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Otto F. Kernberg

Otto Friedmann Kernberg (born 10 September 1928) is an Austrian-born American psychoanalyst and professor of psychiatry at Weill Cornell Medicine. He is most widely known for his psychoanalytic theories on borderline personality organization and narcissistic pathology. In addition, his work has been central in integrating postwar ego psychology (which was primarily developed in the United States and the United Kingdom) with Kleinian and other object relations perspectives (which was developed primarily in the United Kingdom and South America). His integrative writings were central to the development of modern object relations, a school within modern psychoanalysis.

Biography
Born in Vienna to Jewish parents, Leo Kernberg, and Sonia Paula Friedmann Kernberg, Kernberg was an only child. Kernberg and his family fled Nazi Germany in 1939, emigrating to Chile. He studied biology and medicine at the University of Chile, and afterwards psychiatry and psychoanalysis with the Chilean Psychoanalytic Society. He first came to the U.S. in 1959 on a Rockefeller Foundation fellowship to study research in psychotherapy with Jerome Frank at the Johns Hopkins Hospital. In 1961 he emigrated to the U.S. joining the C.F. Menninger Memorial Hospital, later became director of the hospital until 1965. He was the Supervising and Training Analyst of the Topeka Institute for Psychoanalysis, and Director of the Psychotherapy Research Project of Menninger Foundation. During this time, the insight of his colleague Herman van der Waals contributed in raising Kernberg's awareness and interest in narcissistic personalities.

In 1973 he moved to New York where he was Director of the General Clinical Service of the New York State Psychiatric Institute. In 1974 he was appointed Professor of Clinical Psychiatry at the College of Physicians and Surgeons of Columbia University and Training and Supervising Analyst at the Columbia University Center for Psychoanalytic Training and Research. In 1976 he was appointed as Professor of Psychiatry at Cornell University and Director of the Institute for Personality Disorders Institute of the New York Hospital-Cornell Medical Center. He was President of the International Psychoanalytical Association from 1997 to 2001. He was married to Paulina Kernberg, a child psychiatrist and also a Cornell professor, until her death in 2006.

His principal contributions have been in the fields of narcissism, object relations theory and personality disorders. He developed a novel and useful framework for coordinating personality disorders along dimensions of structural organization and severity. He was awarded the 1972 Heinz Hartmann Award of the New York Psychoanalytic Society and Institute, the 1975 Edward A. Strecker Award from the Institute of Pennsylvania Hospital, the 1981 George E. Daniels Merit Award of the Association for Psychoanalytic Medicine.

Transference-focused psychotherapy
Otto Kernberg designed an intensive form of psychoanalytic psychotherapy known as Transference-Focused Psychotherapy (TFP), which is intended to be suitable for Borderline Personality Organization (BPO) patients. BPO patients are described as experiencing so-called 'splits' in their affect and thinking, and the intended aim of the treatment is focused on the integration of split off parts of self and object representations.

TFP entails two to three 45 or 50-minute sessions per week. It views the individual as holding unreconciled and contradictory internalized representations of self and significant others that are affectively charged. The defense against these contradictory internalized object relations is called identity diffusion, and leads to disturbed relationships with others and with self. The distorted perceptions of self, others, and associated affects are the focus of treatment as they emerge in the relationship with the therapist (transference). The consistent interpretation of these distorted perceptions is considered the mechanism of change.

Suitable patients
Kernberg designed TFP especially for patients with BPO. In his model, these patients suffer from identity diffusion, primitive defense operations and unstable reality testing.

Identity diffusion results from pathological object relations and involves contradictory character traits, discontinuity of self and either very idealized or devalued object relations. Defense operations often applied by BPO patients are splitting, denial, projective identification, primitive devaluation / idealization and omnipotence. Reality testing is negatively influenced by the primitive defense mechanisms as they change a person's perception of self and others.

Goals of TFP
The major goals of TFP are better behavioral control, increased affect regulation, more intimate and gratifying relationships and the ability to pursue life goals. This is believed to be accomplished through the development of integrated representations of self and others, the modification of primitive defensive operations and the resolution of identity diffusion that perpetuate the fragmentation of the patient's internal representational world. To do this, the client's affectively charged internal representations of previous relationships are consistently interpreted as the therapist becomes aware of them in the therapeutic relationship, that is, the transference. Techniques of clarification, confrontation, and interpretation are used within the evolving transference relationship between the patient and the therapist.

Contract
The treatment begins with the development of the treatment contract, which consists of general guidelines that apply for all clients and of specific items developed from problem areas of the individual client that could interfere with the therapy progress. The contract also contains therapist responsibilities. The client and the therapist must agree to the content of the treatment contract before the therapy can proceed.

Therapeutic process
TFP consists of the following three-steps:
 * (a) the diagnostic description of a particular internalized object relation in the transference
 * (b) the diagnostic elaboration of the corresponding self and object representation in the transference, and of their enactment in the transference /countertransference and
 * (c) the integration of the split-off self representations, leading to an integrated sense of self and others which resolves identity diffusion.

During the first year of treatment, TFP focuses on a hierarchy of issues:
 * the containment of suicidal and self-destructive behaviors
 * the various ways of destroying the treatments
 * the identification and recapitulation of dominant object relational patterns (from unintegrated and undifferentiated affects and representations of self and others to a more coherent whole).

Mechanisms of change
In TFP, hypothesized mechanisms of change derive from Kernberg's developmentally based theory of Borderline Personality Organisation, conceptualized in terms of unintegrated and undifferentiated affects and representations of self and other. Partial representations of self and other are paired and linked by an affect in mental units called object relation dyads. These dyads are elements of psychological structure. In borderline pathology, the lack of integration of the internal object relations dyads corresponds to a 'split' psychological structure in which totally negative representations are split off/segregated from idealized positive representations of self and other (seeing people as all good or all bad). The putative global mechanism of change in patients treated with TFP is the integration of these polarized affect states and representations of self and other into a more coherent whole.

Theory on narcissism and the controversy with H. Kohut
Otto Kernberg states that there are three types of narcissism: normal adult narcissism, normal infantile narcissism, and pathological narcissism. Pathological narcissism, defined as the libidinal investment in a pathological structure of the self, is further divided into three types (regression to the regulation of the infantile self-esteem, narcissistic choice of object, narcissistic personality disorder) with narcissistic personality disorder being the most severe of all. Still, narcissism has been a great source of disagreement between Otto Kernberg and Heinz Kohut. Although both focused on narcissistic, borderline, and psychotic patients, the focus and content of their theory and treatment has been considerably differentiated. Their major diversities emerged in response to their conceptualizations regarding the relationship between Narcissistic and Borderline personalities, normal vs. pathological narcissism, their ideas about narcissistic idealization and the grandiose self, as well as the psychoanalytic technique and the narcissistic transference.

Theory on narcissism
According to Kernberg, the self is an intrapsychic structure consisting of multiple self representations. It is a realistic self which integrates both good and bad self-images. That is, the self constitutes a structure that combines libidinally and aggressively invested components. Kernberg defines normal narcissism as the libidinal investment of the self. However, it needs to be emphasized that this libidinal investment of the self is not merely derived from an instinctual source of libidinal energy. On the contrary, it stems from the several relationships between the self and other intrapsychic structures, such as the ego the superego and the id.

Normal adult narcissism
This is a normal self-esteem based on normal structures of the self. The individual has introjected whole representations of objects, has stable objects relationships and a solid moral system. The superego is fully developed and individualized.

Normal infantile narcissism
Regulation of self-esteem occurs through gratifications related to the age, which include or imply a normal infantile system of values, demands or prohibitions.

Pathological narcissism

 * Three subtypes

 * Regression to the regulation of infantile self-esteem. The ideal ego is dominated by infantile pursuits, values and prohibitions. The regulation of self-esteem is overly dependent on expressions or defences against infantile pleasures, which are discarded in adult life. This is the mildest type of narcissistic pathology.
 * Narcissistic choice of object. This type is more severe than the first one but more rare. The representation of the infantile self is projected on an object and then identified through that same object. Thus, a libidinal association is generated, where the functions of the self and the object have been exchanged.
 * Narcissistic personality disorder. This type is different from both normal adult narcissism and from regression to normal infantile narcissism. It is the most severe type and is suitable for psychoanalysis.

