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Inheritance (object-oriented programming)
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In object-oriented programming, inheritance is when an object or class is based on another object (prototypal inheritance) or class (class-based inheritance), using the same implementation. Inheritance in Java is a mechanism in which one object acquires all the properties and behaviors of parent object. The idea behind inheritance in Java is that you can create new classes that are built upon existing classes.[1] or specifying a new implementation to maintain the same behavior (realizing an interface). Such an inherited class is called a subclass of its parent class or super class. It is a mechanism for code reuse and to allow independent extensions of the original software via public classes and interfaces. The relationships of objects or classes through inheritance give rise to a hierarchy. Inheritance was invented in 1967 for Simula.[2] The term "inheritance" is loosely used for both class-based and prototype-based programming, but in narrow use is reserved for class-based programming (one class inherits from another), with the corresponding technique in prototype-based programming being instead called delegation (one object delegates to another).
Inheritance should not be confused with subtyping.[3][4] In some languages inheritance and subtyping agree,[a] whereas in others they differ; in general, subtyping establishes an is-a relationship, whereas inheritance only reuses implementation and establishes a syntactic relationship, not necessarily a semantic relationship (inheritance does not ensure behavioral subtyping). To distinguish these concepts, subtyping is also known as interface inheritance, whereas inheritance as defined here is known as implementation inheritance or code inheritance.[5] Still, inheritance is a commonly used mechanism for establishing subtype relationships.[6]
Inheritance is contrasted with object composition, where one object contains another object (or objects of one class contain objects of another class); see composition over inheritance. Composition implements a has-a relationship, in contrast to the is-a relationship of subtyping.
Contents
[hide]
1 Types
2 Subclasses and superclasses
2.1 Uninheritable classes
2.2 Methods that cannot be overridden
2.3 Virtual methods
3 Visibility of inherited members
4 Applications
4.1 Overriding
4.2 Code reuse
5 Inheritance vs subtyping
5.1 Design constraints
6 Issues and alternatives
7 See also
8 Notes
9 References
10 Further reading
Types[edit]
Single inheritance
Multiple inheritance
There are various types of inheritance, based on paradigm and specific language.
Single inheritance
where subclasses inherit the features of one superclass. A class acquires the properties of another class.
Multiple inheritance
where one class can have more than one superclass and inherit features from all parent classes.
"Multiple Inheritance (object-oriented programming) was widely supposed to be very difficult to implement efficiently. For example, in a summary of C++ in his book on objective C Brd.Cox actually claimed that adding Multiple inheritance to C++ was impossible. Thus, multiple inheritance seemed more of a challenge. Since I had considered multiple inheritance as early as 1982 and found a simple and efficient implementation technique in 1984. I couldn't resist the challenge. I suspect this to be the only case in which fashion affected the sequence of events."[7]
—  Bjarne Stroustrup
In JDK 1.8, Java now has support for multiple inheritance[8].
Multilevel inheritance
where a subclass is inherited from another subclass. It is not uncommon that a class is derived from another derived class as shown in the figure "Multilevel inheritance".
Multilevel inheritance
The class A serves as a base class for the derived class B, which in turn serves as a base class for the derived class C. The class B is known as intermediate base class because it provides a link for the inheritance between A and C. The chain ABC is known as inheritance path.
A derived class with multilevel inheritance is declared as follows:
Class A(...); //Base class Class B : public A(...); //B derived from A Class C : public B(...); //C derived from B
This process can be extended to any number of levels.
Hierarchical inheritance
where one class serves as a superclass (base class) for more than one sub class.
Hybrid inheritance
a mix of two or more of the above types of inheritance.
Subclasses and superclasses[edit]
A Subclass, "derived class", heir class, or child class is a modular, derivative class that inherits one or more language entities from one or more other classes (called superclass, base classes, or parent classes). The semantics of class inheritance vary from language to language, but commonly the subclass automatically inherits the instance variables and member functions of its superclasses. The general form of defining a derived class is:
class derived-class-name : visibility-mode base-class-name { .....// .....// members of derived class .....// };
[9]
The colon indicates that the derived-class-name is derived from the base-class-name. The visibility-mode is optional and, if present, may be either private or public. The default visibility-mode is private. Visibility mode specifies whether the features of the base class are privately derived or publicly derived.
Some languages support the inheritance of other constructs also. For example, in Eiffel, contracts that define the specification of a class are also inherited by heirs. The superclass establishes a common interface and foundational functionality, which specialized subclasses can inherit, modify, and supplement. The software inherited by a subclass is considered reused in the subclass. A reference to an instance of a class may actually be referring to one of its subclasses. The actual class of the object being referenced is impossible to predict at compile-time. A uniform interface is used to invoke the member functions of objects of a number of different classes. Subclass may replace superclass functions with entirely new functions that must share the same method signature.
Uninheritable classes[edit]
In some languages a class may be declared as uninheritable by adding certain class modifiers to the class declaration. Examples include the "final" keyword in Java and C++11 onwards or the "sealed" keyword in C#. Such modifiers are added to the class declaration before the "class" keyword and the class identifier declaration. Such sealed classes restrict reusability, particularly when developers only have access to precompiled binaries and not source code.
The sealed class has no subclasses, so it can be easily deduced at compile time that references or pointers to objects of that class are actually referencing instances of that class and not instances of subclasses (they don't exist) or instances of superclasses (upcasting a reference type violates the type system). subtype polymorphism. Because the exact type of the object being referenced is known before execution, early binding (or "static dispatch") can be used instead of late binding (also called "dynamic dispatch" or "dynamic binding"), which requires one or more virtual method table lookups depending on whether multiple inheritance or only single inheritance are supported in the programming language that is being used.
