A computer network is a digital telecommunications network which allows nodes to share resources. In computer networks, computing devices exchange data with each other using connections between nodes; these data links are established over cable media such as wires or optic cables, or wireless media such as Wi-Fi. Network computer devices that originate and terminate the data are called network nodes. Nodes are identified by network addresses, can include hosts such as personal computers and servers, as well as networking hardware such as routers and switches. Two such devices can be said to be networked together when one device is able to exchange information with the other device, whether or not they have a direct connection to each other. In most cases, application-specific communications protocols are layered over other more general communications protocols; this formidable collection of information technology requires skilled network management to keep it all running reliably. Computer networks support an enormous number of applications and services such as access to the World Wide Web, digital video, digital audio, shared use of application and storage servers and fax machines, use of email and instant messaging applications as well as many others.
Computer networks differ in the transmission medium used to carry their signals, communications protocols to organize network traffic, the network's size, traffic control mechanism and organizational intent. The best-known computer network is the Internet; the chronology of significant computer-network developments includes: In the late 1950s, early networks of computers included the U. S. military radar system Semi-Automatic Ground Environment. In 1959, Anatolii Ivanovich Kitov proposed to the Central Committee of the Communist Party of the Soviet Union a detailed plan for the re-organisation of the control of the Soviet armed forces and of the Soviet economy on the basis of a network of computing centres, the OGAS. In 1960, the commercial airline reservation system semi-automatic business research environment went online with two connected mainframes. In 1963, J. C. R. Licklider sent a memorandum to office colleagues discussing the concept of the "Intergalactic Computer Network", a computer network intended to allow general communications among computer users.
In 1964, researchers at Dartmouth College developed the Dartmouth Time Sharing System for distributed users of large computer systems. The same year, at Massachusetts Institute of Technology, a research group supported by General Electric and Bell Labs used a computer to route and manage telephone connections. Throughout the 1960s, Paul Baran and Donald Davies independently developed the concept of packet switching to transfer information between computers over a network. Davies pioneered the implementation of the concept with the NPL network, a local area network at the National Physical Laboratory using a line speed of 768 kbit/s. In 1965, Western Electric introduced the first used telephone switch that implemented true computer control. In 1966, Thomas Marill and Lawrence G. Roberts published a paper on an experimental wide area network for computer time sharing. In 1969, the first four nodes of the ARPANET were connected using 50 kbit/s circuits between the University of California at Los Angeles, the Stanford Research Institute, the University of California at Santa Barbara, the University of Utah.
Leonard Kleinrock carried out theoretical work to model the performance of packet-switched networks, which underpinned the development of the ARPANET. His theoretical work on hierarchical routing in the late 1970s with student Farouk Kamoun remains critical to the operation of the Internet today. In 1972, commercial services using X.25 were deployed, used as an underlying infrastructure for expanding TCP/IP networks. In 1973, the French CYCLADES network was the first to make the hosts responsible for the reliable delivery of data, rather than this being a centralized service of the network itself. In 1973, Robert Metcalfe wrote a formal memo at Xerox PARC describing Ethernet, a networking system, based on the Aloha network, developed in the 1960s by Norman Abramson and colleagues at the University of Hawaii. In July 1976, Robert Metcalfe and David Boggs published their paper "Ethernet: Distributed Packet Switching for Local Computer Networks" and collaborated on several patents received in 1977 and 1978.
In 1979, Robert Metcalfe pursued making Ethernet an open standard. In 1976, John Murphy of Datapoint Corporation created ARCNET, a token-passing network first used to share storage devices. In 1995, the transmission speed capacity for Ethernet increased from 10 Mbit/s to 100 Mbit/s. By 1998, Ethernet supported transmission speeds of a Gigabit. Subsequently, higher speeds of up to 400 Gbit/s were added; the ability of Ethernet to scale is a contributing factor to its continued use. Computer networking may be considered a branch of electrical engineering, electronics engineering, telecommunications, computer science, information technology or computer engineering, since it relies upon the theoretical and practical application of the related disciplines. A computer network facilitates interpersonal communications allowing users to communicate efficiently and via various means: email, instant messaging, online chat, video telephone calls, video conferencing. A network allows sharing of computing resources.
