Australasia comprises Australia, New Zealand, some neighbouring islands. It is used in a number of different contexts including geopolitically, physiographically, ecologically where the term covers several different but related regions. Charles de Brosses coined the term in Histoire des navigations, he derived it from the Latin for "south of Asia" and differentiated the area from Polynesia and the southeast Pacific. In Australia "Australasia" is considered to be Australia, New Zealand, New Guinea, the neighbouring islands of the Pacific, while in New Zealand it means Australia, New Zealand and former New Zealand dependencies. Richards, Kel. "Australasia". Wordwatch. ABC News Radio. Retrieved 2006-09-30. Media related to Australasia at Wikimedia Commons
A computing platform or digital platform is the environment in which a piece of software is executed. It may be the hardware or the operating system a web browser and associated application programming interfaces, or other underlying software, as long as the program code is executed with it. Computing platforms have different abstraction levels, including a computer architecture, an OS, or runtime libraries. A computing platform is the stage. A platform can be seen both as a constraint on the software development process, in that different platforms provide different functionality and restrictions. For example, an OS may be a platform that abstracts the underlying differences in hardware and provides a generic command for saving files or accessing the network. Platforms may include: Hardware alone, in the case of small embedded systems. Embedded systems can access hardware directly, without an OS. A browser in the case of web-based software; the browser itself runs on a hardware+OS platform, but this is not relevant to software running within the browser.
An application, such as a spreadsheet or word processor, which hosts software written in an application-specific scripting language, such as an Excel macro. This can be extended to writing fully-fledged applications with the Microsoft Office suite as a platform. Software frameworks. Cloud computing and Platform as a Service. Extending the idea of a software framework, these allow application developers to build software out of components that are hosted not by the developer, but by the provider, with internet communication linking them together; the social networking sites Twitter and Facebook are considered development platforms. A virtual machine such as the Java virtual machine or. NET CLR. Applications are compiled into a format similar to machine code, known as bytecode, executed by the VM. A virtualized version of a complete system, including virtualized hardware, OS, storage; these allow, for instance, a typical Windows program to run on. Some architectures have multiple layers, with each layer acting as a platform to the one above it.
In general, a component only has to be adapted to the layer beneath it. For instance, a Java program has to be written to use the Java virtual machine and associated libraries as a platform but does not have to be adapted to run for the Windows, Linux or Macintosh OS platforms. However, the JVM, the layer beneath the application, does have to be built separately for each OS. AmigaOS, AmigaOS 4 FreeBSD, NetBSD, OpenBSD IBM i Linux Microsoft Windows OpenVMS Classic Mac OS macOS OS/2 Solaris Tru64 UNIX VM QNX z/OS Android Bada BlackBerry OS Firefox OS iOS Embedded Linux Palm OS Symbian Tizen WebOS LuneOS Windows Mobile Windows Phone Binary Runtime Environment for Wireless Cocoa Cocoa Touch Common Language Infrastructure Mono. NET Framework Silverlight Flash AIR GNU Java platform Java ME Java SE Java EE JavaFX JavaFX Mobile LiveCode Microsoft XNA Mozilla Prism, XUL and XULRunner Open Web Platform Oracle Database Qt SAP NetWeaver Shockwave Smartface Universal Windows Platform Windows Runtime Vexi Ordered from more common types to less common types: Commodity computing platforms Wintel, that is, Intel x86 or compatible personal computer hardware with Windows operating system Macintosh, custom Apple Inc. hardware and Classic Mac OS and macOS operating systems 68k-based PowerPC-based, now migrated to x86 ARM architecture based mobile devices iPhone smartphones and iPad tablet computers devices running iOS from Apple Gumstix or Raspberry Pi full function miniature computers with Linux Newton devices running the Newton OS from Apple x86 with Unix-like systems such as Linux or BSD variants CP/M computers based on the S-100 bus, maybe the earliest microcomputer platform Video game consoles, any variety 3DO Interactive Multiplayer, licensed to manufacturers Apple Pippin, a multimedia player platform for video game console development RISC processor based machines running Unix variants SPARC architecture computers running Solaris or illumos operating systems DEC Alpha cluster running OpenVMS or Tru64 UNIX Midrange computers with their custom operating systems, such as IBM OS/400 Mainframe computers with their custom operating systems, such as IBM z/OS Supercomputer architectures Cross-platform Platform virtualization Third platform Ryan Sarver: What is a platform
Variety is a weekly American entertainment trade magazine and website owned by Penske Media Corporation. It was founded by Sime Silverman in New York in 1905 as a weekly newspaper reporting on theater and vaudeville. In 1933 it added Daily Variety, based in Los Angeles. Variety.com features breaking entertainment news, box office results, cover stories, photo galleries and more, plus a credits database, production charts and calendar, with archive content dating back to 1905. Variety has been published since December 16, 1905, when it was launched by Sime Silverman as a weekly periodical covering theater and vaudeville with its headquarters in New York City. Sime was fired by The Morning Telegraph in 1905 for panning an act which had taken out an advert for $50, said that it looked like he would have to start his own paper in order to be able to tell the truth. With a loan of $1,500 from his father-in-law, he launched Variety as editor. In addition to Sime's former employer The Morning Telegraph, other major competitors on launch were The New York Clipper and the New York Dramatic Mirror.