Methods that cannot be overridden[edit]
Just as classes may be sealed/finalized method declarations may contain method modifiers that prevent the method from being overridden (i.e. replaced with a new function with the same name and type signature in a subclass). A private method is unoverridable simply because it is not accessible by classes other than the class it is a member function of (this is not true for C++, though). A "final" method in Java, a "sealed" method in C# or a frozen feature in Eiffel cannot be overridden.
Virtual methods[edit]
If the superclass method is a virtual method, then invocations of the superclass method will be dynamically dispatched. Some languages require methods to be specifically declared as virtual (e.g. C++) and in others all methods are virtual (e.g. Java). An invocation of a non-virtual method will always be statically dispatched (i.e. the address of the function call is determined at compile-time). Static dispatch is faster than dynamic dispatch and allows optimisations such as inline expansion.
Visibility of inherited members[edit]
Base class visibility
Derived class visibility
Public derivation
Private derivation
Protected derivation
Private →
Protected →
Public →
Not inherited
Protected
Public
Not inherited
Private
Private
Not inherited
Protected
Protected
[10]
Applications[edit]
Inheritance is used to co-relate two or more classes to each other.
Overriding[edit]
Main article: Method overriding
Illustration of method overriding
Many object-oriented programming languages permit a class or object to replace the implementation of an aspect—typically a behavior—that it has inherited. This process is usually called overriding. Overriding introduces a complication: which version of the behavior does an instance of the inherited class use—the one that is part of its own class, or the one from the parent (base) class? The answer varies between programming languages, and some languages provide the ability to indicate that a particular behavior is not to be overridden and should behave as defined by the base class. For instance, in C#, the base method or property can only be overridden in a subclass if it is marked with the virtual, abstract, or override modifier.[11] An alternative to overriding is hiding the inherited code.
Code reuse[edit]
Implementation inheritance is the mechanism whereby a subclass re-uses code in a base class. By default the subclass retains all of the operations of the base class, but the subclass may override some or all operations, replacing the base-class implementation with its own.
In the following Python example, subclasses SquareSumComputer and CubeSumComputer override the transform() method of the base class SumComputer. The base class comprises operations to compute the sum of the squares between two integers. The subclass re-uses all of the functionality of the base class with the exception of the operation that transforms a number into its square, replacing it with an operation that transforms a number into its square and cube respectively. The subclasses therefore compute the sum of the squares/cubes between two integers.
class SumComputer(object): def __init__(self, a, b): self.a = a self.b = b def transform(self, x): raise NotImplementedError def inputs(self): return range(self.a, self.b) def compute(self): return sum(self.transform(value) for value in self.inputs()) class SquareSumComputer(SumComputer): def transform(self, x): return x * x class CubeSumComputer(SumComputer): def transform(self, x): return x * x * x
In most quarters, class inheritance for the sole purpose of code reuse has fallen out of favor.[citation needed] The primary concern is that implementation inheritance does not provide any assurance of polymorphic substitutability—an instance of the reusing class cannot necessarily be substituted for an instance of the inherited class. An alternative technique, explicit delegation, requires more programming effort, but avoids the substitutability issue.[citation needed] In C++ private inheritance can be used as a form of implementation inheritance without substitutability. Whereas public inheritance represents an "is-a" relationship and delegation represents a "has-a" relationship, private (and protected) inheritance can be thought of as an "is implemented in terms of" relationship.[12]
Another frequent use of inheritance is to guarantee that classes maintain a certain common interface; that is, they implement the same methods. The parent class can be a combination of implemented operations and operations that are to be implemented in the child classes. Often, there is no interface change between the supertype and subtype- the child implements the behavior described instead of its parent class.[13]
Inheritance vs subtyping[edit]
Further information: Subtyping
Inheritance is similar to but distinct from subtyping.[14] Subtyping enables a given type to be substituted for another type or abstraction, and is said to establish an is-a relationship between the subtype and some existing abstraction, either implicitly or explicitly, depending on language support. The relationship can be expressed explicitly via inheritance in languages that support inheritance as a subtyping mechanism. For example, the following C++ code establishes an explicit inheritance relationship between classes B and A, where B is both a subclass and a subtype of A, and can be used as an A wherever a B is specified (via a reference, a pointer or the object itself).
class A { public: void DoSomethingALike() const {} }; class B : public A { public: void DoSomethingBLike() const {} }; void UseAnA(A const& some_A) { some_A.DoSomethingALike(); } void SomeFunc() { B b; UseAnA(b); // b can be substituted for an A. }
In programming languages that do not support inheritance as a subtyping mechanism, the relationship between a base class and a derived class is only a relationship between implementations (a mechanism for code reuse), as compared to a relationship between types. Inheritance, even in programming languages that support inheritance as a subtyping mechanism, does not necessarily entail behavioral subtyping. It is entirely possible to derive a class whose object will behave incorrectly when used in a context where the parent class is expected; see the Liskov substitution principle. [15] (Compare connotation/denotation.) In some OOP languages, the notions of code reuse and subtyping coincide because the only way to declare a subtype is to define a new class that inherits the implementation of another.
Design constraints[edit]
Using inheritance extensively in designing a program imposes certain constraints.
For example, consider a class Person that contains a person's name, date of birth, address and phone number. We can define a subclass of Person called Student that contains the person's grade point average and classes taken, and another subclass of Person called Employee that contains the person's job-title, employer, and salary.
