The original XBox started traditions of teen and mature video games. Computer power of the XBox served to expand the horizons of game designers, computer programmers, and gamers alike. Dedication of the consoles created physical places where gamers would experience alternate realities. Ultimately, the XBox embodied the modern invention of the American conscience for video games.
The XBox 360 advanced traditions of teen and mature video games with additional computer power. Niche markets like violent and adventure games made the XBox 360 irresistible to gamers who wanted to experience detailed actions. Mainstream markets were born, and the XBox 360 came to symbolize a new, universal form of entertainment. Cultural elevation of the XBox 360 propelled mainstream markets into widespread popularity, and many middle-age adults learned to enjoy games, too. Mainstream markets for XBox video games developed strength from prolonged public exposure to niche markets. New games attracted women, and gamers who had jobs, too. Mainstream markets expanded slowly with the development of dexterity in the new gamers. Collectively, they were driven by advances in the emotional depths of the stories. Additionally, complexity of the overall organization of the games contributed to emotional depths. Development of the strength of mainstream markets continued with the XBox One. Mainstream markets recycle periodically. They build thematically, and get replaced with stronger, more refined themes. Plots develop, and get replaced with newer, improved plots. There is a learning curve in the trajectory of the development of mainstream markets that is facilitated by the recycle of themes and plots. It appears that gamers in mainstream markets learn well from their games, and desire additional sophistications from their next games. Successful experiences of the gamers are a learning curve that extrapolates into a new set of games. Segmentations of mainstream markets are accomplished by developments of unique places, characters, and events. They are subdivisions of mainstream markets that are split into specific types of stories. Subdivisions of themes and plots that are split into distinctly unique stories provide diversity. They characterize mainstream markets with creativity and artistry. Greater segmentations make more games, and increase the satisfactions of gamers. Concentrations of games within subdivisions create specific mainstream markets that can recycle into more memorable games. They can lead to creations of popular and technically-oriented games. Likenesses of concentrated games are complementary, and generate depth for mainstream markets. Contrasts are expansive, and generate breadth. Memorable games with depth and breadth can be profitable. Popularity within niche markets like violent and adventure games has historically made famous games that sell. However, it has overshadowed mainstream markets considerably. Satisfactions of gamers in niche markets will eventually reduce sales. It will be important to understand mainstream markets, and continue sales of famous games. Mainstream markets must be recognized, and served intelligently. Technical orientations within niche markets have historically complemented popularity. However, they can be separated, and used independently to make games in mainstream markets. It is important to understand the science that stands behind technical orientations, and use it wisely. Science can build places, characters, and events. It can develop technical orientations broadly into themes and plots. Technical orientations within mainstream markets promise a strong future, especially for science fiction games. Traditions of teen and mature video games must develop for mainstream markets to be financially successful. They must be built professionally, and resound with gamers. Mainstream markets demand strong traditions that contribute to themes and plots. Strong traditions must fuel actions, too. Mainstream markets have a special future that can be built on today's niche markets. They carry a special significance that permeates societies. Finally, it is important to notice that mainstream markets start with gamers, go through designers and computer programmers, and finish with production and distribution. Gamers lead the way, and professionals do the work. Nothing is more important for the good quality of games, than the proper organization of ideas from gamers and the proper administration of the departments of business. Good games come from good gamers and the factors of production. Logic is the best foundation. Screenplays are important tools for plays, television shows, and movies. They create stories, before anyone acts out their parts. They describe settings and props, before any money is spent on production. Pens and paper with help from computers can make dramas, inexpensively. Many opportunities are created to edit and improve stories.
Screenplays work well for video games. They create stories, before anyone programs computers. They describe actions, before anyone sits down with controllers. Games can be made with grammatical constructions, inexpensively. Places, characters, and events can develop into themes and plots. Literary traditions contribute to the construction of screenplays. Developments of scenes and dialogs create stories with actions. Creations of themes and plots add emotions to actions. Screenplays develop rich, engaging stories with emotions, and entertain audiences of video games with color and depth. Screenplays should be a tradition for designs of video games. They should be included with every new endeavor. Games can be enriched, and mistakes avoided. Screenplays for games should include literary traditions, and use them to develop cinematic effects, personalities, and intelligence. Audiences demand higher quality than outlines can provide. Screenplays for games develop from theatrical productions. They develop beyond cinematography, and create reasons to act. Original ideas for games extend beyond designers, and reach audiences. They reach higher quality with techniques and details. Work to write screenplays equals higher quality of graphic designs, thematic constructions, and play of the games. Many mature-rated Xbox 360 games demonstrate design traditions well. They exemplify powers to build alternate realities and live impossible experiences. The first-person shooter games provide a solid foundation for story and program development. The niche for violent games provides many rudiments that can carry on to non-violent games.