The original cover design, similar to the current design, was sketched by Edgar M. Miller, a scenic painter, who refused payment; the front cover contained pictures of the original editorial staff, who were Alfred Greason, Epes W Sargeant and Joshua Lowe, as well as Sime. The first issue contained a review by Sime's son Sidne known as Skigie, claimed to be the youngest critic in the world at seven years old. In 1922, Sime acquired The New York Clipper, reporting on the stage and other entertainment since 1853 and folded it two years merging some of its features into Variety. In 1922, Sime launched the Times Square Daily, which he referred to as "the world's worst daily" and soon scrapped. During that period, Variety staffers worked on all three papers. After the launch of The Hollywood Reporter in 1930, which Variety sued for alleged plagiarism in 1932, Sime launched Daily Variety in 1933, based in Hollywood, with Arthur Ungar as the editor, it replaced Variety Bulletin, issued in Hollywood on Fridays.
Daily Variety was published every day other than Sunday but on Monday to Friday. Ungar was editor until 1950, followed by Joe Schoenfeld and Thomas M. Pryor, succeeded by his son Pete; the Daily and the Weekly were run as independent newspapers, with the Daily concentrating on Hollywood news and the Weekly on U. S. and International coverage. Sime Silverman had passed on the editorship of the Weekly Variety to Abel Green as his replacement in 1931. Green remained as editor from 1931 until his death in 1973. Sime's son Sidne succeeded him as publisher of both publications. Following his death from tuberculosis in 1950, his only son Syd Silverman, was the sole heir to what was Variety Inc. Young Syd's legal guardian Harold Erichs oversaw Variety Inc. until 1956. After that date Syd Silverman managed the company as publisher of both the Weekly Variety in New York and the Daily Variety in Hollywood, until the sale of both papers in 1987 to Cahners Publishing for $64 million, he remained as publisher until 1990 when he was succeeded on Weekly Variety by Gerard A. Byrne and on Daily Variety by Sime's great grandson, Michael Silverman.
Syd became chairman of both publications. In 1953, Army Archerd's "Just for Variety" column appeared on page two of Daily Variety and swiftly became popular in Hollywood. Archerd broke countless exclusive stories, reporting from film sets, announcing pending deals, giving news of star-related hospitalizations and births; the column appeared daily for 52 years until September 1, 2005. On December 7, 1988, the editor, Roger Watkins and oversaw the transition to four-color print. Upon its launch, the new-look Variety measured one inch shorter with a washed-out color on the front; the old front-page box advertisement was replaced by a strip advertisement, along with the first photos published in Variety since Sime gave up using them in the old format in 1920: they depicted Sime and Syd. For twenty years from 1989 its editor-in-chief was Peter Bart only of the weekly New York edition, with Michael Silverman running the Daily in Hollywood. Bart had worked at Paramount Pictures and The New York Times.