In defining this inheritance hierarchy we have already defined certain restrictions, not all of which are desirable:
Singleness
Using single inheritance, a subclass can inherit from only one superclass. Continuing the example given above, Person can be either a Student or an Employee, but not both. Using multiple inheritance partially solves this problem, as one can then define a StudentEmployee class that inherits from both Student and Employee. However, in most implementations, it can still inherit from each superclass only once, and thus, does not support cases in which a student has two jobs or attends two institutions. The inheritance model available in Eiffel makes this possible through support for repeated inheritance.
Static
The inheritance hierarchy of an object is fixed at instantiation when the object's type is selected and does not change with time. For example, the inheritance graph does not allow a Student object to become a Employee object while retaining the state of its Person superclass. (This kind of behavior, however, can be achieved with the decorator pattern.) Some have criticized inheritance, contending that it locks developers into their original design standards.[16]
Visibility
Whenever client code has access to an object, it generally has access to all the object's superclass data. Even if the superclass has not been declared public, the client can still cast the object to its superclass type. For example, there is no way to give a function a pointer to a Student's grade point average and transcript without also giving that function access to all of the personal data stored in the student's Person superclass. Many modern languages, including C++ and Java, provide a "protected" access modifier that allows subclasses to access the data, without allowing any code outside the chain of inheritance to access it.
The composite reuse principle is an alternative to inheritance. This technique supports polymorphism and code reuse by separating behaviors from the primary class hierarchy and including specific behavior classes as required in any business domain class. This approach avoids the static nature of a class hierarchy by allowing behavior modifications at run time and allows one class to implement behaviors buffet-style, instead of being restricted to the behaviors of its ancestor classes.
Issues and alternatives[edit]
Implementation inheritance is controversial among programmers and theoreticians of object-oriented programming since at least the 1990s. Among them are the authors of Design Patterns, who advocate interface inheritance instead, and favor composition over inheritance. For example, the decorator pattern (as mentioned above) has been proposed to overcome the static nature of inheritance between classes. As a more fundamental solution to the same problem, role-oriented programming introduces a distinct relationship, played-by, combining properties of inheritance and composition into a new concept.[citation needed]
According to Allen Holub, the main problem with implementation inheritance is that it introduces unnecessary coupling in the form of the "fragile base class problem":[5] modifications to the base class implementation can cause inadvertent behavioral changes in subclasses. Using interfaces avoids this problem because no implementation is shared, only the API.[16] Another way of stating this is that "inheritance breaks encapsulation".[17] The problem surfaces clearly in open object-oriented systems such as frameworks, where client code is expected to inherit from system-supplied classes and then substituted for the system's classes in its algorithms.[5]
Reportedly, Java inventor James Gosling has spoken against implementation inheritance, stating that he would not include it if he were to redesign Java.[16] Language designs that decouple inheritance from subtyping (interface inheritance) appeared as early as 1990;[18] a modern example of this is the Go programming language.
Complex inheritance, or inheritance used within an insufficiently mature design, may lead to the yo-yo problem.
Another issue with inheritance is that subclasses must be defined in code, which means that program users cannot add new subclasses. Other design patterns[which?] allow program users to define variations of an entity on runtime.[citation needed]
See also[edit]
Circle-ellipse problem
Defeasible reasoning
Interface (computing)
Method overriding
Mixin
Polymorphism (computer science)
Protocol
Role-oriented programming
The Third Manifesto
Trait (computer programming)
Virtual inheritance
Notes[edit]
Jump up ^ This is generally true only in statically-typed class-based OO languages, such as C++, C#, Java, and Scala.
References[edit]
Jump up ^ https://www.cse.msu.edu/~cse870/Input/SS2002/MiniProject/Sources/DRC.pdf
Jump up ^ Mike Mintz, Robert Ekendahl (2006). Hardware Verification with C++: A Practitioner’s Handbook. United States of America: Springer. p. 22. ISBN 0-387-25543-5.
Jump up ^ Cook, William R.; Hill, Walter; Canning, Peter S. (1990). Inheritance is not subtyping. Proc. 17th ACM SIGPLAN-SIGACT Symp. on Principles of Programming Languages (POPL). pp. 125–135. CiteSeerX 10.1.1.102.8635  . ISBN 0-89791-343-4. doi:10.1145/96709.96721.
Jump up ^ Cardelli, Luca (1993). Typeful Programming (Technical report). Digital Equipment Corporation. p. 32–33. SRC Research Report 45.
^ Jump up to: a b c Mikhajlov, Leonid; Sekerinski, Emil (1998). A study of the fragile base class problem (PDF). Proc. 12th European Conf. on Object-Oriented Programming (ECOOP). Lecture Notes in Computer Science. 1445. pp. 355–382. ISBN 978-3-540-64737-9. doi:10.1007/BFb0054099.
Jump up ^ Tempero, Ewan; Yang, Hong Yul; Noble, James (2013). What programmers do with inheritance in Java (PDF). ECOOP 2013–Object-Oriented Programming. pp. 577–601.
Jump up ^ Bjarne Stroustrup. The Design and Evolution of C++. p. 417.
Jump up ^ "Java Multiple Inheritance". HowToDoInJava. Retrieved 28 June 2017.
Jump up ^ Herbert Schildt (2003). The complete reference C++. Tata McGrawhill Education Private Limited. p. 417. ISBN 0-07-053246-X.
Jump up ^ E Balagurusamy (2010). Object Orientedprogramming With C++. Tata McGrawhill Education Pvt. Ltd. p. 213. ISBN 0-07-066907-4.
Jump up ^ http://msdn.microsoft.com/en-us/library/ebca9ah3.aspx override(C# Reference)
Jump up ^ "GotW #60: Exception-Safe Class Design, Part 2: Inheritance". Gotw.ca. Retrieved 2012-08-15.
Jump up ^ Dr. K. R. Venugopal, Rajkumar Buyya (2013). Mastering C++. Tata McGrawhill Education Private Limited. p. 609. ISBN 9781259029943.