In Kernberg's view, narcissistic personalities are differentiated from both normal adult narcissism and from fixation at or regression to normal infantile narcissism. Fixation at a primitive stage of development or lack of development of specific intrapsychic structures is not adequate to explain the characteristics of narcissistic personalities. Those characteristics (through a process of pathological differentiation and integration of ego and superego structures) are the consequence of pathological object relationships. Pathological narcissism is not merely the libidinal investment in the self but in a pathological, underdeveloped structure of the self. This pathological structure presents defences against early self and object images, which are either libidinally or aggressively invested. The psychoanalytic process brings to the surface primitive object relations, conflicts and defences, which are typical of the developmental stages that precede the stability of the object.

Kernberg vs. Kohut
Otto Kernberg and Heinz Kohut can be considered to be two theorists that have markedly influenced past and current psychoanalytic thinking. Both focused on the observation and treatment of patients who were otherwise thought to be unsuitable for analytic therapy. Their main work has been mostly related to individuals with narcissistic, borderline, and psychotic psychopathology. Still, their perspectives concerning the causes, psychic organization, and treatment of these disorders have been considerably different. Taken as a whole, Kohut is regarded as a self theorist who radically departed from Sigmund Freud's conjectural conceptualizations, focusing mostly on people's need for self-organization and self-expression. Kernberg in contrast, remained faithful to the Freudian metapsychology, concentrating more on people's struggle between love and aggression. Their main differences are summarized below.

Relationship between narcissistic personality and borderline personality
One of the main disagreements between the two theorists revolves around their conceptualization among narcissistic and borderline disorders. According to Kernberg, the defensive structure of the narcissistic individual is quite similar to that of the borderline person since the former has a fairly underlying borderline personality organization which becomes obvious when one looks at the defenses of splitting and projective identification. He identifies constitutional along with environmental factors as the source of disturbance for these individuals by stressing the important role of the mother surrogate who treats the child on the surface (callously) with little regard for his/her feelings and needs. Kohut on the other hand, sees borderline personality as totally distinct from the narcissistic one and less able to benefit from the analytic treatment. Equally, a narcissistic personality is more apt for analysis since it is characterized by a more resilient self. According to Kohut, the environment alone is the major cause of troubles for these persons. Moreover, although both focus on the concept of the "grandiose self" in their narcissistic personality theorizing, they provide different explanations for it. For Kohut, "grandiose self" reflects the "fixation of an archaic 'normal' primitive self" while for Kernberg it is a pathological development, different from normal narcissism. For Kohut treatment should be primarily centered on encouraging the patient's narcissistic desires, wishes, and needs to open up during the process of transference. For Kernberg, the goal of treatment should be to use confrontation strategies so as to help the patient integrate his/her internal fragmented world.

Normal vs. pathological narcissism
One of the main arguments between Kohut and Kernberg is about normal and pathological narcissism. As mentioned earlier, Kohut assumes that a narcissistic personality suffers from developmental arrest. Specifically, he assumes that this type of personality mirrors adaptive narcissistic wishes, needs, and objectives that, nevertheless, have not been satisfied during childhood development by the parental environment. Here, the grandiose self is nothing more than an archaic form that prospectively ought to become the normal self. When this does not occur then pathological narcissism emerges. In his explanation of pathological narcissism, he pays attention on the libidinal forces or charges in order to provide an etiology of how this disorder develops. For him the aggression drive is of secondary importance in respect to the libidinal drive and that is why one should differentiate between ordinary aggression and narcissistic rage. The first, according to him, is adaptive for eradicating obstructions when heading toward a realistic goal whereas the second is the forceful response to narcissistic injury. Kernberg however, sees Kohut's ideas as de-emphasizing the power of aggression. He allies more to the Freudian conceptualization, by proposing that narcissistic behavior results from pathological development in which aggressive drives play a central role. He argues that narcissism on the whole involves a strong aggressive drive that cannot possibly be analyzed separately from the libidinal one. As he says, "one cannot study the vicissitudes of normal and pathological narcissism without relating the development of the respective internalized object relations to both libidinal and aggressive drive alternatives."

Relationship between narcissistic idealization and grandiose self
Kohut departed from the classical Freudian view, which suggested that some patients could not be analyzed given that they lacked the ability to develop transferences. He postulated that narcissistic patients are capable of presenting transferences but these are somewhat different from those of other patients, such as the neurotics. He distinguished three types, namely the idealizing, the mirror, or the twinship transference. His debate with Kernberg concerns mostly the idealizing transference, which, according to Kohut, relates to a fixation at an archaic level of normal development. Still Kernberg believed that the idealizing transference is nothing more than a pathological type of idealization that is produced as a response to the substantial instigation of the grandiose self in the transference.

Psychoanalytic technique and narcissistic transference
Otto F. Kernberg and Heinz Kohut regard the analytic process as well as the role of the analyst in quite different terms.

The analytical situation concerning pathological narcissism according to Otto F. Kernberg
Kernberg requests a methodological and persistent interpretation of the defensive function of grandiosity and idealization as they emerge in transference. The role of the analyst should be neutral rather than supportive, especially during the confrontation process, in order to modify the narcissist's pathological structure. "The analyst must be continuously focusing on the particular quality of the transference in these cases and consistently counteract the patient's efforts toward omnipotent control and devaluation". This traditional emphasis on aggressive interpretation of narcissistic phenomena derives from and is wholly consistent with Freud's early view of narcissistic neuroses as unanalysable and narcissistic defenses as generating the most recalcitrant resistances to the analytic process.

The analytical situation concerning pathological narcissism according to Heinz Kohut
In contrast to seeing primitive grandiosity or idealization as a representation of a defensive retreat from reality, Heinz Kohut regards narcissistic illusions within the analytic situation as representations of the patient's attempt to establish crucial developmental opportunities. These narcissistic illusions thus give an opportunity for revitalization of the self. Therefore, Heinz Kohut advocates that the analyst's position within treatment should be one where a full narcissistic transference should be encouraged instead of being challenged. To establish this, the analyst should be able to show empathic comprehension, which entails a receptivity to the narcissistic illusions and an avoidance at all costs of anything which would challenge them or suggest they are unrealistic. Heinz Kohut used the concepts of narcissistic transference and self-object needs. He also stressed the significance of infantilism and what appear to be excessive demands on the analyst and everyone else. Rather than instinctual wishes to be renounced, they are missed developmental needs to be warmly received and understood. The patient is groping toward self-cure, by trying to extract from others what was missing early in his development. Heinz Kohut feels the patient knows what he needs, regardless of what the analyst may think he knows. He stresses the importance of hopes in maturity and throughout development. There is an enduring need for ideals and idealization that vitalizes self experience. In his work with narcissistic patients, the defining feature of Heinz Kohut's psychoanalytic methodology became therefore empathic immersion (or vicarious inspection), whereby he tried to put himself in his patient's shoes. This view is certainly in contrast with Freud's early view of the analyzability of narcissistic defenses as discussed above.

Approaches as regarded by Heinz Kohut and Otto F. Kernberg
Both Kohut and Kernberg regarded each other's approaches as counterproductive. From Kohut's point of view, the methodical interpretive approach recommended by Kernberg is interpreted by the narcissistically vulnerable patient as an assault and generates intense narcissistic rage. As Kernberg instead recommends this methodology for treating these patients, self-psychology regards Kernberg as creating narcissism instead of treating it. On the other hand, Kernberg (from the more traditional point of view) sees the approach of Kohut as leading to nothing. An unquestioning acceptance of the patient's illusions with the assumption that they will eventually diminish of their own accord represents a collusion with the patient's defenses. The analytic process is thereby subverted and the analyst never emerges as a figure who can meaningfully help the patient.