In April 2009, Bart moved to the position of "vice president and editorial director", characterized online as "Boffo No More: Bart Up and Out at Variety". From mid 2009 to 2013, Timothy M. Gray oversaw the publication as Editor-in-Chief, after over 30 years of various reporter and editor positions in the newsroom. In October 2012, Reed Business Information, the periodical's owner, sold the publication to Penske Media Corporation. PMC is the owner of Deadline Hollywood, which since the 2007–2008 Writers Guild of America strike has been considered Variety's largest competitor in online showbiz news. In October 2012, Jay Penske, Chairman and CEO of PMC, announced that the website's paywall would come down, the print publication would stay, he would invest more into Variety's digital platform in a townhall. In March 2013, Variety owner Jay Penske appointed three co-editors to oversee different parts of the publication's industry coverage; the decision was made to stop printing Daily Variety with the last printed edition published on March 19, 2013 with the headline "Variety A
North America is a continent within the Northern Hemisphere and all within the Western Hemisphere. It is bordered to the north by the Arctic Ocean, to the east by the Atlantic Ocean, to the west and south by the Pacific Ocean, to the southeast by South America and the Caribbean Sea. North America covers an area of about 24,709,000 square kilometers, about 16.5% of the earth's land area and about 4.8% of its total surface. North America is the third largest continent by area, following Asia and Africa, the fourth by population after Asia and Europe. In 2013, its population was estimated at nearly 579 million people in 23 independent states, or about 7.5% of the world's population, if nearby islands are included. North America was reached by its first human populations during the last glacial period, via crossing the Bering land bridge 40,000 to 17,000 years ago; the so-called Paleo-Indian period is taken to have lasted until about 10,000 years ago. The Classic stage spans the 6th to 13th centuries.
The Pre-Columbian era ended in 1492, the transatlantic migrations—the arrival of European settlers during the Age of Discovery and the Early Modern period. Present-day cultural and ethnic patterns reflect interactions between European colonists, indigenous peoples, African slaves and their descendants. Owing to the European colonization of the Americas, most North Americans speak English, Spanish or French, their culture reflects Western traditions; the Americas are accepted as having been named after the Italian explorer Amerigo Vespucci by the German cartographers Martin Waldseemüller and Matthias Ringmann. Vespucci, who explored South America between 1497 and 1502, was the first European to suggest that the Americas were not the East Indies, but a different landmass unknown by Europeans. In 1507, Waldseemüller produced a world map, in which he placed the word "America" on the continent of South America, in the middle of what is today Brazil, he explained the rationale for the name in the accompanying book Cosmographiae Introductio:... ab Americo inventore... quasi Americi terram sive Americam.
For Waldseemüller, no one should object to the naming of the land after its discoverer. He used the Latinized version of Vespucci's name, but in its feminine form "America", following the examples of "Europa", "Asia" and "Africa". Other mapmakers extended the name America to the northern continent, In 1538, Gerard Mercator used America on his map of the world for all the Western Hemisphere; some argue that because the convention is to use the surname for naming discoveries, the derivation from "Amerigo Vespucci" could be put in question. In 1874, Thomas Belt proposed a derivation from the Amerrique mountains of Central America. Marcou corresponded with Augustus Le Plongeon, who wrote: "The name AMERICA or AMERRIQUE in the Mayan language means, a country of perpetually strong wind, or the Land of the Wind, and... the can mean... a spirit that breathes, life itself." The United Nations formally recognizes "North America" as comprising three areas: Northern America, Central America, The Caribbean.
This has been formally defined by the UN Statistics Division. The term North America maintains various definitions in accordance with context. In Canadian English, North America refers to the land mass as a whole consisting of Mexico, the United States, Canada, although it is ambiguous which other countries are included, is defined by context. In the United States of America, usage of the term may refer only to Canada and the US, sometimes includes Greenland and Mexico, as well as offshore islands. In France, Portugal, Romania and the countries of Latin America, the cognates of North America designate a subcontinent of the Americas comprising Canada, the United States, Mexico, Greenland, Saint Pierre et Miquelon, Bermuda. North America has been referred to by other names. Spanish North America was referred to as Northern America, this was the first official name given to Mexico. Geographically the North American continent has many subregions; these include cultural and geographic regions. Economic regions included those formed by trade blocs, such as the North American Trade Agreement bloc and Central American Trade Agreement.
Linguistically and culturally, the continent could be divided into Latin America. Anglo-America includes most of Northern America and Caribbean islands with English-speaking populations; the southern North American continent is composed of two regions. These are the Caribbean; the north of the continent maintains recognized regions as well. In contrast to the common definition of "North America", which encompasses the whole continent, the term "North America" is sometimes used to refer only to Mexico, the United States, Greenland; the term Northern America refers to the northern-most countries and territories of North America: the United States, Bermuda, St. Pierre and Miquelon and Greenland. Although the term does not refer to a unifie
Wired is a monthly American magazine, published in print and online editions, that focuses on how emerging technologies affect culture, the economy, politics. Owned by Condé Nast, it is headquartered in San Francisco and has been in publication since March/April 1993. Several spin-offs have been launched, including Wired UK, Wired Italia, Wired Japan, Wired Germany. Condé Nast's parent company Advance Publications is the major shareholder of Reddit, an internet information conglomeration website. In its earliest colophons, Wired credited Canadian media theorist Marshall McLuhan as its "patron saint." From its beginning, the strongest influence on the magazine's editorial outlook came from techno-utopian cofounder Stewart Brand and his associate Kevin Kelly. From 1998 to 2006, Wired magazine and Wired News, which publishes at Wired.com, had separate owners. However, Wired News remained responsible for republishing Wired magazine's content online due to an agreement when Condé Nast purchased the magazine.