Jump up ^ Cook, Hill & Canning 1990.
Jump up ^ Mitchell, John (2002). "10 "Concepts in object-oriented languages"". Concepts in programming language. Cambridge, UK: Cambridge University Press. p. 287. ISBN 0-521-78098-5.
^ Jump up to: a b c Holub, Allen (1 August 2003). "Why extends is evil". Retrieved 10 March 2015.
Jump up ^ Seiter, Linda M.; Palsberg, Jens; Lieberherr, Karl J. (1996). "Evolution of object behavior using context relations". ACM SIGSOFT Software Engineering Notes. 21 (6): 46. CiteSeerX 10.1.1.36.5053  . doi:10.1145/250707.239108.
Jump up ^ America, Pierre (1991). Designing an object-oriented programming language with behavioural subtyping (PDF). REX School/Workshop on the Foundations of Object-Oriented Languages. Lecture Notes in Computer Science. 489. pp. 60–90. ISBN 978-3-540-53931-5. doi:10.1007/BFb0019440.
Further reading[edit]
Object-Oriented Software Construction, Second Edition, by Bertrand Meyer, Prentice Hall, 1997, ISBN 0-13-629155-4, Chapter 24: Using Inheritance Well.
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The Elder Scrolls Online
From Wikipedia, the free encyclopedia
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The Elder Scrolls Online
Developer(s)
ZeniMax Online Studios
Publisher(s)
Bethesda Softworks
Director(s)
Matt Firor
Producer(s)
Ala Diaz
Designer(s)
Nick Konkle
Richard Lambert
Programmer(s)
Daniel Dunham
Artist(s)
Jared Carr
Mathew Weathers
Writer(s)
Wynne McLaughlin
Lawrence Schick
Composer(s)
Brad Derrick
Series
The Elder Scrolls
Platform(s)
Microsoft Windows, OS X, PlayStation 4, Xbox One
Release
Microsoft Windows, OS X
April 4, 2014
PlayStation 4, Xbox One
June 9, 2015
Genre(s)
Massively multiplayer online role-playing
Mode(s)
Multiplayer
The Elder Scrolls Online is a massively multiplayer online role-playing (MMORPG) video game developed by ZeniMax Online Studios and published by Bethesda Softworks.[1][2] It was originally released for Microsoft Windows and OS X in April 2014.[3] It is a part of The Elder Scrolls series, of which it is the first multiplayer installment.
As with other games in The Elder Scrolls franchise, the game is set in the continent of Tamriel and features a storyline indirectly connected with the other games. The Elder Scrolls Online had been in development for seven years before its release in 2014. It initially received mixed reviews, but these improved significantly with the re-release and rebranding as The Elder Scrolls Online: Tamriel Unlimited, with critics praising the changes.
Similar to other MMORPGs, The Elder Scrolls Online originally used a mandatory monthly subscription model, until it transitioned to a buy-to-play model with microtransactions and an optional subscription in March 2015. The game was then renamed as The Elder Scrolls Online: Tamriel Unlimited,[4][5] and released for the PlayStation 4 and Xbox One consoles in June 2015. As of 2017, the game had around a million monthly active players, with over 8.5 million players in total since release.
Contents
[hide]
1 Gameplay
2 Setting
3 Development
4 Releases
4.1 Original release
4.2 Tamriel Unlimited
4.3 Gold Edition
5 Expansions and updates
5.1 Chapters
5.1.1 Morrowind
5.2 Downloadable content
5.2.1 The Imperial City
5.2.2 Orsinium
5.2.3 Thieves Guild
5.2.4 Dark Brotherhood
5.2.5 Shadows of the Hist
5.3 Content updates
5.3.1 One Tamriel
5.3.2 Homestead
6 Reception
6.1 Original release
6.2 Tamriel Unlimited
6.3 Sales
7 References
8 External links
Gameplay[edit]
As in previous The Elder Scrolls titles, gameplay is mostly nonlinear, with a mixture of quests, random events, and free-roaming exploration of the world.[6] The game does not provide a mode for single-player offline play, although the developers stated that there would be "plenty of content" designed to accommodate players who prefer to play solo.[7]
The player is able to play as ten different races; four different varieties of humans: Nords, Redguards, Bretons, and Imperials; Elvish varieties: Dunmer (Dark Elves), Altmer (High Elves), Bosmer (Wood Elves) and Orsimer (Orcs); and more bestial races: the Khajiiti and Argonians. Players must choose one of five classes when creating their character. Each class gives the player various different attacks, spells, and passive effects. The game has other character choices beyond those of race and class, such as the player character also being able to become either a vampire or a werewolf, each of which grants its own skill tree.