An integrative relational approach
However, Stephen A. Mitchell offers an integrative relational approach in which the perspectives of both Kernberg and Kohut are connected. In his opinion, "the more traditional approach to narcissism highlights the important ways in which the narcissistic illusions are used defensively, but misses their role in health and creativity and in consolidating certain kinds of developmentally crucial relationships with others. The developmental-arrest approach (Kohut) had generated a perspective on narcissism which stresses the growth-enhancing function of narcissistic illusions, but overlooks the extent to which they often constrict and interfere in real engagements between the analysand and other people, including the analyst". Mitchell recommends a "subtle dialectic between articulating and embracing the analysand's illusions on the one hand, and the provision of larger context in which they can be experienced, on the other".

Kernberg's developmental model
One of Kernberg's major contributions is his developmental model. This model is built on the developmental tasks one has to complete in order to develop healthy relationships. When one fails to accomplish a certain developmental task, this responds to the increased risk to develop certain psychopathologies. Whereby failing the first developmental task, which is psychic clarification of self and other, an increased risk of development of varieties of psychosis results. Not accomplishing the second task (overcoming splitting) results in an increased risk of developing a borderline personality disorder.

Furthermore, his developmental model includes Kernberg's view about drives, in which he differs from Freud. Kernberg was obviously inspired by Melanie Klein, whose model draws mainly on the paranoid-schizoid position and on the depressive position. More elaborate information on Kernberg's ideas can be found in a recent publication by Cohen M. (2000).

First months
Kernberg saw the infant in the first months of his life as struggling to sort out his experience on the basis of the affective valence of this experience. The infant moves back and forth between two different affective states. One state is characterized as pleasurable and gratified; the other state is unpleasurable, painful and frustrating. Regardless of what one is in, no distinction is made between self and other.

First developmental task: psychic clarification of self and other
The first developmental task embodies being able to make a distinction between what is self and what is other. When this task would not be accomplished, one cannot develop a dependable sense of the self as separate and distinct because one cannot make a distinction between one's own experience and the experience of others. This failure is hypothesized to be the major precursor for all psychotic states. In schizophrenic symptoms (hallucinations, delusions, psychic fragmentation) we can see a lack of being able to separate between internal and external world, own experience and experience of others, own mind and the mind of another.

Second developmental task: overcome splitting
The second developmental task is to overcome splitting. When the first developmental task is accomplished, one is able to differentiate between self-images and object images; however, these images remain segregated affectively. Loving self images and images of good objects are held together by positive affects, or libidinal affects. Hateful images of the self and bad, frustrating object images are held together by negative or aggressive affects. The good is separated from the bad. The developmental task is accomplished when the child is able to see objects as "whole", meaning that the child can see objects as being both good and bad. Next to seeing "whole" objects, the child is required to see the self as being loving and hating, as being good and bad at the same time. When one fails to accomplish this second developmental task, this will result in a borderline pathology, meaning that objects or the self cannot be seen as both good and bad; something is good, or it is bad, but both affects cannot be in the same object together.

Developmental stages
Kernberg's model of self and object development rests on five stages that delineate the growth of the internalized object relations units, some of which already start taking place during the precipitating stage. The stages are not static, but fluent.

This stage is marked by undifferentiated self-object representations. This stage is equated with Mahler, Pine and Bergman's conception of autism.
 * Stage 1 (0 to 1 month): Normal autism

In the beginning of this stage the child is unable to integrate opposing affective valences. Libidinally invested and aggressively invested representations are strictly separated into a 'good' self-object representation and a 'bad' self-object representation.
 * Stage 2 (2 months to 6–8 months): Normal symbiosis

In this stage the 'good' self-object representation differentiates into a 'good' self and a 'good' object and shortly thereafter the 'bad' self-object representation differentiates into a 'bad' self and a 'bad' object. A failure of the child to differentiate between self and other results in a psychotic personality organization; one has failed to accomplish the first developmental task and is stuck in stage II. Although in this stage differentiation between self and object has taken place the good and bad self and object representations are strictly separated through the mechanism of splitting in order to protect the ideal, good relationship with the mother from contamination by bad self representations and bad representations of her.
 * Stage 3 (6–8 months to 18–36 months): Differentiation of self from object relations

During this stage the 'good' (libidinally invested) and 'bad' (aggressively invested) self and object representations are integrated into a definite self-system and a total object representation. One is able to comprehend the possibility of the self or other containing both positive and negative characteristics. A failure of this results in a borderline personality organization; one has failed to accomplish the second developmental task and is stuck in stage III. Consequently, the good self and object must still be protected from the aggression by the splitting of good and bad.
 * Stage 4 (36+ months through the oedipal period): The integration of self representations and object representations

In this stage ego, superego and id are consolidated in definite intrapsychic structures.
 * Stage 5: Consolidation of superego and ego integration

By successfully completing all the developmental tasks, the child has developed a neurotic personality organization, which is the strongest personality structure.

Kernberg's view on drives
In contrast with Freud's perspective, drives are not inborn according to Kernberg. The libidinal and aggressive drives are shaped, developed over time by experiences of interactions with others. The child's good and bad affects become consolidated and shaped into libidinal and aggressive drives. Good, pleasurable interactions with others consolidate, over time, into a pleasure-seeking (libidinal) drive. In the same way bad, unsatisfying and frustrating interactions with others, become consolidated into a destructive (aggressive) drive over time.

Publications

 * Borderline conditions and pathological narcissism, New York, Jason Aronson, 1975
 * Object relations theory and clinical psychoanalysis, New York, Jason Aronson, 1976
 * Severe personality disorders: Psychotherapeutic strategies, New Haven, Yale University Press, 1984
 * Aggression in Personality Disorders and Perversions, Yale University Press, 1992
 * Love Relations: Normality and Pathology. Yale University Press, 1995
 * The suicidal risk in severe personality disorders: Differential diagnosis and treatment. Journal of Personality Disorders. The Guilford Press, 2001

title: Otto F. Kernberg


text: User talk:68.40.238.123

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: User talk:68.40.238.123


text:
User:Kennett

Live in Wellington New Zealand. I'm one of the Kennett Bros.

title: User:Kennett


text:
User talk:Spiko-carpediem~enwiki

Welcome to the Wikipedia
Here are some links I thought useful:

 * Tutorial
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 * Policy Library
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 * Cite your sources
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 * Brilliant prose
 * List of images
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Feel free to contact me personally with any questions you might have. The Village pump is also a good place to go for quick answers to general questions. You can sign your name by typing 4 tildes, like this: ~.

Be Bold!

Sam [Spade] 00:09, 6 Oct 2004 (UTC)

Computers from Slovenia
Hi, I created a List of computer systems from Slovenia and following related articles:

 * Iskra Delta Partner
 * Iskra Delta 800
 * Gorenje Dialog
 * Triglav (computer)
 * Iskradata 1680
 * List of computer systems from SFRY
 * History of computer hardware in the SFRY
 * Template:Slovene computers
 * similar content for computers from Serbia and Croatia

I, however, was unable to find any more information than I already presented, no matter how hard I searched. Slovenian Wikipedia contains absolutely nothing either. If you feel you can help and are willing to do so, please go ahead.

--Aleksandar Šušnjar 15:45, 12 April 2006 (UTC)

Your account will be renamed
Hello,

The developer team at Wikimedia is making some changes to how accounts work, as part of our on-going efforts to provide new and better tools for our users like cross-wiki notifications. These changes will mean you have the same account name everywhere. This will let us give you new features that will help you edit and discuss better, and allow more flexible user permissions for tools. One of the side-effects of this is that user accounts will now have to be unique across all 900 Wikimedia wikis. See the announcement for more information.

