the sense of scale is truly fantastic. Everything seems bigger somehow, more immediate and solid. A pit in a cave that would be little more than a hazard to plop a staircase onto is all of a sudden an ominous presence waiting to see you fall into its depths. Hills are more imposing, cliffs shoot dangerously into the sky and canyons are massive rifts in the earth, and the oceans go down forever. Even the standard block has a sense of mass, with its one meter cube transformed into a substantial chunk of scenery. Another side effect of the new sense of scale is that combat has become a little easier because the strike distance is so obvious. The move to VR has done a great job of freshening up an experience I&#039;ve been done with for several years now, which is an impressive feat. While I&#039;m still not completely sold on the viewing solution, it&#039;s something that works for now until a better idea is implemented.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Someone needs to have a nice sitdown with the gaming industry about VR and what it can and can&#039;t do. The ability to transport the viewer inside a scene is incredible, and if that scene happens to be in the cockpit of some kind of ship, then it opens up a whole range of movement options that would otherwise be a bad idea. Putting the player behind the eyes of a protagonist who walks around freely in the standard FPS viewpoint, on the other hand, is something that has only sounded awesome. It&#039;s hasn&#039;t been. Really, seriously, it&#039;s kind of sucked, and while wanting it to be different won&#039;t change that, clever viewing systems just might. So now [https://www.Mcversehub.com/ Minecraft crafting guide] has official VR support, and it&#039;s taken an interesting approach to the presentation that&#039;s a little awkward but usable.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>AlysaQuinn</name></author>
	</entry>
	<entry>
		<id>https://radwiki.fh-joanneum.at/index.php?title=Benutzer:AlysaQuinn&amp;diff=3499</id>
		<title>Benutzer:AlysaQuinn</title>
		<link rel="alternate" type="text/html" href="https://radwiki.fh-joanneum.at/index.php?title=Benutzer:AlysaQuinn&amp;diff=3499"/>
		<updated>2026-03-12T07:03:02Z</updated>

		<summary type="html">&lt;p&gt;AlysaQuinn: Die Seite wurde neu angelegt: „Hello! My name is Launa. &amp;lt;br&amp;gt;It is a little about myself: I live in Switzerland, my city of St-Maurice. &amp;lt;br&amp;gt;It&amp;#039;s called often Eastern or cultural capital of NA. I&amp;#039;ve married 4 years ago.&amp;lt;br&amp;gt;I have 2 children - a son (Roscoe) and the daughter (Bert). We all like Dance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Also visit my web-site ... [https://www.Mcversehub.com/ Minecraft crafting guide]“&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello! My name is Launa. &amp;lt;br&amp;gt;It is a little about myself: I live in Switzerland, my city of St-Maurice. &amp;lt;br&amp;gt;It&#039;s called often Eastern or cultural capital of NA. I&#039;ve married 4 years ago.&amp;lt;br&amp;gt;I have 2 children - a son (Roscoe) and the daughter (Bert). We all like Dance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Also visit my web-site ... [https://www.Mcversehub.com/ Minecraft crafting guide]&lt;/div&gt;</summary>
		<author><name>AlysaQuinn</name></author>
	</entry>
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