Setting[edit]
As with other games in The Elder Scrolls series, the game is set on the continent of Tamriel. The events of the game occur a millennium before those of The Elder Scrolls V: Skyrim and around 800 years before The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion. It has a broadly similar structure to Skyrim, with two separate conflicts progressing at the same time, one with the fate of the world in the balance, and one where the prize is supreme power on Tamriel. In The Elder Scrolls Online, the first struggle is against the Daedric Prince Molag Bal, who is attempting to meld the plane of Mundus with his realm of Coldharbour, and the second is to capture the vacant imperial throne, contested by three alliances of the mortal races. The player character has been sacrificed to Molag Bal, and Molag Bal has stolen their soul, the recovery of which is the primary game objective.[1]
Many parts of the continent of Tamriel are available in the game, with most zones being accessible based on faction. Some zones are accessible with DLC-only from the Crown Store, while others are accessible to players of any faction when they reach a certain level. Players have the opportunity to join any of the three factions warring over the Ruby Throne of the Emperor of Tamriel:[1] the First Aldmeri Dominion (represented by an eagle) led by Queen Ayrenn, composed of the Altmer (High Elf), Bosmer (Wood Elf), and Khajiit races; the Daggerfall Covenant (represented by a lion) led by High King Emeric, composed of the Bretons, Redguard, and Orsimer (Orcs); and the Ebonheart Pact (represented by a dragon) led by Jorunn Skald-King, composed of the Nord, Dunmer (Dark Elf), and Argonian races. Players may also unlock an additional race, Imperial, which may be a part of any of the three factions. The other major ruling faction of Tamriel is the Empire, led by Empress Regent Clivia Tharn, which has fallen into instability and disrepair, and serves as a non-joinable faction. Pre-ordered copies of the game included the "Explorers' Pack", which allowed all races to be played in each of the factions, and this feature is available in the Crown Store.[8]
The game begins in the Wailing Prison in Coldharbour, where the player character's soulless husk has been enslaved. This opening continues another The Elder Scrolls tradition, of beginning the game with the player as a prisoner.[1] After escaping, the base of operations becomes the Harborage, a cave found at each of the starting cities, and is where the Prophet opens portals to the locations of the main questline. Once the Amulet of Kings is retrieved, the headquarters shift to the Hollow City, a location in central Coldharbour blessed by Meridia. Civilians saved from Coldharbour's prisons arrive in the Hollow City, and it is from there that attacks on Molag Bal's controlled areas are orchestrated.[9]
Development[edit]
The Elder Scrolls Online had been in development for 7 years before its release in 2014.[1] It is the first project for ZeniMax Online Studios, which was formed in 2007. Matt Firor, studio lead at ZeniMax Online, is the director of The Elder Scrolls Online.[2]
While rumors of a massively multiplayer The Elder Scrolls game had been circulating for years, accurate information about the game and its imminent May 2012 announcement was not leaked until March 2012, to online publication Tom's Guide by an anonymous industry source.[10] According to the leak, the game was scheduled to be shown at E3 2012 in June and QuakeCon 2012 in August. On November 8, 2012, Bethesda released a video on YouTube called "An Introduction to The Elder Scrolls Online", in which the game's developers talk about the game's content and development.[11] Several actors were announced to voice the characters of The Elder Scrolls Online, among them John Cleese, Bill Nighy, Kate Beckinsale, Lynda Carter, Alfred Molina, Michael Gambon, Jennifer Hale, Malcolm McDowell, and Peter Stormare.[12]
Beta sign-ups for The Elder Scrolls Online began on January 21, 2013, and continued for seven rounds until February 26.[13][14][15]
In June 2013, Sony announced that The Elder Scrolls Online would be available on PlayStation 4 at their E3 press conference. It was later clarified by Bethesda that it would also be available on Xbox One.[16] While players on PC and Mac play together, those on Xbox One and PlayStation 4 play only with others on the same platform.[17] In August 2013, at Gamescom, it was announced that The Elder Scrolls Online would have a monthly subscription fee upon release for all platforms.[18][19] Subscriptions could be purchased in 30-, 90-, and 180-day increments.[20] While it was announced in January 2014 that the game would not require a PlayStation Plus subscription to play online,[21] the Xbox One version would require an Xbox Live Gold subscription in addition to a The Elder Scrolls Online monthly subscription.[22] On May 8, 2014, Bethesda spoke about development of the console editions, announcing that the release date for the PlayStation 4 and Xbox One versions of the game would be delayed until the end of 2014, though it was revealed in December 2014 that the game's console debut was once again delayed into the Spring of 2015. ZeniMax Online Studios announced that players who purchased The Elder Scrolls Online before the end of June 2014 would have the opportunity to transfer their characters from Microsoft Windows or Mac OS to either console platform and receive a free 30-day subscription.[23]
Releases[edit]
Original release[edit]
The Elder Scrolls Online was announced on May 3, 2012, on the Game Informer website and in that same month's issue of the magazine.[1] It was released on April 4, 2014, for PC and Mac. Home console releases for the PlayStation 4 and Xbox One were released on June 9, 2015.