Users may access and use resources provided by devices on the network, such as printing a document on a shared network printer or use of a shared storage device. A network allows sharing of files, and
Black & White (video game)
Black & White is a god video game developed by Lionhead Studios and published by Electronic Arts for Microsoft Windows in 2001 and by Feral Interactive in 2002 for Mac OS. Black & White combines elements of artificial strategy; the player acts as a god whose goal is to defeat Nemesis, another god who wants to take over the world. A primary theme is the concept of good and evil, with the atmosphere being affected by the player's moral choices; the core gameplay mechanic of Black & White is the interaction between the player and an avatar creature, who carries out the players instructions and whose personality and behaviour change in reaction to how they are treated. Multiplayer is supported over online. Peter Molyneux led the three-year development of the anticipated game to feature wizards instead of gods. Black & White was written from scratch, the intention was to have the main user interface free of icons and panels. Versions for games were cancelled. Black & White received universal acclaim on release.
Black & White won awards from several organisations, including the British Academy of Film and Television Arts and the Guinness World Record for the complexity of the artificial intelligence, selling over two million copies. Re-reviews of the game considered it to have been over-rated at the time. An expansion, Black & White: Creature Isle, sequel, Black & White 2, followed; the player takes on the role of a god ruling over several islands populated by various tribes. The player interacts with the environment via an animated, on-screen hand, used to throw people and objects, tap houses to wake their occupants, cast miracles, perform other actions. Key items in the story are silver scrolls. Gold scrolls initiate a significant event, silver ones a minor task to perform for a reward. Nearly every action affects how the player is judged by their followers: the player may be seen as a good god, an evil one, or in-between the two; the land and music change according to that alignment. A good god's temple is brightly coloured.
It is not necessary to perform acts of either alignment and a mixture of the two can be used to stay neutral. The player has two advisors, one good and the other evil, who try to persuade the player to do things according to their alignment. An important task is expanding the villages, by constructing buildings and increasing the number of villagers. Important buildings include houses, the Village Centre, the Village Store. Buildings are created in the Workshop after obtaining blueprints. Wonders are special buildings granting a specific benefit. Villagers belong to one of eight tribes, such as Norse, Celtic, or Japanese, each having a different Wonder. Villagers can be assigned to perform a specific task such as starting a family. If the Temple is destroyed, the game is lost; when attacked, Temples transfer damage to their god's followers in defence. The Temple is surrounded by sites where villagers worship, generating the power needed to cast miracles. Villagers require healing or rest to worship.
How many villagers worship is controlled at the Village Centre, which miracles are available depends on those available at the player's villages. Miracles include providing food or wood, healing people, providing shields to protect an area. Miracles can be cast by using Miracle Dispensers, a common reward for completing Silver Reward Scrolls; these allow the casting of a miracle without worship. Miracles can only be cast, most other actions performed, within the player's area of influence, which can be extended by expanding the population of villages owned, or by taking over others. Miracles can be selected at the Temple or Village Centre, or by performing certain gestures with the Hand. Power can be produced by sacrificing living beings at the altar; the general goal of a level is to gain control over every village on an island, accomplished through acts that persuade the villagers to believe in the player. Villagers can be swayed by everything from assistance with day-to-day tasks to being terrorised by fireballs and lightning storms.