War games like Call of Duty 4: Modern Warfare use political and violent situations to create actions. They make campaigns that engage and satisfy. Science fiction games like Syndicate use technologies and dire circumstances to create actions. They make campaigns that invigorate and thrill. Special agent games like Splinter Cell: Conviction use powerful objectives and special strategies to create actions. They make campaigns that captivate and enthuse. Design traditions of violent games are effective, and efficient. Player interfaces are constructed with straight-forward logic. Achievements are reasonable, and pace play. Plots slowly unfold, and climaxes bring ultimate victories. Design traditions of violent games facilitate stories and programs. They provide creativity and structure that builds mainstream games. Design traditions of violent games are mature. They developed over the course of many years. Violent games have history that reaches back well before the Xbox 360 was built. They have a solid market demand that insists on value. Design traditions command respect, and provide immediate familiarity. They make a solid foundation to increase maturity and sell to the mainstream. New games should follow design traditions of violent games. Successes of war games should continue from the traditions. Technologies and dire circumstances should be driven by the traditions. Powerful objectives and special strategies should be motivated by the traditions. Effectiveness and efficiency of the traditions can be used to make non-violent games. Maturity of the traditions can be used to advance non-violent games. Design traditions are important for successful games. They are necessary to make good quality games that please customers. It is important to recognize and utilize design traditions of violent games. Standards of design can develop, and help authors and programmers create violent and non-violent games. They can be documented for beginners to understand how to build games correctly. Games can improve and evolve into mainstream successes. I have three unfinished stories of short fiction. Historically, I have been able to ask individuals in the marketplace for advice to finish my stories. However, I have had trouble, finding audiences of abstract fiction. Acceptance of abstract fiction has been very slow. There are psychological hurdles that require psychoanalytical and psychiatric explanations.
Fortunately, I received a tip from someone at Internet Writing Workshop (internetwritingworkshop.org). I was informed that a new artificial intelligence (AI) was being tested, called ChatGPT from Open AI. It is a generative AI that can learn new information and build complex solutions. Instantly, I checked the internet. I found that ChatGPT could answer my questions about my stories. ChatGPT worked for me when no one else could. It told me how one of my characters should respond to a major crime. It told me how two of my characters should interact when they first meet. Also, it told me how to arrange a natural conflict and conclusion in psych fiction. I was especially impressed by the AI’s ability to learn the definition of psych fiction and use it fluently. From my experiences, asking for advice, ChatGPT did a better job than humans. It was more available emotionally to answer my questions. It was equally knowledgeable, but much faster to create advice. Also, it was much more convenient. In the past, I have spent months, looking for someone who could answer my questions. In my present situation, I was truly saved by the AI. I think that an AI can play an important role in the creation, publication, and distribution of fiction, immediately and indefinitely. Clearly, every author and publisher could experience the successes that I have had. An AI could be cheaper than humans, too. I think that an AI should be invented specifically for fiction and non-fiction. It could play an integral role internationally, increasing accuracy, quality, and productivity. ChatGPT pushed me into the final phase of my writing. Now, I can collect all that I have written, and develop the denouements and ultimate finish of my stories. I am very pleased that I found the answers that I needed. I hope that ChatGPT becomes available in a final form by monthly subscription. It is a serious asset for every serious author and publisher. I think that everyone would read better books. Literary agency is professional assistance to write and publish fiction and non-fiction. It is used to meet artistic standards and ensure reasonable successes in the marketplaces for fiction and non-fiction. Independent book publishers provide literary agency to complete stories with literary qualities and develop talented authors. Literary agency develops uniform, literary standards, and analytical methods of economic evaluation. Authors benefit from literary agency with technical knowledge and independent perspectives. Independent book publishers benefit from literary agency with image from quality, professional services and reputation for stories that sell with literary qualities.