Shortly after the game's launch, it was reported that some players were unable to activate the 30-day complimentary game time included with their purchase until a subscription had been set up and—in "a strange state of affairs" and "most likely a mistake"—after a full month had been paid for.[24] A serious item duplication exploit was discovered that allowed players to gain huge fortunes, which was patched shortly after release.[25] ZeniMax later announced that they had permanently banned thousands of accounts because of the exploit.[26]
Tamriel Unlimited[edit]
On January 21, 2015, it was announced that an active subscription would no longer be needed to play the game effective March 17, 2015.[27] Aside from the initial game price, there will be an optional subscription called "ESO Plus" which grants access to all current and future downloadable content (DLC) and a monthly allotment of 1500 Crowns, one of the in-game currencies, as long as the player stays subscribed. The DLC will also be available for separate purchase in the Crown Store. Additionally, the optional subscription grants various perks that allow players to progress slightly faster than a free player.[28]
Gold Edition[edit]
On July 6, 2016, ZeniMax announced the release of a "Gold Edition" of The Elder Scrolls Online for September 9, 2016. The Gold Edition includes the base game and a certain vanity item, as well as the four major DLCs: Imperial City, Orsinium, Thieves Guild, and Dark Brotherhood.[29] Additionally, ZeniMax released the "Guilds and Glory" DLC pack for users who already own the base game.[30]
Expansions and updates[edit]
Chapters[edit]
Morrowind[edit]
On January 31, 2017, ZeniMax Online Studios announced a full expansion pack based in Vvardenfell, the setting originally playable in The Elder Scrolls III: Morrowind.[31] Unlike previous DLC for the game, Morrowind is not purchasable with crown points, and must be purchased as a separate title. The expansion includes a new class, a new trial, and a new player vs. player mode, known as "Battlegrounds".[31] The expansion was released on June 6, 2017.[32]
Downloadable content[edit]
The Imperial City[edit]
On June 14, 2015, at the Bethesda showcase at E3, downloadable content (DLC) was announced for the Imperial City, the Capital of Cyrodiil.[33] It was released for the PC and OS X on August 31, 2015, for the Xbox One on September 15, and for the PlayStation 4 on September 16. It introduced a new currency known as Tel Var Stones, and added the game's largest dungeon to date, The Imperial City Sewers. The city itself is overrun by the forces of Daedric Prince Molag Bal, with every district and the central White-Gold Tower being merged into his realm.[34]
Orsinium[edit]
At the E3 showcase, the new zone of Wrothgar was announced in a DLC called Orsinium, the capital of the Orsimer, better known as Orcs.[33] The DLC was released in November 2015, and introduces a solo challenge known as the Maelstrom Arena. The questline involves assisting the Orcish King Kurog with rebuilding the city of Orsinium.[35]
Thieves Guild[edit]
The Thieves Guild DLC was revealed by ZeniMax in a livestream to be set in a new area, Abah's Landing in Hammerfell, featuring an all new quest line and new game mechanics.[36] The DLC was released in March 2016.[37]
Dark Brotherhood[edit]
At the end of the 2015 E3 trailer, was a note with a black hand on it that stated the words, "We Know", a reference to a Dark Brotherhood guild in previous The Elder Scrolls games.[33] The Dark Brotherhood DLC takes place on the Gold Coast of Cyrodiil, and introduces new story content and gameplay mechanics.[36] It was released on May 31, 2016, for Microsoft Windows, and on June 14, 2016, for PlayStation 4 and Xbox One.[38] It was made available on the Public Test Server on April 25, 2016. In addition to the Dark Brotherhood questline, the release of the expansion saw the removal of the Veteran Progression System,[39] a new system of poison crafting, and quality of life changes for The Elder Scrolls Online Plus subscribers, including "craft bags", which allow subscribers to store crafting materials without taking up space in their inventory.[40]
Shadows of the Hist[edit]
In an interview with IGN, game director Matt Firor said that the last DLC for 2016 would be Argonian-themed.[41] Further information was later released, revealing the title to be Shadows of the Hist. The DLC includes two new dungeons: the Cradle of Shadows and Ruins of Mazzatun, and was released in August 2016.[42]
Content updates[edit]
One Tamriel[edit]
In June 2016, a new content update, titled One Tamriel, was announced. The update changed the core gameplay to allow players to play quests, explore areas, and group up with others without previously implemented restrictions.[43] The update was released in October 2016.[44]
Homestead[edit]
In October 2016, Firor announced that player housing would be coming to the game in 2017.[45] It was released on February, 6, 2017 as part of update 13. There are over 40 different types of houses available, homes are styled after the game's 10 playable races, and they come in furnished or unfurnished versions, which can be bought using in game gold or with real money using crowns.[46]
Reception[edit]
Reception
Aggregate score
Aggregator
Score
Metacritic (PC) 80/100[47]
(XONE) 77/100[48]
(PS4) 74/100[49]
Review scores
Publication
Score
Game Revolution 4/5[50]
GameSpot 6/10[51]
IGN 8/10[52]
PC Gamer (US) 68/100[53]
Polygon 6/10[54]
Original release[edit]
The Elder Scrolls Online initially received mixed reviews; the game has a weighted aggregate rating of 71/100 on Metacritic, based on 64 reviews.[55] PC Gamer gave the game a score of 68/100, writing that it is "an MMORPG of moderate scope with a few good ideas" but cautioning that "'okay' isn't good enough when you're facing down this much of a premium."[53] The game was mainly criticized for an excess of bugs, a "phasing" mechanic that separated players from groups, and its Veteran Progression System. There was also some controversy about the game's utilization of a subscription model.
ZeniMax responded to and fixed many of the game's early criticisms, releasing major updates since the game's launch. In January 2015, they announced that the game would no longer be using a subscription model, becoming effective March 17, 2015, in favor of a business model similar to The Secret World and Guild Wars 2. ZeniMax also announced that the game would be coming to PlayStation 4 and Xbox One on June 9, 2015, and that the game would be rebranded as The Elder Scrolls Online: Tamriel Unlimited.[56]
Tamriel Unlimited[edit]
Tamriel Unlimited received mostly positive reviews. The PlayStation 4 version of the game has a weighted aggregate rating of 74/100 on Metacritic, based on 30 reviews,[49] PC version has 80/100 based on 4 reviews[47] and Xbox One version received 77/100 based on 11 reviews.[48] Eurogamer's Dan Whitehead reviewed the game, saying that "For fans eager for a new fix all these years on from Skyrim, that may well be enough. The ability to share the adventure, somewhat clumsily, with friends is both a selling point and a pitfall, but those who concentrate their efforts on the Alliance War will find the experience worthwhile."[57]
Sales[edit]
The Elder Scrolls Online was the top-selling game in the United Kingdom for the week of April 5, 2014, for individual formats, and number two across all formats.[58] When the game was released on consoles, the game once again became the top-selling game in the United Kingdom for the week of June 15, 2015, across all formats, becoming the year's second best-selling game at retail[59] The game was ranked the best-selling digital PlayStation 4 game of June 2015 in the United States and Europe.[60][61] In the United States, the game was the second and sixth best-selling game of June and July 2015, respectively.[62][63][64]
In February 2017, it was announced that the game had surpassed over 8.5 million in retail sales[65] having around one million monthly active players.[66] In June 2017, it was announced that more than 10 million players had played the game since released, and that the game had around 2.5 million monthly active players.[citation needed]
References[edit]
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^ Jump up to: a b "Elder Scrolls Online makes MMO of series". Gamasutra. May 3, 2012. Retrieved May 3, 2012.