Artefacts and missionary disciples can be used to impress villagers. Villagers become bored with repetitive attempts to impress them. For example, if boulders fly overhead too their effect is lost; this forces the player to use multiple methods to convert a village. The game features a skirmish mode, where other gods are battled for control of an island, a multiplayer mode over a local area network or an online service, The God's Playground, where gameplay aspects can be practised. In multiplayer mode and cooperative modes are available. In cooperative mode, players share a creature. Black & White includes a feature enabling the import of real weather. One of Black & White's core features is the interaction between the player and an avatar- like creature. Three are available to select from the beginning of the game and others can be obtained by completing Silver Reward Scrolls; the currently-owned creature can be swapped with a new one at certain points in the game. The creature starts out small, grows as the game progresses.
Each has strengths and weaknesses: apes are intelligent and proficient at learning but la
The Commodore 64 known as the C64 or the CBM 64, is an 8-bit home computer introduced in January 1982 by Commodore International. It has been listed in the Guinness World Records as the highest-selling single computer model of all time, with independent estimates placing the number sold between 10 and 17 million units. Volume production started in early 1982, marketing in August for US$595. Preceded by the Commodore VIC-20 and Commodore PET, the C64 took its name from its 64 kilobytes of RAM. With support for multicolor sprites and a custom chip for waveform generation, the C64 could create superior visuals and audio compared to systems without such custom hardware; the C64 dominated the low-end computer market for most of the 1980s. For a substantial period, the C64 had between 30% and 40% share of the US market and two million units sold per year, outselling IBM PC compatibles, Apple computers, the Atari 8-bit family of computers. Sam Tramiel, a Atari president and the son of Commodore's founder, said in a 1989 interview, "When I was at Commodore we were building 400,000 C64s a month for a couple of years."
In the UK market, the C64 faced competition from the BBC Micro and the ZX Spectrum, but the C64 was still one of the two most popular computers in the UK. Part of the Commodore 64's success was its sale in regular retail stores instead of only electronics or computer hobbyist specialty stores. Commodore produced many of its parts in-house to control costs, including custom integrated circuit chips from MOS Technology, it has been compared to the Ford Model T automobile for its role in bringing a new technology to middle-class households via creative and affordable mass-production. 10,000 commercial software titles have been made for the Commodore 64 including development tools, office productivity applications, video games. C64 emulators allow anyone with a modern computer, or a compatible video game console, to run these programs today; the C64 is credited with popularizing the computer demoscene and is still used today by some computer hobbyists. In 2011, 17 years after it was taken off the market, research showed that brand recognition for the model was still at 87%.
In January 1981, MOS Technology, Inc. Commodore's integrated circuit design subsidiary, initiated a project to design the graphic and audio chips for a next generation video game console. Design work for the chips, named MOS Technology VIC-II and MOS Technology SID, was completed in November 1981. Commodore began a game console project that would use the new chips—called the Ultimax or the Commodore MAX Machine, engineered by Yash Terakura from Commodore Japan; this project was cancelled after just a few machines were manufactured for the Japanese market. At the same time, Robert "Bob" Russell and Robert "Bob" Yannes were critical of the current product line-up at Commodore, a continuation of the Commodore PET line aimed at business users. With the support of Al Charpentier and Charles Winterble, they proposed to Commodore CEO Jack Tramiel a true low-cost sequel to the VIC-20. Tramiel dictated. Although 64-Kbit dynamic random-access memory chips cost over US$100 at the time, he knew that DRAM prices were falling, would drop to an acceptable level before full production was reached.
The team was able to design the computer because, unlike most other home-computer companies, Commodore had its own semiconductor fab to produce test chips. The chips were complete by November, by which time Charpentier and Tramiel had decided to proceed with the new computer; the product was code named the VIC-40 as the successor to the popular VIC-20. The team that constructed it consisted of Yash Terakura, Shiraz Shivji, Bob Russell, Bob Yannes and David A. Ziembicki; the design and some sample software were finished in time for the show, after the team had worked tirelessly over both Thanksgiving and Christmas weekends. The machine used the same case, same-sized motherboard, same Commodore BASIC 2.0 in ROM as the VIC-20. BASIC served as the user interface shell and was available on startup at the READY prompt; when the product was to be presented, the VIC-40 product was renamed C64. The C64 made an impressive debut at the January 1982 Consumer Electronics Show, as recalled by Production Engineer David A. Ziembicki: "All we saw at our booth were Atari people with their mouths dropping open, saying,'How can you do that for $595?'"