In 2006, Condé Nast bought Wired News for $25 million. Wired contributor Chris Anderson is known for popularizing the term "the Long Tail", as a phrase relating to a "power law"-type graph that helps to visualize the 2000s emergent new media business model. Anderson's article for Wired on this paradigm related to research on power law distribution models carried out by Clay Shirky in relation to bloggers. Anderson widened the definition of the term in capitals to describe a specific point of view relating to what he sees as an overlooked aspect of the traditional market space, opened up by new media; the magazine coined the term "crowdsourcing", as well as its annual tradition of handing out Vaporware Awards, which recognize "products and other nerdy tidbits pitched and hyped, but never delivered". The magazine was founded by American journalist Louis Rossetto and his partner Jane Metcalfe, along with Ian Charles Stewart, in 1993 with initial backing from software entrepreneur Charlie Jackson and eclectic academic Nicholas Negroponte of the MIT Media Lab, a regular columnist for six years, wrote the book Being Digital, founded One Laptop per Child.
The founding designers were John Plunkett and Barbara Kuhr, beginning with a 1991 prototype and continuing through the first five years of publication, 1993–98. Wired, which touted itself as "the Rolling Stone of technology", made its debut at the Macworld conference on January 2, 1993. A great success at its launch, it was lauded for its vision, originality and cultural impact. In its first four years, the magazine won two National Magazine Awards for General Excellence and one for Design; the founding executive editor of Wired, Kevin Kelly, was an editor of the Whole Earth Catalog and the Whole Earth Review and brought with him contributing writers from those publications. Six authors of the first Wired issue had written for Whole Earth Review, most notably Bruce Sterling and Stewart Brand. Other contributors to Whole Earth appeared in Wired, including William Gibson, featured on Wired's cover in its first year and whose article "Disneyland with the Death Penalty" in issue 1.4 resulted in the publication being banned in Singapore.
Wired cofounder Louis Rossetto claimed in the magazine's first issue that "the Digital Revolution is whipping through our lives like a Bengali typhoon," yet despite the fact that Kelly was involved in launching the WELL, an early source of public access to the Internet and earlier non-Internet online experience, Wired's first issue de-emphasized the Internet and covered interactive games, cell-phone hacking, digital special effects, military simulations, Japanese otaku. However, the first issue did contain a few references to the Internet, including online dating and Internet sex, a tutorial on how to install a bozo filter; the last page, a column written by Nicholas Negroponte, was written in the style of an email message but contained fake, non-standard email addresses. By the third issue in the fall of 1993, the "Net Surf" column began listing interesting FTP sites, Usenet newsgroups, email addresses, at a time when the numbers of these things were small and this information was still novel to the public.
Wired was among the first magazines to list the email address of its contributors. Associate publisher Kathleen Lyman was brought on board to launch Wired with an advertising base of major technology and consumer advertisers. Lyman, along with Simon Ferguson, introduced revolutionary ad campaigns by a diverse group of industry leaders—such as Apple Computer, Sony, Calvin Klein, Absolut—to the readers of the first technology publication with a lifestyle slant; the magazine was followed by a companion website, a book publishing division, a Japanese edition, a short-lived British edition. Wired UK was relaunched in April 2009. In 1994, John Battelle, cofounding editor, commissioned Jules Marshall to write a piece on the Zippies; the cover story broke records for being one of the most publicized stories of the year and was used to promote Wired's HotWired news service. HotWired spawned websites Webmonkey, the search engine HotBot, a weblog, Suck.com. In June 1998, the magazine launched a stock index, the Wired Index, called the Wired 40 since July 2003.
