The Dream Architects: Adventures in the Video Game Industry


David Polfeldt - 2020
    He shares what it's like to manage a creative process that has ballooned from a low-six-figure expense with a team of a half dozen people to a transatlantic production of five hundred employees on a single project with a production budget of over a hundred million dollars.A rare firsthand account of the golden age of game development told in vivid detail, The Dream Architects is a seminal work about the biggest entertainment medium of today.

Extra Lives: Why Video Games Matter


Tom Bissell - 2010
    He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know. Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment. Extra Lives is an impassioned defense of this assailed and misunderstood art form. Bissell argues that we are in a golden age of gaming—but he also believes games could be even better. He offers a fascinating and often hilarious critique of the ways video games dazzle and, just as often, frustrate. Along the way, we get firsthand portraits of some of the best minds (Jonathan Blow, Clint Hocking, Cliff Bleszinski, Peter Molyneux) at work in video game design today, as well as a shattering and deeply moving final chapter that describes, in searing detail, Bissell’s descent into the world of Grand Theft Auto IV, a game whose themes mirror his own increasingly self-destructive compulsions. Blending memoir, criticism, and first-rate reportage, Extra Lives is like no other book on the subject ever published. Whether you love video games, loathe video games, or are merely curious about why they are becoming the dominant popular art form of our time, Extra Lives is required reading.

The WoW Diary: A Journal of Computer Game Development


John Staats - 2018
    It was written by the game's first level designer, John Staats, from notes he took during WoW's creation. The WoW Diary explains why developers do things and debunks popular myths about the games industry. In great detail he covers the what it took to finish the project; the surprises, the arguments, the mistakes, and Blizzard's formula for success.

The State of Play: Creators and Critics on Video Game Culture


Daniel GoldbergOla Wikander - 2015
    Here, video games are not hobbies or pure recreation; they are vehicles for art, sex, and race and class politics.The sixteen contributors are entrenched—they are the video game creators themselves, media critics, and Internet celebrities. They share one thing: they are all players at heart, handpicked to form a superstar roster by Daniel Goldberg and Linus Larsson, the authors of the bestselling Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything.The State of Play is essential reading for anyone interested in what may well be the defining form of cultural expression of our time.

Actionable Gamification: Beyond Points, Badges, and Leaderboards


Yu-kai Chou - 2015
    Within the industry, studies on game mechanics and behavioral psychology have become proliferate. However, few people understand how to merge the two fields into experience designs that reliably increases business metrics and generates a return on investment. Gamification Pioneer Yu-kai Chou takes reader on a journey to learn his twelve years of obsessive research in creating the Octalysis Framework, and how to apply the framework to create engaging and successful experiences in their product, workplace, marketing, and personal lives. Effective gamification is a combination of game design, game dynamics, behavioral economics, motivational psychology, UX/UI (User Experience and User Interface), neurobiology, technology platforms, as well as ROI-driving business implementations. This book explores the interplay between these disciplines to capture the core principles that contribute to good gamification design. The goal for this book is to become a strategy guide to help readers master the games that truly make a difference in their lives. Readers who absorb the contents of this book will have literally obtained what many companies pay tens of thousands of dollars to acquire. The ultimate aim is to enable the widespread adoption of good gamification and human-focused design in all types of industries.

Lost in a Good Game: Why We Play Video Games and What They Can Do for Us


Pete Etchells - 2019
    Apparently, they are the unequivocal source of many societal ills. But what does science actually have to say about the effects that playing them can have on us?In Lost in a Good Game, psychologist Pete Echells takes us on a journey through that scientific data and research, as well as his own past experiences with video games, which helped him cope in the aftermath of a tragedy.His story reveals that, really, our worries are unfounded - and that in playing, studying and living through them we can understand what it means to be human.

The Falsification of History: Our Distorted Reality


John Hamer - 2012
    This has been perpetrated by the systematic, ongoing falsification of history in much the same way as perpetrated by the powers that be in the suspiciously prophetic novel ‘1984’, by George Orwell. We have all been deceived on a monumental scale by a tiny clique of people who by their own birthright and bloodlines absolutely believe that they have the divine right to rule over us by whatever method best suits their purposes. In order to achieve this they have lied, deceived, murdered and even committed genocide down the millennia in an attempt to bring their ultimate goal to fruition. Find out about the use of drugs, vaccinations, micro-chipping, mind control, trans-humanism and 24/7 distractions such as non-stop sports, entertainments and the invasive ‘celebrity culture’ that attempts to pervade our whole lives.