The answer was vertical integration. Commodore had a reputation for announcing products that never appeared, so sought to ship the C64. Production began in spring 1982 and volume shipments began in August; the C64 faced a wide range of competing home computers, but with a lower price and more flexible hardware, it outsold many of its competitors. In the United States the greatest competitors were the Atari 8-bit 400, the Atari 800, the Apple II; the Atari 400 and 800 had been designed to accommodate stringent FCC emissions requirements and so were expensive to
Bullfrog Productions Limited was a British video game developer based in Guildford, England. Founded in 1987 by Peter Molyneux and Les Edgar, the company gained recognition in 1989 for their third release, is well known for titles such as Theme Park, Magic Carpet and Dungeon Keeper. Bullfrog's name was derived from an ornament in the offices of Edgar's and Molyneux's other enterprise, Taurus Impact Systems, Bullfrog's precursor where Molyneux and Edgar were developing business software. Bullfrog Productions was founded as a separate entity after Commodore mistook Taurus for a named company. Electronic Arts, Bullfrog's publisher, acquired the studio in January 1995. Molyneux had become an Electronic Arts vice-president and consultant in 1994, after EA purchased a significant share of Bullfrog. Molyneux's last project with Bullfrog was Dungeon Keeper, as a result of his dissatisfaction of the corporate aspects of his position, he left the company in July 1997 to found Lionhead Studios. Others would follow them to Lionhead, some founded their own companies, such as Mucky Foot Productions.
After Molyneux's departure, Electronic Arts' control over Bullfrog caused several projects to be cancelled. Bullfrog was ceased to exist as a separate entity. Bullfrog titles have been looked upon as a standard for comparison and have spawned numerous spiritual sequels. In 1982, entrepreneur Peter Molyneux met; when Molyneux left the company where he was working, Edgar suggested that they start a new one, which would develop business software for the Commodore 64 as Taurus Impact Systems. The new company was named after Edgar's shared astrological sign, the Taurus. At some point, Molyneux accepted a deal to export money systems to Switzerland and baked beans to the Middle East. One day, Taurus received a call from the head of Commodore Europe, wanting to discuss the future of the Amiga, Taurus' software's suitability for the system. Molyneux was invited to Commodore Europe's headquarters, where he was offered several Amiga systems and a space at a show in Germany; when Molyneux was told that they were anticipating getting his network running on the Amiga, he realised that they had mistaken his company for one called Torus, a producer of networking systems.
Molyneux wanted the Amiga systems, so he did not inform Commodore of their error. He began writing a database program called Acquisition. Commodore kept asking about the database, Molyneux gave them excuses because they were threatening to shut Taurus down; when Acquisition was finished, it was shown at the exhibition in Germany, won product of the year. 2000 copies were sold to a company in the United States, giving Molyneux and Edgar funds to sustain Taurus. Another program Taurus wrote was a computer-aided design package called X-CAD, they knew the Amiga was becoming a gaming machine, a friend of Molyneux's asked him to convert Druid II: Enlightenment from the Commodore 64 to the Amiga. According to Edgar, it was around this time Bullfrog was founded in preparation for the day when Acquisition was no longer important and they could focus on games. Bullfrog was a brand of Taurus; the name came from an ornament of a bullfrog located in the office: when asked by Joystick why the name "Bullfrog" was chosen, Molyneux stated that they wanted "an idiotic name" without having to find one, there happened to be a sculpture of a colourful frog on a pedestal labelled "Bull Frog by Leonardo" on the table.