Jump up ^ Dyer, Mitch (December 11, 2013). "The Elder Scrolls Online PC, Xbox One, and PS4 Release Dates Announced - IGN". IGN. Retrieved December 11, 2013.
Jump up ^ "ESO HEADS TO CONSOLES JUNE 9TH". The Elder Srolls Online. Zenimax Online Studios. January 21, 2015. Retrieved January 21, 2015.
Jump up ^ "The Elder Scrolls Online drops subs, console release date announced". VG247.
Jump up ^ Evans-Thirlwell, Edwin (December 31, 2013). "Elder Scrolls Online interview: Bethesda talks risks, rewards and compromises". Official Xbox Magazine. Retrieved December 31, 2013.
Jump up ^ "Will The Elder Scrolls Online Have A Single-Player, Offline Mode?". Bethesda Softworks. February 7, 2013. Retrieved January 8, 2014.
Jump up ^ "Crown Store - Upgrades". Zenimax. June 13, 2015. Retrieved January 19, 2016.
Jump up ^ "Elder Scrolls Online Main Quest Walkthrough". IGN. July 24, 2014. Retrieved June 24, 2016.
Jump up ^ "Exclusive: Bethesda to Announce Elder Scrolls MMO in May". Tom's Guide. March 15, 2012. Retrieved May 3, 2012.
Jump up ^ "An Introduction to The Elder Scrolls Online". YouTube. Bethesda Softworks. November 8, 2012. Retrieved February 2, 2013.
Jump up ^ Makuch, Eddie (January 23, 2014). "Elder Scrolls Online voice cast is seriously impressive". GameSpot. Retrieved January 29, 2014.
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Jump up ^ "The Elder Scrolls Online - Second Wave of Beta Invitations". Bethesda Softworks. Retrieved April 8, 2013.
Jump up ^ Sliva, Marty (June 10, 2013). "E3 2013: Elder Scrolls Online Coming to PS4, Xbox One". IGN. Retrieved June 16, 2013.
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Jump up ^ "Announcing The Elder Scrolls Online: Gold Edition". elderscrollsonline.com. ZeniMax Online Studios. 6 July 2016. Retrieved 18 September 2016.
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^ Jump up to: a b Hall, Charlie. "Morrowind expansion coming to The Elder Scrolls Online". Polygon. Retrieved 3 February 2017.
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^ Jump up to: a b "The Year Ahead - 2016". Zenimax. January 12, 2016. Retrieved January 19, 2016.
Jump up ^ Matulef, Jeffrey. "The Elder Scrolls Online's Thieves Guild DLC dated for March". Eurogamer. Retrieved January 30, 2016.
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External links[edit]
Official website
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When We First Met
From Wikipedia, the free encyclopedia
Jump to: navigation, search
When We First Met
Film release poster
Directed by
Ari Sandel
Produced by
Adam Saunders
Mason Novick
Mary Viola
Michelle Knudsen
McG
Written by
Josh Whittington
Starring
Adam DeVine
Alexandra Daddario
Shelley Hennig
Andrew Bachelor
Robbie Amell
Music by
Eric V. Hachikian
Cinematography
David Hennings
Edited by
Jeffrey Wolf
Production
company
Footprint Features
MXN Entertainment
Wonderland Sound and Vision
Distributed by
Netflix
Release date
February 9, 2018 (2018-02-09)
Running time
97 minutes
Country
United States
Language
English
When We First Met is a 2018 American romantic comedy film directed by Ari Sandel, written by John Whittington and starring Adam DeVine, Alexandra Daddario, Andrew Bachelor and Robbie Amell. It was released worldwide on Netflix on February 9, 2018.[1]
Contents
[hide]
1 Plot
2 Cast
3 Production
4 Reception
5 References
6 External links
Plot[edit]
During Avery Martin's (Alexandra Daddario) engagement party, Noah Ashby (Adam DeVine) recalls his and Avery's first meeting during a Halloween party three years earlier and is sad to see her engaged to perfect Ethan (Robbie Amell) instead of him. Drunk and being driven home by Avery's photographer roommate Carrie Grey (Shelley Hennig), Noah admits he is secretly in love with Avery but, on the night they met, Avery only saw him as a good friend and met Ethan the next day.
Carrie deposits him with Max (Andrew Bachelor), his successful vice president best friend, at the piano bar where Noah works. Noah drunkenly uses the photo booth where he and Avery shared a moment and falls asleep. He awakens in his bed and soon discovers he has traveled back in time to the day he met Avery. Noah tries to re-do their meeting, using his knowledge of her to his advantage, but Carrie, whom he met earlier and claimed he knew her and Avery well, comes home early and the two deduce he is a stalker and attack him. He wakes up back in the present thinking it was only a dream, but when he goes to Avery's house he realizes he is repeating the day of Avery's engagement party, but this time she recognizes him as the stalker from three years ago. Noah realizes he can use the photo booth to go back in time to re-do their meeting and will wake up to the consequences three years later.