The fortune of the magazine and allied enterprises corresponded to that of the dot-com bubble. In 1996, Rossetto and the other participants in Wired Ventures attempted to take the company public with an IPO; the initial attempt had to be withdraw
Massively multiplayer online game
A massively multiplayer online game is an online game with large numbers of players from hundreds to thousands, on the same server. MMOs feature a huge, persistent open world, although some games differ; these games can be found for most network-capable platforms, including the personal computer, video game console, or smartphones and other mobile devices. MMOs can enable players to cooperate and compete with each other on a large scale, sometimes to interact meaningfully with people around the world, they include a variety of gameplay types. The most popular type of MMOG, the subgenre that pioneered the category, is the massively multiplayer online role-playing game, which descended from university mainframe computer MUD and adventure games such as Rogue and Dungeon on the PDP-10; these games predate the commercial gaming industry and the Internet, but still featured persistent worlds and other elements of MMOGs still used today. The first graphical MMOG, a major milestone in the creation of the genre, was the multiplayer flight combat simulation game Air Warrior by Kesmai on the GEnie online service, which first appeared in 1986.
Kesmai added 3D graphics to the game, making it the first 3D MMO. Commercial MMORPGs gained acceptance in early 1990s; the genre was pioneered by the GemStone series on GEnie created by Kesmai, Neverwinter Nights, the first such game to include graphics, which debuted on AOL in 1991. As video game developers applied MMOG ideas to other computer and video game genres, new acronyms started to develop, such as MMORTS. MMOG emerged as a generic term to cover this growing class of games; the debuts of The Realm Online, Meridian 59, Ultima Online and EverQuest in the late 1990s popularized the MMORPG genre. The growth in technology meant that where Neverwinter Nights in 1991 had been limited to 50 simultaneous players, by the year 2000 a multitude of MMORPGs were each serving thousands of simultaneous players and led the way for games such as World of Warcraft and EVE Online. Despite the genre's focus on multiplayer gaming, AI-controlled characters are still common. NPCs and mobs who give out quests or serve as opponents are typical in MMORPGs.
AI-controlled characters are not as common in action-based MMOGs. The popularity of MMOGs was restricted to the computer game market until the sixth-generation consoles, with the launch of Phantasy Star Online on Dreamcast and the emergence and growth of online service Xbox Live. There have been a number of console MMOGs, including EverQuest Online Adventures, the multiconsole Final Fantasy XI. On PCs, the MMOG market has always been dominated by successful fantasy MMORPGs. MMOGs have only begun to break into the mobile phone market; the first, Samurai Romanesque set in feudal Japan, was released in 2001 on NTT DoCoMo's iMode network in Japan. More recent developments are CipSoft's TibiaME and Biting Bit's MicroMonster which features online and bluetooth multiplayer gaming. SmartCell Technology is in development of Shadow of Legend, which will allow gamers to continue their game on their mobile device when away from their PC. Science fiction has been a popular theme, featuring games such as Mankind, Anarchy Online, Eve Online, Star Wars Galaxies and The Matrix Online.
MMOGs emerged from the hard-core gamer community to the mainstream in December 2003 with an analysis in the Financial Times measuring the value of the virtual property in the then-largest MMOG, EverQuest, to result in a per-capita GDP of 2,266 dollars which would have placed the virtual world of EverQuest as the 77th wealthiest nation, on par with Croatia, Tunisia or Vietnam. World of Warcraft is a dominant MMOG with 8-9 million monthly subscribers worldwide; the subscriber base dropped by 1 million after the expansion Wrath of the Lich King, bringing it to 9 million subscribers in 2010, though it remained the most popular Western title among MMOGs. In 2008, Western consumer spending on World of Warcraft represented a 58% share of the subscription MMOG market in 2009; the title has generated over $2.2 billion in cumulative consumer spending on subscriptions from 2005 through 2009. Within a majority of the MMOGs created, there is virtual currency where the player can earn and accumulate money.
The uses vary from game to game. The virtual economies created within MMOGs blur the lines between real and virtual worlds; the result is seen as an unwanted interaction between the real and virtual economies by the players and the provider of the virtual world. This practice is seen in this genre of games; the two seem to come hand in hand with the earliest MMOGs such as Ultima Online having this kind of trade, real money for virtual things. The importance of having a working virtual economy within an MMOG is increasing. A sign of this is CCP Games hiring the first real-life economist for its MMOG Eve Online to assist and analyze the virtual economy and production within this game; the results of this interaction between the virtual economy, our real economy, the interaction between the company that created the game and the third-party companies that want a share of the profits and success of the game. This battle between companies is defended on both sides; the company originating the game and the intellectual property argue that this is in violation of the terms and agreements of the game as well as copyright violation since they own the rights to how the online currency is distributed and through what channels.