Unfortunately, your account clashes with another account also called Spiko-carpediem. To make sure that both of you can use all Wikimedia projects in future, we have reserved the name Spiko-carpediem~enwiki that only you will have. If you like it, you don't have to do anything. If you do not like it, you can pick out a different name. If you think you might own all of the accounts with this name and this message is in error, please visit Special:MergeAccount to check and attach all of your accounts to prevent them from being renamed.

Your account will still work as before, and you will be credited for all your edits made so far, but you will have to use the new account name when you log in.

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Renamed
 This account has been renamed as part of single-user login finalisation. If you own this account you can |log in using your previous username and password for more information. If you do not like this account's new name, you can choose your own using this form after logging in: . -- Keegan (WMF) (talk) 19:09, 22 April 2015 (UTC)

title: User talk:Spiko-carpediem~enwiki


text:
Talk:Étienne Cabet

article
Note: Unaware of you writing the same article I wrote the following text about Cabet:

"Étienne Cabet, 1788-1856, was a French philosopher and Utopian Socialist, who coined the word 'communism'. In 1831, he was elected into the chamber of deputies, but due to his bitter attacks on the French Government he was sentenced for treason and fled to England. Influenced by Robert Owen, he wrote the book Voyage et aventures de lord William Carisdall en Icarie (1840) which depicted an ideal society in which an elected government controlled all economic activity and supervised social affairs, the family remaining the only other independent unit. The book was very popular and some of his followers built an utopian society based on the ideas in the book in Red River, Texas. Soon the society's property became valuable and the community decided to split it between the inhabitants and the society collapsed. Cabet moved to Illinois, where he died shortly after."

I think: A) That the information that his followers created the society and that he moved there a few years afterwards is important and should not be ommitted,

B) That it is important to mention his (ideological) relationship with Owen and

C) That he coined the word "communism" in his book.

 * (D) it is bullshit about property

Are you sure? I've read it at several places.

 * (C) Did you see it there?

I haven't read the book, so I'm relying on other sources. Unfortunately it was more than a year ago that I learned it. Who did you think coined the word? What is the oldest reference to that word that you are aware of? Do you have any reason for not accepting that Cabet coined the word?

 * (B) Agreed.
 * (A) It was not so. Please read the link I provided.

I claim that the link is either mistaken or too simplified.

 * Thank yoiu for your cointribution. As you may have noticed, I merely copied part of what you wrote. But please be more diligent when writing into encyclopedia and try to confirm information from several sources. There is lots of bullshit floating over the net lately.
 * Good luck! By the way, why don't you get yourself a user name? It is convenient in many respects. Mikkalai 00:18, 6 Oct 2004 (UTC)

I'm not sure I will edit many articles here in the future. I just thought it was important to mention the man who coined the word communism. In my opinion too many people equal communism with marxism or even stalinism. I'm no communist, but I think communism should be criticized on its own merits and not because marxism is a pseudoscience (as I think it is). (I am a kind of anarchist socialist though).

---

See also these links:

http://30.1911encyclopedia.org/C/CA/CABET_ETIENNE.htm

http://www.encyclopedia.com/html/C/Cabet-E1t.asp

http://www.library.cornell.edu/Reps/DOCS/cabet.htm
 * I merged the two articles here unaware of this debate. I hope you can sort this out. Rmhermen 00:42, Oct 6, 2004 (UTC)

---

I also found this link:

http://www.bopsecrets.org/rexroth/communalism7.htm

It seems Mikkalai was right about (D) at least.

Communism
I didn't find any direct evidence that Cabet actually used the word "communism" in my long search. Unfortunately I haven't seen the book inself, only quotations. All references in this respect are secondary and mostly indirect. What is more, Cabet's idea of "communauté" is closer to what is now called communitarianism – a bit too overwhelming supremacy of majority, which was IMO the reason of demise of Icarians... Mikkalai 18:57, 20 Oct 2004 (UTC)

 * It seems to me that I've read that Cabet invented the word «communisme» in French, and that Marx got it from there. You'd have to ask a student of political science or history to find a good source for the little pamphlets that got passed around in the early 19th century, which is where such ideas and terminology would have been distributed. Avt tor 09:28, 27 February 2007 (UTC)

 * Also, what made the Icarians assimilate into society generally was just technological change. They (we) weren't Amish, they believed in progress, which required education and modern skills, which weren't all encompassed in a small population descended from 1840s-era migrants. There were no barriers to marrying out, but the French language, communitarian living, and physical isolation were significant barriers to marrying into the community. Avt tor 09:35, 27 February 2007 (UTC)

Influenced Karl Marx?
The text claimed (until I removed it just now) that Cabet's "communitarian ideals (based on the Golden Rule) later influenced Karl Marx and others." While Cabet was certainly an influential figure in his day, I can't think of any influence he had on Marx or Engels. According to Hal Draper, "Cabet is not discussed [by Marx and Engels] along with these great innovators [i.e. Henri de Saint-Simon, Charles Fourier, Robert Owen], for, coming in the wake of the great three, he rigidified the utopian side without opening new critical vistas. Marx, Like Engels, paid little heed to Cabet as a thinker; he mentions Cabet's name more usually as an example of the ready-made system, the negative side of utopianism." (Karl Marx's Theory of Revolution Vol. 4, 2011, p. 4) Leszek Kołakowski is explicit: "he had no influence whatever on Marx, but helped to acquaint French readers with the basic values of communism." (Main Currents of Marxism Vol. I, 1978, p. 214) --Ismail (talk) 10:13, 25 March 2020 (UTC)

title: Talk:Étienne Cabet


text:
Lakeview Park (Seattle)

Lakeview Park is a 4.5 acre park in the Denny-Blaine neighborhood of Seattle, Washington, designed as part of the Olmsted Brothers park system in Seattle. It is located on both sides of Lake Washington Boulevard. as it winds down a hillside toward Lake Washington. The western half is a bowl-like park with grass and trees along 37th Ave E. and E. Harrison Street; the eastern half incorporates a lookout at the end of E. Harrison Street and undeveloped hillside between Hillside Drive E. and McGilvra Boulevard E.

The upper campus of The Bush School is located across E. Harrison Street and Hillside Drive E. from the park.

Lakeview Park is also known to many as Mud Park because in the rain it becomes somewhat of a mud pit.

title: Lakeview Park (Seattle)


text:
Air Next

Air Next Co., Ltd. (エアーネクスト株式会社) was a low-cost airline based on the grounds of Fukuoka Airport in Hakata-ku, Fukuoka, Fukuoka Prefecture, Japan and a wholly owned subsidiary of All Nippon Airways (ANA). It operated domestic services from its main base at Fukuoka Airport. On October 1, 2010, Air Next, Air Central and Air Nippon Network were merged and rebranded as ANA Wings.

History
The airline was established in August 2004 and its first flight was on June 1, 2005 with a pair of Boeing 737-500 aircraft. Air Next received two more 737s by the end of 2006 and another three in 2007, bringing their fleet to a total of seven aircraft.

In February 2005 Air Next was headquartered in Minato, Tokyo.

Air Next aircraft carried ANA livery with the name "Air Next" in small letters on the fuselage and a dolphin painted on each engine. Flights were operated with ANA/NH flight numbers, although Air Next had its own airline codes.

Destinations

 * Fukuoka - Komatsu
 * Fukuoka - Ishigaki
 * Naha - Miyako
 * Naha - Ishigaki

Fleet
As of December 2009, the Air Next fleet included the following aircraft:

title: Air Next


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The Elder Scrolls IV: Oblivion

The Elder Scrolls IV: Oblivion is a 2006 action role-playing game developed by Bethesda Game Studios, and co-published by Bethesda Softworks and 2K Games. It is the fourth installment in The Elder Scrolls series, following 2002's The Elder Scrolls III: Morrowind, and was released for Microsoft Windows and Xbox 360 in 2006, followed by PlayStation 3 in 2007. Taking place within the fictional province of Cyrodiil, the game's main story focuses on the player character's efforts to thwart a fanatical cult known as the Mythic Dawn that plans to open portal gates to a demonic realm known as Oblivion.