Afterwards and Edgar were running out of money, Edgar suggested they close the company down. It was at this point; the conversion of Druid II: Enlightenment, a shoot'em up game called Fusion were the first games developed under the Bullfrog brand. Populous was difficult to publish at first due to lack of recognition—the god genre was, according to Bullfrog, "misunderstood by everyone". Despite this, Electronic Arts were willing to publish the game. Molyneux did not expect it to be successful, yet in 1989, the game received 10 awards, another 12 the following year, with sales reaching one million copies, it sold four million copies. Edgar took note of the game's success, gave developers such as Imagineer licences to create ports for platforms such as the Super Nintendo Entertainment System and Sega Mega Drive, which enabled the game to gain traction in Japan. After Populous, Bullfrog moved into the Surrey Research Park, had around 20 employees. Bullfrog were starting to gain a reputation, so people started to want to work for the company.
Molyneux searched for staff himself, employed artists and programmers. He travelled to universities, including Cambridge, where he offered computer scientists and banks the chance to come to the gaming industry. Bullfrog's Powermonger was released in 1990, was developed as a result of pressure from Electronic Arts for a follow-up to Populous. Powermonger won multiple Best Strategy Game awards, including one from Computer Gaming World; the direct sequel to Populous, Populous II: Trials of the Olympian Gods, was released the following year, sold over a million copies. In late 1993, Bullfrog worked with researchers from the University of Surrey, who were nearby their offices, to study the movement and behaviour of underwater life so Bullfrog could reproduce it in their software, namely in a game called Creation. By the mid-1990s, Bullfrog had become well known for quality. A 1995 article in GamePro stated that "Bullfrog's work
Lawrence Francis "Larry" Probst III is an American businessman, best known for his work with the video game publisher Electronic Arts, including acting as CEO from 1991 until 2007 and as executive chairman from 2013-14. He serves as chairman of the United States Olympic Committee. Probst was born on July 6, 1950, he is the son of Ruth and Lawrence Francis Probst II. He and his wife Nancy have two sons, he earned a bachelor's degree from the University of Delaware. Probst worked for Johnson & Johnson and Clorox before being recruited into the video game industry through Activision in 1982. Two years he joined EA as vice president for sales until 1986, he took on the role of the company's senior vice president of the publishing division from 1986-90. He was promoted to president of Electronic Arts in 1990, remaining in that position until 1997. During this time, he was pronounced CEO of Electronic Arts in 1991, which he held onto until April 2007. Next Generation named his one of the "75 Most Important People in the Games Industry of 1995", remarking that "Probst may not be as colorful a character as his predecessor, but he does seem adept at combining the freedom and daring of creativity with the restraints and common sense of a commercial operation."When president and chief operating officer John Riccitiello resigned in April 2004, Probst became his successor.
Riccitiello was re-hired as CEO in 2007, he retained his non-operational duties as chairman. He worked as executive chairman of Electronic Arts Inc. from March 18, 2013, to January 1, 2015, former chief executive officer of the company. According to EA's 2005 Annual Report, Probst is the biggest individual shareholder in EA, owning 739,761 shares and the right to acquire a further 3.1 million, which combined accounts for 1.2 percent of the company. Probst sits on the boards of two cancer research groups: the V Foundation and ABC2. In addition to his work at Electronic Arts, Probst served as the chairman of Digital Entertainment Corporation of America. In 2008, he was made the U. S. Olympic Committee chairman of the board. Five years after his appointment as chairman of the USOC, Probst was elected as an IOC member at the 125th IOC Session in Buenos Aires in September 2013. Probst worked with many other IOC groups as well. Probst has served on the IOC International Relations and the IOC Television Commissions.