Dirty Little Claws, Inc., provides literary agency to enable authors to write and publish stories that reach personal goals. Literary qualities from American traditions of fiction and non-fiction are included to create stories that reach cultural goals. Stories are chosen with noteworthy characters, themes, and plots, and developed with literary techniques. Authors use suggestions about American culture and scientific advances to write intelligent scenes, themes, plots, and climaxes. Stories are reviewed, edited, and proofread. They are published electronically with book descriptions and previews. Literary agency is the first step to write and publish fiction and non-fiction. Authors are assisted with evaluations of stories and determination to succeed. They negotiate the course of the completion of their work, and sign publishing contracts. Stories are completed with artistic and commercial standards. They are finished with styles and voice. Professional experience and judgment make the last step of literary agency, and stories get published with economic value and literary permanence. Literary agency includes topical discussions about favorite books, personal interests, writing experiences, artistic ambitions, and career plans. Discussions focus on strengths, weaknesses, talents, and desires. Authors must write and publish stories efficiently and effectively. They are assisted to identify profitable aspects of their lives, and develop additional skills. Stories must be written artistically and culturally. They must address psychological realities, and provide logical conclusions. Authors publish stories that show off their talents and drive the marketplace for fiction and non-fiction into greater emotions and intelligence. Authors create goals and define their intentions to write and publish fiction and non-fiction. They use literary agency to build their talents, abilities, and skills. They are provided technical and artistic assistance. Literary agency assists authors to publish stories that deliver plots and climaxes with popularity and literary qualities. It assists authors to publish entertaining and educational stories. Professional recommendations develop intellectual aspirations, and drive careers effectively and profitably. The psychology of sexual entertainment is focus on the executive functions of the central nervous system that leads to sexual, adaptive, and social behaviors. Executive functions develop phylogenic habits that become behavioral homeostases, and enable behavioral homeostases to develop into phenotypes. Gender identity, endogenous experiences, and gender role are psychological behaviors that employ phylogenic habits, behavioral homeostases, and phenotypes. They are the foundation of the psychology of sexual entertainment. Morphogenesis, feminization, and metamorphosis are the executive functions of the central nervous system. They are adaptive behaviors that develop psychological stresses into morphological changes of the body and ultimately lead to progressive evolution. They create the psychology of sexual entertainment from psychological stresses and progressive evolution of sexual experiences. Gender identity, endogenous experiences, and gender role develop morphological changes of the body and results of progressive evolution into new emotions, egos, and intelligence. Concepts of behaviorism and psychologies of feminism and mathematics are the final features of the psychology of sexual entertainment. Nudism, eroticism, and lesbianism are concepts of behaviorism that ultimately identify powerful features of sexuality that create foundations for entertainment. Femininity, willpower, and estrogenergics are psychological stages of feminism that develop physical and psychological strengths. They create moods and perspectives that develop sexuality. Numeracy and mathematical education define scientific and analytical aspects of sexuality, and complete the definition of the psychology of sexual entertainment. Below is a table of terms that summarizes the psychology of sexual entertainment. The table shows the relationship between executive functions of the central nervous system and gender. Notice the natural progression of development from morphogenesis and nudism at the beginning of the table to metamorphosis and complete numeracy at the end. Childhood and virginity are at the beginning, and adulthood and sexual reproduction are at the end. The psychology of sexual entertainment is primal, and dynamic. It is unconscious, and aggressive. It builds popular themes and plots with egos, personality, and intelligence. New York publishing traditions have existed for decades. They have made many genres and styles for America. However, cultural and technological developments have caused the breaking point of New York publishing traditions to become prominent and advisable. Below is an article that describes the economic predicament of publishers in New York City. Knowledge and intuitions are psychological behaviors that create abstract fiction with imagination, intimacy, and originality. They plan outlines, develop descriptions, and complete plots. Knowledge makes realism, and intuitions make voice.
Foundations for artistry are built from historically successful art and technical innovations. They develop insights and inventions that create captivating art. Knowledge and intuitions are foundations for artistry. They create captivating art with subconscious experiences and personalities. Foundations for artistry create abstract fiction, illustrations, and comics. They create popular music, movies, and computer games. Knowledge and intuitions are essential psychological behaviors for literary techniques, and essential foundations for genres. Remarkable Adventures are made from ambitions, plans, and acquaintances. They bring curiosities, happiness, and maturity to productive lives. Knowledge and intuitions make Remarkable Adventures that bring unusual places, characters, and events to audiences with suspense and excitement.
The twenty-first century brought a revolution to publishing and distributing books. The revolution came from new skills and determination of authors, new technologies to print books, and utilization of the internet to sell books in print and electronically. Publishing books got revolutionized by new business models and management techniques that serve publishers and authors with simplicity and efficiency. Book distribution got revolutionized by titles that are sold directly and individually.
Better psychology and higher education empowered authors to discover the marketplace for fiction and the rewards of successes in the entertainment sector of the economy. Desktop publishing and print-on-demand empowered publishers to rediscover demand for books and rewards for entrepreneurship. Internet stores and electronic books empowered shoppers to find and own the books that meant the most to them. Publishing houses should be corporations with low overhead and fluid pools of talent. Independent book publishers should be corporations with entrepreneurs who have special education in psychology, marketing, and economics. Book distribution is internet stores with print and electronic books, and small book stores with unique selections. Publishing houses and independent book publishers choose how to distribute their books, and the model of distribution includes management of costs. Goods are finished by publishers, and sales prices are indexed to costs and royalties. Books are unique to genres, and memorable from personalizations. Short books are the backbone for a dynamic marketplace. Novels and non-fiction narratives are staples of cultures in the marketplace. America's books in the twenty-first century are meaningful relationships and rich experiences. Books are Remarkable Adventures. They are stories from observations of cultures that return to cultures to become observations. Remarkable Adventures take individuals away from personal responsibilities, and put them onto paths of curiosity, enlightenment, and instruction. New realities to publish and distribute books bring more Remarkable Adventures to the marketplace. |
Photograph:
Gaetano Cessati, Unsplash Remarkable Adventures
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