The game continues the open-world tradition of its predecessors by allowing the player to travel anywhere in the game world at any time and to ignore or postpone the main storyline indefinitely. A perpetual objective for players is to improve their character's skills, which are numerical representations of certain abilities. Early in the game, seven skills are selected by the player as major skills for their character, with those remaining termed as minor skills.

Development for Oblivion began in 2002, directly after the release of Morrowind, opting for tighter pacing in gameplay and greater plot focus than in past titles. To design the graphics, Bethesda used an improved Havok physics engine, high-dynamic-range lighting, procedural content generation tools that allowed developers to quickly create detailed terrains, and the Radiant AI system, which enabled non-player characters (NPCs) to make choices and engage in behaviors more complex than in past titles. The game features fully voiced NPCs—a first for the series—and the music of composer Jeremy Soule.

Upon release, Oblivion was a critical and commercial success, winning a number of industry and publication awards. It was praised for its impressive graphics, expansive game world, and schedule-driven NPCs, and is considered one of the greatest games ever made. Following a number of smaller content releases, Bethesda released two expansion packs for the game—Knights of the Nine and Shivering Isles—which were bundled with The Elder Scrolls IV: Oblivion Game of the Year Edition in 2007, and later re-released as a fifth-anniversary edition in 2011. Oblivion was followed by The Elder Scrolls V: Skyrim in 2011.

Gameplay
Oblivion is an open world role-playing game (RPG) that incorporates open-ended gameplay. The player can follow side-quests, interact with NPCs, dispatch monsters, develop their character, and travel anywhere in the province of Cyrodiil at any time while playing the game, provided that the areas are not quest-specific and otherwise inaccessible when not questing. The game never ends, and the player can continue playing after completing the main quest. The gameplay includes a fast-travel system, in which an icon appears on the game world map every time the player visits a new location. This excludes the game world's main cities which are already unlocked for fast travel from the start of the game. The player can arrive at the desired location instantaneously by selecting the icon on the map.

Character development is a primary element of Oblivion. At the beginning of the game, players select one of ten humanoid or anthropomorphic races, each of which has different natural abilities, and customize their character's appearance. A perpetual objective for players is to improve their character's skills, which are numerical representations of their ability in certain areas. Seven skills are selected early in the game as major skills, with the remainder termed minor. The players level up each time they improve their major skills by a total of ten points; this provides the opportunity to improve their attributes. Attributes are more broad character qualities, such as speed and endurance, while skills are more specific, such as armorer or athletics. Afflictions such as disease and poison can reduce the player's attributes. When players reach 25, 50, 75, or 100 points in a single skill, they unlock new abilities related to the skill.

The game's 21 skills fall evenly under the categories of combat, magic, and stealth, and many skills complement more than one area. Combat skills are used primarily for battle and incorporate armor and heavy weapons like blades, axes, maces, and hammers. Magic skills rely on the use of spells to alter the physical world, to affect the minds of others, to injure and debilitate enemies, to summon monsters to help fight, and to heal wounds. Stealth skills allow the player to crack locks, haggle for goods, use speech to manipulate people, and apply cunning in combat through the use of a bow or with a sneak attack. The spells, weapons, and other tools such that a player needs to employ and enhance these skills, such as lockpicks, can be purchased in shops, stolen from NPCs, or found as loot on the bodies of foes or in dungeons.

Oblivion can be played in either a first- or third-person view, except in the mobile phone version, in which the game can only be played in isometric projection. The player may change the level of difficulty at any time, thereby weakening opponents and increasing the chance of success for particular actions. The screen constantly presents a heads-up display, which provides information about the character's health, magicka, and fatigue, all of which can be increased by leveling up. Health can be restored by spells, potions, or resting; the loss of all health results in death. Magicka enables and is depleted by the use of spells; it is rejuvenated naturally over time, but it can be restored similarly to health. Fatigue affects the character's effectiveness in combat and general efficiency, and can be alleviated by resting, potions, and spells.

Throughout the world are a variety of enemies, including standard fantasy monsters such as imps and goblins, and animals such as bears and wolves. Enemies become stronger, and weapons and armor more effective as the player levels up. This game mechanic of level-scaling was incorporated to maintain a constant and moderate aspect of difficulty. However, level-scaling combined with the leveling system has received criticism, as it has the potential to unbalance the game; characters with major skills that increase on an involuntary basis, such as athletics or armor, can find that they level too quickly, making the enemies proportionately harder than intended.

Plot
Oblivion is set during the Third Era, six years after the events of The Elder Scrolls III: Morrowind, although it is not a direct sequel to it or any other game. The game is set in Cyrodiil—a province of Tamriel, the continent on which all the games in the series have so far taken place.

The story begins with the player imprisoned in a cell for an unknown crime. Emperor Uriel Septim VII (Patrick Stewart), accompanied by Imperial bodyguards known as the Blades, arrives in the prison, fleeing from assassins who have murdered the emperor's three sons and are now targeting him. The emperor and the Blades reveal that the player's jail cell contains a secret entrance to a part of the city's sewer that functions as an escape route. Pardoned by the emperor, the player follows the group into the sewer, where they come under attack by assassins. The Blades' captain is cut down during the fighting that ensues. Knowing he is destined to die by the hands of the assassins, Uriel Septim entrusts the player with the Amulet of Kings, worn by the Septim emperors of Tamriel, and orders the player to take it to a man named Jauffre (Ralph Cosham), the grandmaster of the Blades, at Weynon Priory. Immediately afterward, one of the assassins kills the emperor. The player escapes the sewer and heads out into the open world of Cyrodiil.

The lack of an heir for Uriel Septim has broken an old covenant—the barrier to Oblivion: a dangerous realm that is in another dimension. Multiple gates to Oblivion open, and an invasion of Tamriel begins by magical creatures known as Daedra, killing and destroying anything in their path. Jauffre tells the player that the only way to close the gates permanently is to find someone of the royal bloodline to retake the throne and relight the Dragonfires—with the Amulet of Kings—in the Imperial City. However, there is an illegitimate son named Martin (Sean Bean), who is a priest in the city of Kvatch. Upon arriving at Kvatch, the player finds that the Daedra have destroyed the city and very few survivors remain. A massive Oblivion Gate is obstructing the main city entrance, and the player must venture through the gate into the Deadlands—one of the planes of Oblivion—in order to close it from the inside and allow access to the city. After closing the gate, the player enters Kvatch and takes it back from the Daedra with the assistance of surviving guardsmen. Martin has survived, and the player persuades him to come to Weynon Priory.

The player, now recognized as the Hero of Kvatch, returns to Weynon Priory with Martin, finding that it has come under attack by assassins and that the Amulet of Kings has been stolen. The player escorts Jauffre and Martin to Cloud Ruler Temple, the stronghold of the Blades. There, Martin is recognized as the emperor and is given command of the Blades. The player is optionally entered into their ranks and sets off in search of the amulet. After gathering information, the player learns that the group responsible for Uriel Septim's assassination and the theft of the amulet are the Mythic Dawn, a cult dedicated to the worshiping of Mehrunes Dagon, the Daedric Prince of Destruction. The cult believes Dagon is the true creator of the world and wish for him to "cleanse" it of all impurities. Killing the emperor and thus removing the barriers to Oblivion was the first step in realizing this idea. The player attempts to infiltrate the secret meeting place of the cult in the hopes of retrieving the amulet. When the player does so, the cult's leader, Mankar Camoran (Terence Stamp), escapes through a portal, taking the amulet with him. The player takes the book that had opened the portal to Martin, who deduces a way to reopen the portal. The player seeks out three key artifacts necessary to recreate the portal: a Daedric artifact, The Blood of the Divines (in this case, the armor of the first Septim emperor serves as a substitute), and a Great Welkynd Stone. With all three retrieved, Martin reveals that a final ingredient is needed: a Great Sigil Stone from inside a Great Gate similar to the one that devastated Kvatch. Martin and Jauffre decide to allow the city of Bruma to be attacked by Daedra so that a Great Gate will be opened. Once it is, the player obtains the Stone and closes the Gate, also saving Bruma.