He assumed the position of chair of the IOC Press Commission in 2014. At the end of 2018 Probst ceased to be a member of the IOC. EA Company Bios: Larry Probst "John Riccitiello resigns as EA President" article from CNNMoney ELECTRONIC ARTS / On the record: Larry Probst from SFGate.com
Populous (video game)
Populous is a video game developed by Bullfrog Productions and published by Electronic Arts, released for the Amiga in 1989, is regarded by many as the first god game. With over four million copies sold, Populous is one of the best-selling PC games of all time; the player assumes the role of a deity, who must lead followers through direction and divine intervention, with the goal of eliminating the followers led by the opposite deity. Played from an isometric perspective, the game consists of more than 500 levels, with each level being a piece of land which contains the player's followers and the enemy's followers; the player is tasked with defeating the enemy followers and increasing their own followers' population using a series of divine powers before moving on to the next level. The game was designed by Peter Molyneux, Bullfrog developed a gameplay prototype via a board game they invented using Lego; the game received critical acclaim upon release, with critics praising the game's graphics, design and replay value.
It was nominated for multiple year-end accolades, including Game of the Year from several gaming publications. The game was ported to many other computer systems and was supported with multiple expansion packs, it is the first game in the Populous series, preceding Populous II: Trials of the Olympian Gods and Populous: The Beginning. The main action window in Populous is viewed from an isometric perspective, it is set in a "tabletop" on which are set the command icons, the world map and a slider bar that measures the level of the player's divine power or "mana"; the game consists of 500 levels, each level represents an area of land on which live the player's followers and the enemy followers. In order to progress to the next level the player must increase the number of his followers such that they can wipe out the enemy followers; this is done by using a series of divine powers. There are a number of different landscapes the world can be, such as desert and lava, snow and ice, etc. and the type of landscape is not aesthetic: it affects the development of the player's and enemy's followers.
The most basic power is lowering land. This is done in order to provide flat land for the player's followers to build on; as the player's followers build more houses they create more followers, this increases the player's mana level. Increasing the mana level unlocks additional divine powers that allow the player to interact further with the landscape and the population; the powers include the ability to cause earthquakes and floods, create swamps and volcanoes, turn ordinary followers into more powerful knights. In this game the player adopts the role of a deity and assumes the responsibility of shepherding people by direction and divine intervention; the player has the ability to shape the landscape and grow their civilisation – and their divine power – with the overall aim of having their followers conquer an enemy force, led by an opposing deity. Peter Molyneux led development, inspired by Bullfrog's artist Glenn Corpes having drawn isometric blocks after playing David Braben's Virus. Molyneux developed an isometric landscape populated it with little people that he called "peeps", but there was no game.
He developed the raise/lower terrain gameplay mechanic as a way of helping the peeps to move around. As a way of reducing the number of peeps on the screen, he decided that if a peep encountered a piece of blank, flat land, it would build a house, that a larger area of land would enable a peep to build a larger house, thus the core mechanics – god-like intervention and the desire for peeps to expand – were created. The endgame – of creating a final battle to force the two sides to enter a final conflict – developed as a result of the developmental games going on for hours and having no firm end. Bullfrog attempted to prototype the gameplay via a board game they invented using Lego, Molyneux admits that whilst it didn't help the developers to balance the game at all, it provided a useful media angle to help publicise the game. During the test phase the testers requested a cheat code to skip the end of the game, as there was insufficient time to play through all 500 levels, it was only at this point that Bullfrog realised that they had not included any kind of ending to the game.
The team repurposed an interstitial page from between levels and used it as the final screen. After demoing the game to over a dozen publishers, Bullfrog gained the interest of Electronic Arts, who had a gap in their spring release schedule and was willing to take a chance on the game. Bullfrog accepted their offer, although Molyneux described the contract as "pretty atrocious:" 10% royalties on units sold, rising to 12% after one million units sold, with only a small up-front payment. Bullfrog produced Populous World Editor, which gave users the ability to modify the appearance of characters and terrain. An expansion pack called Populous: The Promised Lands added five new types of landscape. In addition, another expansion disk called Populous: The Final Frontier added a single new landscape-type and was released as a cover disk for The One. Populous was released in March 1989 to universal critical acclaim; the game received a 5 out of 5 stars in 1989 in Dragon #150 by Hartley and Kirk Lesser in "The Role of Computers" column.