The case that the third-party companies and their customers defen
An adventure game is a video game in which the player assumes the role of a protagonist in an interactive story driven by exploration and puzzle-solving. The genre's focus on story allows it to draw from other narrative-based media and film, encompassing a wide variety of literary genres. Many adventure games are designed for a single player, since this emphasis on story and character makes multi-player design difficult. Colossal Cave Adventure is identified as the first such adventure game, first released in 1976, while other notable adventure game series include Zork, King's Quest, The Secret of Monkey Island, Myst. Initial adventure games developed in the 1970s and early 1980s were text-based, using text parsers to translate the player's input into commands; as personal computers became more powerful with the ability to show graphics, the graphic adventure game format became popular by augmenting player's text commands with graphics, but soon moving towards point and click interfaces. Further computer advancements led to adventure games with more immersive graphics using real-time or pre-rendered three-dimensional scenes or full-motion video taken from the first- or third-person perspective.
For markets in the Western hemisphere, the genre's popularity peaked during the late 1980s to mid-1990s when many considered it to be among the most technically advanced genres, but had become a niche genre in the early 2000s due to the popularity of first-person shooters and became difficult to find publishers to support such ventures. Since a resurgence in the genre has occurred spurred on by success of independent video game development from crowdfunding efforts, the wide availability of digital distribution enabling episodic approaches, the proliferation of new gaming platforms including portable consoles and mobile devices. Within the Asian markets, adventure games continue to be popular in the form of visual novels, which make up nearly 70% of PC games released in Japan; the Asian markets have found markets for adventure games for portable and mobile gaming devices. Japanese adventure games tend to be distinct from Western adventure games and have their own separate development history.
The term "Adventure game" originated from the 1970s text computer game Colossal Cave Adventure referred to as Adventure, which pioneered a style of gameplay, imitated and became a genre in its own right. The video game genre is therefore defined by its gameplay, unlike the literary genre, defined by the subject it addresses, the activity of adventure. Essential elements of the genre include storytelling and puzzle solving. Adventure games have been described as puzzles embedded in a narrative framework, where games involve narrative content that a player unlocks piece by piece over time. While the puzzles that players encounter through the story can be arbitrary, those that do not pull the player out of the narrative are considered examples of good design. Combat and action challenges are limited or absent in adventure games, thus distinguishing them from action games. In the book Andrew Rollings and Ernest Adams on Game Design, the authors state that "this doesn't mean that there is no conflict in adventure games... only that combat is not the primary activity."
Some adventure games will include a minigame from another video game genre, which are not always appreciated by adventure game purists. Hybrid action-adventure games blend action and adventure games throughout the game experience, incorporating more physical challenges than pure adventure games and at a faster pace; this definition is hard to apply, with some debate among designers about which games are action games and which involve enough non-physical challenges to be considered action-adventures. Adventure games are distinct from role-playing video games that involve action, team-building, points management. Adventure games lack the numeric rules or relationships seen in role-playing games, have an internal economy; these games lack any skill system, combat, or "an opponent to be defeated through strategy and tactics." However, some hybrid games exist here, where role-playing games with strong narrative and puzzle elements are considered RPG-adventures. Adventure games are classified separately from puzzle video games.
Although an adventure game may involve puzzle-solving, adventure games involve a player-controlled avatar in an interactive story. Adventure games contain a variety of puzzles, decoding messages and using items, opening locked doors, or finding and exploring new locations. Solving a puzzle will unlock access to new areas in the game world, reveal more of the game story. Logic puzzles, where mechanical devices are designed with abstract interfaces to test a player's deductive reasoning skills, are common; some puzzles are criticized for the obscurity of their solutions, for example, the combination of a clothes line and deflated rubber duck used to gather a key stuck between the subway tracks in The Longest Journey, which exists outside of the game's narrative and serves only as an obstacle to the player. Others have been criticized for requiring players to blindly guess, either by clicking on the right pixel, or by guessing the right verb in games that use a text interface. Games that require players to navigate mazes have become less popular, although the earliest text-adventure games required players to draw a map if they wanted to navigate the abstract space.
Many adventure games make use of an inventory management screen as a distinct gameplay mode. Players are only able to pick up some objects in the game, so the