A portal is created at Cloud Ruler Temple, and the player is sent through to Mankar Camoran's created realm of Paradise. After bypassing Daedra, Mythic Dawn members and obstacles, the player confronts Camoran and kills him. The player returns the Amulet of Kings to Martin, and they subsequently travel to the Imperial City with the Blades to relight the Dragonfires and end the Daedric invasion. They find the city under attack by Daedra and an enormous avatar of Mehrunes Dagon himself. The player and Martin fight their way to the Temple of the One. There, Martin laments that they are powerless against Dagon's avatar and explains that they can only defeat him one way. He bids farewell to the player and shatters the Amulet of Kings, merging himself with the spirit of Akatosh, the Dragon-God of Time, thus becoming Akatosh's avatar. After a battle, Akatosh casts Dagon back into Oblivion and lets out a mighty roar before turning to stone. Martin, whose soul was consumed by the amulet, enters the afterlife to join his forebears. In a telepathic monologue to the player, he sheds an optimistic light, explaining that while the Amulet of Kings is destroyed and the throne again lies empty, the gates of Oblivion are now shut forever, and the future of Tamriel now lies in the player's hands. The Empire's high chancellor sincerely thanks the player for their service during the crisis and proclaims them as the seventh Champion of Cyrodiil.

Development
The game was developed by the United States software company Bethesda Game Studios. Ken Rolston, who was Morrowind's lead designer, oversaw the development team. The PC and Xbox 360 versions of the game were co-published by 2K Games and Bethesda Softworks, while the PlayStation 3 verison was co-published by Ubisoft in Europe alongside Bethesda. Work on Oblivion began shortly after the release of Morrowind in 2002. By mid-September 2004, Oblivion had been officially announced, and its title revealed.

During Oblivion's development, Bethesda concentrated on creating a system with a more realistic storyline, believable characters, and meaningful quests than had been done in the past. In comparison with previous titles in the series, the game features improved artificial intelligence thanks to the use of Bethesda proprietary Radiant AI software, and enhanced physics facilitated by the Havok physics engine. The graphics take advantage of advanced lighting and shader routines such as high-dynamic-range rendering (HDR) and specular mapping. Bethesda developed and implemented procedural content creation tools in the building of Oblivion's terrain, leading to the expedited creation of landscapes that are more complex and realistic than in past titles.

While designing Oblivion's landscape and architecture, developers worked from personal travel photographs, nature books, texture images, and reference photographs. Procedural content generation tools used in production allowed for the creation of realistic environments at much faster rates than was the case with Morrowind. Erosion algorithms incorporated in the landscape generation tools allowed for the creation of craggy terrain quickly and easily, replacing Morrowind's artificially smoothed-over terrain.

Oblivion's view distance is far greater than its predecessor's, extending player sightlines to the horizon and giving views of distant towns and mountain ranges. According to a Microsoft press release, Oblivion's game world is approximately 16 square miles (41 square kilometers) in size. Wilderness quests, ruins, and dungeons were added to fill surplus space. Content in the dungeons is more densely packed than in dungeons in Morrowind, with an increase in the frequency of creature encounters, quest-related NPCs, and puzzles. However, the populations represented in Oblivion do not match the "thousands upon thousands" described in previous in-game literature. The development team decided to set the NPC populations at a level that would play well, rather than one that would match game lore, since the presence of a large number of NPCs on screen would have caused the game to slow down.

In response to the criticism that NPC behavior had been too simplistic in Morrowind, Bethesda developed the Radiant AI system for Oblivion. NPCs were designed to make choices, rather than complete scripted routines, to achieve predetermined goals. The manner in which goals such as eating, sleeping, reading, and speaking to others are fulfilled is dependent upon the environment, the choices of other NPCs, and programmed personality values. For example, an NPC whose goal is to find food may eventually resort to stealing from others, if they are given the opportunity and if it is in their character. These development mechanics allowed Bethesda to create NPCs who could engage in complex activities.

Audio
Oblivion features the voices of Patrick Stewart, Lynda Carter, Sean Bean, Terence Stamp, with celebrity acquisition and voice production being handled by Blindlight. The voice acting received mixed reviews in the gaming press. While many publications praised it as excellent, others found fault with its repetitiveness. The issue has been blamed on the small number of voice actors and the blandness of the dialogue itself. Lead designer Ken Rolston found the plan to fully voice the game "less flexible, less apt for user projection of his own tone, more constrained for branching, and more trouble for production and disk real estate" than Morrowind's partially recorded dialogue. Rolston tempered his criticism with the suggestion that voice acting "can be a powerful expressive tool" and can contribute significantly to the charm and ambiance of the game. He stated, "I prefer Morrowind's partially recorded dialogue, for many reasons. But I'm told that fully- [sic]voiced dialogue is what the kids want."

Oblivion's score was composed by series mainstay Jeremy Soule, a video game composer whose past scores had earned him a British Academy of Film and Television Arts (BAFTA) award in the "Game Music Category" and two nominations for an Academy of Interactive Arts & Sciences (AIAS) award for "Original Music Composition". The official soundtrack to Oblivion, featuring 26 tracks spanning 58 minutes, was released in March 2006, via Soule's digital distributor DirectSong. Soule had worked with Bethesda and Todd Howard during the creation of Morrowind, and, in a press release announcing his return for Oblivion, Soule repeated the words he had said during Morrowind's press release: "The stunning, epic quality of The Elder Scrolls series is particularly compatible with the grand, orchestral style of music I enjoy composing the most." As in his compositions for Morrowind, Soule chose to create a soft and minimalist score so as not to wear out users' ears. Soule stated that while composing the music, he did not imagine any specific characters or events; rather, he wanted it "to comment on the human condition and the beauty of life." In a 2006 interview, he related that this desire came as a result of a car accident that occurred during his composition of the score. He said, "I ended up rolling in my car several times on an interstate while flying headlong into oncoming traffic ... I felt no fear ... I simply just acknowledged to myself that I've had a good life and I would soon have to say goodbye to all of it in a matter of seconds." Soule sustained only minor injuries, but commented that his feeling during the crash—"that life is indeed precious"—remained with him throughout the rest of the composition.

Remaster
An internal ZeniMax presentation, dated to 2020 and released as part of the FTC v. Microsoft case in 2023, indicated that an "Oblivion Remaster" was earmarked for a release in the 2022 fiscal year, among other unannounced titles. The document was produced prior to Microsoft's acquisition of ZeniMax in 2021, so it remains unclear whether the project is still in development.

Marketing and release
Oblivion's public debut occurred on May 18, 2005, at the Electronic Entertainment Expo (E3) in Los Angeles. The version shown at E3 was substantially finished; most of the content was already in the game, lacking only the polish that the final months of development would bring. Most viewers were impressed by Oblivions showing, and the game won a number of "best of" awards from a variety of game journalists, among them GameSpy's "RPG Game of Show", GameSpots "Best Role-Playing Game", IGNs "Best PC RPG", RPGFans "Overall Game of E3 2005", and the prestigious "Best Role Playing Game" in the 2005 E3 Game Critics Awards. A near-final build of Oblivion was shown at Microsoft's Consumer Electronics Show press tent in January 2006, showcasing the game's exteriors. In the months prior to release, anticipation for the game ran high, with critics describing Oblivion as "the first next-gen game" only heightening attention. Pete Hines, vice president of public relations and marketing for Bethesda, said: "People were expecting the game to cure blindness and heal the sick."

2K Games had aimed for a late 2005 publication so that the game could be an Xbox 360 launch title. The official release date for the PC and Xbox 360 versions was originally November 22, 2005, but developmental delays pushed it back to March 20, 2006. A mobile phone version of the game, developed by Superscape and published by Vir2L Studios, was released on May 2, 2006. The PlayStation 3 version of the game (ported by 4J Studios) was released on March 20, 2007, in North America and on April 27, 2007, in Europe. This version includes graphical improvements that had been made since the PC and Xbox 360 release, and was subsequently praised for its enhanced visual appeal. A PlayStation Portable version of the game was also in development before being canceled.