Biff Kritzen of Co
Fable II is an action role-playing open world video game in the Fable game series developed by Lionhead Studios and published by Microsoft Game Studios for Xbox 360. It is the sequel to Fable and Fable: The Lost Chapters, it was announced in 2006 and released in October 2008. A compilation of the game, its two downloadable content packs, was released on 24 October 2009, titled the "Game of the Year" edition; the game takes place in the fictional land of Albion, five hundred years after Fable's original setting, in a colonial era resembling the time of highwaymen or the Enlightenment. Guns are still primitive, large castles and cities have developed in the place of towns. Unlike the original, the player may choose to be either female. There are both non-interactive cutscenes in the game. According to Lionhead Studios, the non-interactive cutscenes consume less than five minutes of game time. In the interactive cutscenes a player can use their expressions during the dialogue or run away from the scene, thus skipping it.
If the player runs away from a cutscene which contains important information, the character will await the player's return. The player's companion is a dog; this dog follows the player all of the time during the game. The dog can learn tricks, fight enemies and find treasure, lead the way to quest objectives, it can aid in combat situations by attacking downed enemies. The dog can become injured and ineffective, requiring healing by the player; the appearance of their dog will mirror the player's choices and changes colour depending on the player's alignments. There are no other animals in the game, save neutral rabbits and birds, a fact commented on by one NPC who notices the oddness of carriages with no horses. In the downloadable content "See the Future", it is possible to change the dog's breed with potions; the three choices are Dalmatian and Husky. In Fable II, it is possible for the player's character to get married, including same-sex marriage, have children. Divorce with the player's spouse can occur, can be initiated by either the spouse or the player themselves.
As with a real family, time spent around and interacting with them will keep the bond between them strong and reduce the chance of them leaving. It is possible to become widowed through the death of a partner, it is possible for the player character's children to die through cot death or disease, or to run away from home to become an adventurer, in which case the player can rescue them from danger. The relationships, as in the original Fable, are initiated by flirting, gift-giving, the common expression. By performing a potential mate's favourite expressions, or giving them their preferred gifts, they will become infatuated more easily. Beyond a certain level of interest, or payment in the case of prostitute characters, a character may proposition the player for sex. Unprotected sex may lead to the birth of a child, but can lead to sexually transmitted disease. If the player has purchased or found a condom, they will have the option of protected sex. No sex is shown. Fable II enhances the system of morphing one's character based on their actions as introduced in Fable.
Character morphing revolves around two major alignment scales: Good and Evil, Purity and Corruption. Good players will enable a pleasant looking Hero, with tanned skin and light hair, while evil players will have a more frightening look, with pale skin and black hair. Pure players will find that their hero will have a clear complexion and a halo, while corrupt players will find their hero with a flawed complexion and horns; these scales are independent of one another, meaning that it is possible to be both good and corrupt or any other variation. Related to character morphing is the character's slimness or fatness, determined by what foods the player eats. In addition and vegetables give the player purity points, while meats and alcohol give the player corruption points; this has no effect on game play other than the lack thereof in the eyes of NPCs. Levelling up stats will alter the player character's appearance. Increasing the Physique level will make the Hero more muscular. Increasing the Skill stat will make the Hero taller.
A high level of Will power and spells create glowing blue markings, called Will Lines, all over the body. Unlike Fable, the player does not acquire money through doing quests, but by doing jobs around Albion; these are Blacksmith, Bartender, Civilian Displacement, Bounty Hunter, Merchant. The first three involve pressing the A button during certain times, the latter three are combat related. Merchant, however, is done by taking advantage of the economies of each town, buying low and selling to richer vendors for a profit; the jobs become available depending and story progression. The trade skill jobs can be done over and over again for a certain number of days, but the sidequest jobs are single use, requi