Noah goes back a second time and seeks Max's help impressing Avery. Max convinces him to be a rude and cynical alpha male, and while Avery is initially disgusted by his attitude, she is aroused during their argument and they end up having sex. Noah wakes up in the present and learns that he and Avery's relationship is unrequited and, for Avery, is purely sexual while she and Carrie are part of an exercise group with Ethan. Noah learns from Carrie that Avery is attracted to stable and dependable men, and Noah goes back a third time. He asks Max, still a low-ranking employee at the company, to ask his boss for a job for him and then acts kinder and more maturely during his first meeting with Avery. He wakes up to find himself engaged to Avery, living a wealthy lifestyle, and is the successful vice president of the company. However, he learns that he and Max have become work enemies, is a workaholic that neglects Avery and has abandoned his piano hobbies, and, despite Ethan switching roles with him during his engagement party, Avery still loves Ethan more than him. While confiding in Carrie, Noah realizes Ethan and Avery are meant to be together and how he and Carrie end up learning more about each other in every alternate present.
Noah goes back in time, this time bringing Ethan with him to the party to meet Avery while he spends time with Carrie. Noah learns that the things he likes about Avery is because of Carrie's influence on her. He also learns that "Doctor Jello-Shot," the man Carrie is seen kissing in all alternate pasts, is her ex-boyfriend with whom she is having an unstable breakup with. He shares a photo booth round with Avery, Carrie, and Ethan and wakes up in the present. He learns that Avery and Ethan are engaged, but Carrie ended up leaving him to return to her ex-boyfriend, only for them to break up. Noah goes to Avery and Carrie's house and finds out that, since Avery and Ethan met a day earlier, their engagement party was the day before, and Carrie is off to a date. She rejects Noah's pleas to try again and leaves. Noah tries to return to the photo booth, but finds a modern replacement in its place. Ethan and Avery arrive in the piano bar and inform him that they bought the old photo booth for him years ago, and Noah realizes he initially met Carrie through Avery, and he goes back and replays his meeting with Avery the original way.
He wakes up to the original present, this time happy for Ethan and Avery during their engagement party. He and Carrie spend time together and decide to leave the party. A photo montage follows of Noah and Carrie's relationship.
Cast[edit]
Adam DeVine as Noah Ashby[2]
Alexandra Daddario as Avery Martin[2]
Shelley Hennig as Carrie Grey[3]
Andrew Bachelor as Max, Noah's friend[1]
Robbie Amell as Ethan[4]
Production[edit]
In May 2016 Ari Sandel was reported to direct the film from a script by John Whittington and Adam DeVine, while producers on the film would be Adam Saunders of Footprint Features, Mason Novick of MXN Entertainment, with Mary Viola and McG of Wonderland Sound and Vision.[2]
Principal photography on the film began in mid-July 2016 in New Orleans.[4][5]
Reception[edit]
The neutrality of this section is disputed. Relevant discussion may be found on the talk page. Please do not remove this message until conditions to do so are met. (March 2018) (Learn how and when to remove this template message)
On review aggregator website Rotten Tomatoes, the film has an approval rating of 33% based on 15 reviews, with an average rating of 4.7/10.[6] On Metacritic, which assigns a normalized rating to reviews, the film has a weighted average score of 35 out of 100, based on 5 critics, indicating "generally unfavorable reviews".[7]
Filmink praised the characters for being "not only well cast but change organically through the story; there are no big corny dialogue rom-com turning points, and the characters develop gradually, you know, like normal humans do."[8]
The Daily Caller's David Hookstead gave the film a positive review and wrote in part, "Daddario was excellent, it was a fun idea, and Devine crushed it. Plus it’s interesting to think about what we would do if we found ourselves in the same situation." He further went on to praise Devine, calling him a "rare talent."[9]
Decider's Lea Palmieri wrote: "Devine's ability to be charming and endearing shouldn't be underestimated here, and you'll be rooting for him before you know it",[10] whilst Age of the Nerd exclaimed that he "carries the whole movie on his shoulders with perfection."[11]
References[edit]
^ Jump up to: a b "Watch Adam Devine get friend-zoned by Alexandra Daddario in 'When We First Met' trailer". Retrieved 9 February 2018.
^ Jump up to: a b c Pedersen, Erik (May 6, 2016). "Adam Devine & Alexandra Daddario Will Reminisce About 'When We First Met'". Deadline. Retrieved July 20, 2016.
Jump up ^ Pedersen, Erik (2016-08-04). "Shelley Hennig Joins 'When We First Met'; Stephen Root Cast In 'Three Christs'". Deadline. Retrieved 2018-03-17.
^ Jump up to: a b Kroll, Justin (July 18, 2016). "'The DUFF' Actor Robbie Amell to Co-Star with Adam Devine in 'When We First Met' (EXCLUSIVE)". Variety. Retrieved July 20, 2016.
Jump up ^ Scott, Mike (July 11, 2016). "Adam DeVine's 'When We First Met' to shoot in New Orleans". NOLA. Retrieved July 20, 2016.
Jump up ^ "How We First Met (2018)". Rotten Tomatoes. Fandango. Retrieved March 2, 2018.
Jump up ^ "How We First Met Reviews". Metacritic. CBS Interactive. Retrieved February 11, 2018.
Jump up ^ Mansfield, Jessica. "When We First Met". FilmInk. Retrieved March 2, 2018.
Jump up ^ Hookstead, David (February 11, 2018). "Netflix's 'When We First Met' Is A Surprisingly Fun Time". The Daily Caller. Retrieved March 2, 2018.
Jump up ^ Palmieri, Lea (February 9, 2018). "'When We First Met' Is 'Happy Death Day' For Relationships". Decider. Retrieved March 2, 2018.
Jump up ^ Teja, Ravi (February 15, 2018). "Adam DeVine Shines in the Netflix Original 'When We First Met'". Age of the Nerd. Retrieved March 2, 2018.
External links[edit]
When We First Met on IMDb
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