At the 2007 E3, the Game of the Year edition for Oblivion was announced. In North America and Europe, the game was released in September 2007, for the Xbox 360 and PC, and in October 2007, for the PS3; in Australia, it was released in September 2007, for the Xbox 360 and PC, and in December 2007, for the PS3. It was also released on Steam on June 16, 2009. A 5th-anniversary edition of Oblivion was announced and released in North America in July 2011 and in Europe two months later. Xbox 360 and PC versions of Fallout 3 and Oblivion double pack was announced for release in North America on April 3; however, it was not mentioned whether the bundled games include any of the downloadable content released for either game. Oblivion was also bundled with BioShock as a double pack on Xbox 360 and PC on July 7, 2009.

Rating change
On May 3, 2006, the Entertainment Software Rating Board (ESRB) in North America changed Oblivion's rating from T (Teen 13+) to M (Mature 17+), citing game content not considered in the ESRB review, i.e., "the presence in the PC version of the game of a locked-out art file that, if accessed by using an apparently unauthorized third party tool, allows the user to play the game with topless versions of female characters." In response to the new content, the ESRB conducted a review of Oblivion, showing to its reviewers the content originally submitted by Bethesda along with the newly disclosed content.

The ESRB reported that Bethesda Softworks would promptly notify all retailers of the change, issue stickers for retailers and distributors to affix on the product, display the new rating in all following product shipments and marketing, and create a downloadable patch rendering the topless skin inaccessible. Bethesda complied with the request but disagreed with the ESRB's rationale. Some retailers began to check for ID before selling Oblivion as a result, and one California Assemblyman used the event to criticize the ESRB's inefficiency. Michael Zenke, editor of Slashdot games, remarked on the change's chilling effect, which punished developers for content they did not produce.

Additional content
Starting in April 2006, Bethesda released small packages of additional downloadable content (DLC) for the game from their website and over the Xbox Live Marketplace. The first update came as a set of specialized armor for Oblivion's ridable horses; released on April 3, 2006. Although gamers generally displayed enthusiasm for the concept of micropayments for downloadable in-game content, many expressed their dissatisfaction at the price they had to pay for the relatively minor horse-armor package on the Internet and elsewhere. Hines assured the press that Bethesda was not going to respond rashly to customer criticism. New releases continued into late 2006, at lower prices with more substantial content, leading to a better reception in the gaming press. Other small DLC packs include a set of houses themed after the game's factions, a new dungeon, and new spells that were absent in the initial release. Oblivion's final content pack was released on October 15, 2007.

The Elder Scrolls IV: Knights of the Nine is an official expansion for Oblivion released on November 21, 2006. Downloadable on the Xbox Live marketplace for the Xbox 360 and available for retail purchase for PC users, the expansion content was included in the original version of the PlayStation 3 release. The expansion was developed, published, and released by Bethesda Softworks. The plot of Knights of the Nine centers on the rise of the sorcerer-king Umaril and the player's quest to defeat him with the aid of the lost crusader's relics. Although it made little change to the basic mechanics of Oblivion, it was judged by reviewers to be a brief but polished addition to the game's main plot.

The Elder Scrolls IV: Shivering Isles was released on March 27, 2007, for Windows and Xbox 360, and December 8, 2007, for PlayStation 3. The expansion offers more than 30 hours of new adventuring, and features new quests, voice acting, monsters, spells, armor, and expanded freeform gameplay. It features a new land "that [players] can watch change according to [their] vital life-or-death decisions." Shivering Isles takes place in the realm of madness ruled over by the Daedric prince Sheogorath. The player is tasked by Sheogorath with saving the realm from an approaching cataclysm known as the Greymarch.

Reception
Oblivion received universal acclaim from critics, and became a commercial success. The game had shipped 1.7 million copies by April 10, 2006, sold over 3 million copies by January 2007, and over 3.5 million by November 2011. Electronic Entertainment Design and Research, a market research firm, estimates that the game has sold 9.5 million copies worldwide. Reviewers praised the game for its impressive graphics, expansive game world, and schedule-driven NPCs. Eurogamer editor Kristan Reed stated that the game "successfully unites some of the best elements of RPG, adventure and action games and fuses them into a relentlessly immersive and intoxicating whole." GameSpot's Greg Kasavin wrote that compared to Morrowind, which was one of the best role-playing games he has seen in years, "Oblivion is hands-down better, so much so that even those who'd normally have no interest in a role-playing game should find it hard to resist getting swept up in this big, beautiful, meticulously crafted world." X-Play's Jason D'Aprile stated, "All the games in this series have been known for their sheer vastness and freedom of choice, but the Elder Scrolls IV takes that concept and runs with it."

GamesTM editors noted that the game is "heavily steeped in RPG tradition, however, its appeal stretches far beyond the hardcore RPG demographic thanks to its ease of play, boundless ambition and focused attention to detail." Scott Tobias of The A.V. Club wrote that the game is "worth playing for the sense of discovery—each environment looks different from the last and requires a nuanced reaction—makes the action addictive." GameZone staff commented on how one can spend a lot of the gameplay time by leveling up his or her character, doing various quests, and customizing the character before even starting the main quest. IGN editor Charles Onyett praised the game's storytelling and "easy to navigate menus".

Despite the praise, Patrick Joynt of 1UP.com criticized the conversations between in-game NPCs and the player: "When an NPC greets you with a custom piece of dialogue (such as a guard's warning) and then reverts to the standard options (like a guard's cheerful directions just after that warning) it's more jarring than the canned dialogue by itself." GameRevolution's Duke Ferris noted that "the voices occasionally repeat" but was impressed that the developers managed to fit a lot of voiced dialog into the game, where most is "high-quality work". GameSpy's Justin Speer criticized the "disruptive loading stutters while moving across the game world" and long loading times. Speer noted several miscellaneous bugs, such as unintended floating objects and unsynchronized lip-synching and speech. Onyett of IGN criticized the disjunction between enemies that scaled up according to the player's level and not their combat abilities or NPC allies, the loading times and the imprecision in the combat system, but stated that "none of those minor criticisms hold back Oblivion from being a thoroughly enjoyable, user-friendly, gorgeous experience with enough content to keep you returning time and time again."

Oblivion won a number of industry and publication awards. In 2006, the game was awarded the title "Game of the Year" at the G-Phoria Video Game Awards and at the Spike TV Video Game Awards. At the 24th annual Golden Joystick Awards, Oblivion was awarded "PLAY.com Ultimate Game of the Year", "Xbox Game of the Year", and "ebuyer.com PC Game of the Year". The game was titled the best role-playing game of 2006 by 1UP.com, G4, IGN, GameSpy, GameSpot, GameRevolution, and PC Gamer US. The editors of Computer Games Magazine presented Oblivion with their 2006 "Best Technology" and "Best Role-Playing Game" awards, and named it the second-best computer game of the year. They summarized it as "an unforgettable masterpiece". In 2007, PC Gamer magazine rated Oblivion number one on their list of the top 100 games of all time. During the 10th Annual Interactive Achievement Awards, the Academy of Interactive Arts & Sciences awarded Oblivion with "Role-Playing Game of the Year" and "Computer Game of the Year", along with receiving nominations for "Overall Game of the Year", and outstanding achievement in "Character Performance - Female" (Lynda Carter), "Game Design", "Gameplay Engineering", "Original Music Composition", and "Sound Design". In addition to the awards won by the game itself, Patrick Stewart's voicework as Uriel Septim won a Spike TV award, and the musical score by composer Jeremy Soule won the inaugural MTV Video Music Award for "Best Original Score" through an international popular vote.

title: The Elder Scrolls IV: Oblivion


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File:Rock Against Bush, Vol. 1.jpg

Fair use in Rock Against Bush, Vol. 1
Though this image is subject to copyright, its use is covered by the U.S. fair use laws because:
 * 1) It's a low resolution copy of a CD/album cover.
 * 2) It doesn't limit the copyright owner's rights to sell the CD/album in any way, in fact, it may encourage sales.
 * 3) Because of the low resolution, copies could not be used to make illegal copies of the album artwork on another CD.
 * 4) The image is itself a subject of discussion in the article or used in the infobox thereof.
 * 5) The image on the cover is significant because it was made by a famous artist.

Source

 * 1) Derived from a digital capture (scan/photo) of the album/CD cover (creator of this digital version is irrelevant as the copyright in all equivalent images is still held by the same party). Copyright held by the record company or the artist. Claimed as fair use regardless.

title: File:Rock Against Bush, Vol. 1.jpg


text:
Rock Against Bush, Vol. 1

Rock Against Bush, Vol. 1 is a Rock Against Bush compilation album released on the Fat Wreck Chords record label. It contains a collection of songs, both released and unreleased, by various punk rock artists and includes a bonus DVD with political facts, commentary regarding the U.S. presidential election, 2004, footage from a David Cross stand-up comedy performance, as well as a few music videos. It was released on 20 April 2004.

Track listing

 * 1) "Nothing to Do When You're Locked in a Vacancy" - None More Black  – 2:07 *
 * 2) "Moron" (Demo) - Sum 41  – 1:39 *
 * 3) "Warbrain" - Alkaline Trio  – 2:27 *
 * 4) "Need More Time" - Epoxies  – 2:29
 * 5) "The School of Assassins" - Anti-Flag  – 2:37 *
 * 6) "Sink, Florida, Sink" (Electric) - Against Me!  – 2:10 *
 * 7) "Baghdad" - The Offspring  – 3:18 *
 * 8) "Lion and the Lamb" - The Get Up Kids  – 3:22 *
 * 9) "Give It All" - Rise Against  – 2:49
 * 10) "No W" - Ministry  – 3:13 *
 * 11) "Sad State of Affairs" - Descendents  – 2:35 *
 * 12) "Revolution" - Authority Zero  – 2:23 *
 * 13) "¡Paranoia! Cha-Cha-Cha" - The Soviettes  – 2:04 *
 * 14) "That's Progress" - Jello Biafra with D.O.A.  – 3:14
 * 15) "Overcome (The Recapitulation)" - Rx Bandits  – 3:43
 * 16) "No Voice of Mine" - Strung Out  – 2:30 *
 * 17) "To the World" - Strike Anywhere  – 3:21
 * 18) "Heaven Is Falling" (Bad Religion Cover) - The Ataris  – 2:38 *
 * 19) "God Save the USA" - Pennywise  – 3:06
 * 20) "Normal Days" - Denali  – 3:25
 * 21) "The Expatriate Act" - The World/Inferno Friendship Society  – 3:02 *
 * 22) "No News Is Good News" - New Found Glory  – 2:58 *
 * 23) "Basket of Snakes" - The Frisk  – 2:31 *
 * 24) "Jaw, Knee, Music" - NOFX  – 2:31 *
 * 25) "It's the Law" - Social Distortion  – 2:35
 * 26) "The Brightest Bulb Has Burned Out" - Less Than Jake featuring Billy Bragg  – 4:52*

* previously unreleased/rare tracks

Original appearances
The previously released tracks are listed below with the albums on which they originally appeared:

 * "Need More Time" - track 1 on Epoxies' self-titled album
 * "That's Progress" - track 1 on Jello Biafra and D.O.A.'s Last Scream of the Missing Neighbors collaboration
 * "Overcome (The Recapitulation)" - track 4 on Rx Bandits' The Resignation
 * "To the World" - track 4 on Strike Anywhere's Exit English
 * "God Save the USA" - track 2 on Pennywise's From the Ashes
 * "Normal Days" - track 8 on Denali's The Instinct
 * "It's the Law" - track 1 on Social Distortion's Prison Bound
 * "Revolution" - track 2 on Authority Zero's Andiamo
 * "Baghdad" - track 3 on The Offspring's Baghdad
 * "Give It All" - track 9 on Siren Song of the Counter Culture (Although a different version appears on the album)
 * "The Brightest Bulb Has Burned Out" - track 13 on Anthem from Less than Jake minus Bragg

title: Rock Against Bush, Vol. 1


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Talk:Rock Against Bush, Vol. 1

Give It all
This track is marked as being previously unreleased. I'm pretty sure it was on Rise Against's Siren Song of the Counter Culture album. So, I'll take the asterik off and add it to the section of the article for songs that were already released.72.92.20.145 (talk) 01:57, 22 December 2007 (UTC)

No News Is Good News
It appears on NFG's "Catalyst" that was released a month after rock against bush, does it count as previously unreleased? —Preceding unsigned comment added by Adthey (talk • contribs) 20:34, 10 November 2008 (UTC)

Question
What was Bush's reaction to this album (and the next 2)? Does Wikipedia have this information? If not, it might need to be added. In any case, I'm personally rather curious. -- Ynhockey (Talk) 18:32, 12 June 2006 (UTC)
 * Of course it would've been nice to see what he said but I'm fairly sure that he didn't respond to this (nor that anyone would). There are tons of things like this in the media and politicans don't have an obligation, and certainly not an incentive, to respond to them.  Also, there was just one album after this one, not two.

The version I bought in the store did not have this track "Realized" - The MAHO-Dou Band. Was the more than one version? Please advise. Freepopcornonfridays 23:10, 11 April 2007 (UTC)

DVD Content
Shouldn't this entry (and the one for the 2nd Vol.) list the additional material (interviews, etc) on the DVD. This is arguably of more interest than the list of tracks on the disk, since the format is somewhat unusual (music + seperate political content).

title: Talk:Rock Against Bush, Vol. 1


text:
Keijo Liinamaa

Keijo Antero Liinamaa (6 April 1929 in Mänttä – 28 June 1980 in Helsinki) was a Finnish lawyer and politician who served as caretaker prime minister of Finland from June to November 1975.

Liinamaa, a lawyer specialising in labour law, began his career working for the Finnish Central Union of Trade Unions (SAK). In 1958, at only age 29, he became the town manager of Mänttä, an industrial municipality in Western Finland. Upon the creation of a nationwide labour dispute conciliation mechanism in the early 1960s, Liinamaa was appointed a regional labour dispute conciliator. In 1965 he became the National Labour Dispute Conciliator and held the post in 1965–1970 and 1979–1980.

In 1965–1967 due to turbulent economic winds, Liinamaa was faced with conciliating dozens of labour disputes. In his capacity as the National Conciliator of Finland, he was able to prevent several major strikes.

In 1967 Liinamaa was given a special task by Prime Minister Rafael Paasio: Liinamaa was to negotiate a comprehensive economical deal with employers' organisations and labour unions in order to prevent inflation due to rising wages. These negotiations resulted in the first Comprehensive Income Policy Agreement and brought fame to Liinamaa.

Radical changes in support of political parties in the parliamentary elections of 1970 led to severe political conflicts: No political coalition could be established to form a cabinet. President Urho Kekkonen appointed a caretaker cabinet headed by Teuvo Aura. Under Prime Minister Aura, Liinamaa served as the Minister of Justice for 63 days in May–July 1970, until a new coalition government was formed by Ahti Karjalainen.

Karjalainen's coalition fell in the autumn of 1971, and early parliamentary elections were called. A second caretaker cabinet led by Teuvo Aura was appointed, where Liinamaa served as Minister of Labour from October 1971 to February 1972.

Following the election of 1975, the political parties couldn't agree on terms for a coalition government. President Kekkonen appointed Keijo Liinamaa prime minister of a caretaker government that lasted from June to November 1975. Kekkonen's intervention made possible the formation of a new coalition government under Martti Miettunen in the autumn of 1975.

Cabinets

 * Liinamaa Cabinet

title: Keijo Liinamaa