Finite and Infinite Games: A Vision of Life as Play and Possibility


James P. Carse - 1986
    Infinite games are more mysterious -- and ultimately more rewarding. They are unscripted and unpredictable; they are the source of true freedom.In this elegant and compelling work, James Carse explores what these games mean, and what they can mean to you. He offers stunning new insights into the nature of property and power, of culture and community, of sexuality and self-discovery, opening the door to a world of infinite delight and possibility."An extraordinary little book . . . a wise and intimate companion, an elegant reminder of the real."-- Brain/Mind Bulletin

Strategies for Beating Small Stakes Poker Cash Games


Jonathan Little - 2015
     Are you stuck playing in lousy cash games versus lousy opponents? Despite your best efforts, do you manage to lose even at the smallest stakes? It’s time to master small stakes cash games with a world-class poker champion as your guide. Jonathan Little has cashed for more than $6.4 million in live poker tournaments. This two-time World Poker Tour champion knows that to make millions on poker’s biggest stage, you have to start small. In fact, he started with only a $50 bankroll. Through his revolutionary approach, you can finally master the skills it takes to win in cash games. By learning how to crush your small stakes opponents, you’ll be prepared to handle bigger challenges -- and bigger cash outs -- that come with larger buy-in cash games. In Strategies for Beating Small Stakes Poker Cash Games, you’ll discover: - Skills that will instantly improve your poker game - How to stop blaming bad luck and learn the real secret to mastering poker - The pitfalls to avoid that will allow you to crush your mistake-prone peers - The reasons pros make the plays they make and how you can adopt their methods - How to win more money from poker, and much, much more! When you learn to think for yourself and adjust your strategy based on specific opponents, you’ll start to turn your game around. As the author of 11 best-selling poker books, Little can show you exactly how to learn these skills and win much more money in the long term. If you like concise, actionable information you can start using right away, then you’ll love Little’s game-changing poker guide. Buy the book to start cashing out today!

Rogue Leaders: The Story of LucasArts


Rob Smith - 2008
    Twenty-five years and dozens of award-winning games later, LucasArts has earned a prestigious place in the industry and in the hearts of gamers everywhere. Rogue Leaders is the first substantive survey of a videogame companya deluxe compilation that traces its history through never-before-published interviews. In addition, more than 300 pieces of concept art, character development sketches, and storyboards have been lavishly reproduced to showcase the creative talent behind such videogame classics as The Secret of Monkey Island, Grim Fandango, and Star Wars: Knights of the Old Republic, as well as games that were never publicly released. A thrill for millions of videogame and LucasArts fans around the world.

Ni No Kuni: Wrath of the White Witch: Prima Official Game Guide


Howard Grossman - 2013
    Ni No Kuni: Wrath of the White Witch Prima Official Game Guide includes:    • Gain access to the Gold Hurley Familiar DLC with the purchase of the guide   • Detailed spoiler-free walkthrough for the entire game, including all errands and bounty hunts    • Complete charts showing all information and metamorphous of each familiar    • Breakdown for all spells, alchemy formulas, and items    • Solve every puzzle, defeat every boss, and find all hidden treasures    • Features a hard cover with unique treatments for collectability.

The Legend of Zelda: Breath of the Wild: The Complete Official Guide


Piggyback - 2017
    100% Complete Strategy to master The Legend of Zelda: Breath of the WildAT-A-GLANCE WALKTHROUGHS: Annotated maps and screenshots show you the way through every quest and all Shrines of Trials.TOTALLY COMPREHENSIVE: All side quests, all  Shrines of Trials and all information about collectable items – each mapped out and ready for you to discover and complete! Also includes optional challenges, mini-games, unlockables, Easter eggs, and more.PUZZLE MASTER: Every single puzzle and riddle unraveled with clear, visual solutions.EXPERT COMBAT STRATEGY: Practical, reproducible tactics to crush your enemies, even the toughest bosses.COMPREHENSIVE REFERENCE: Exhaustive appraisals of all items and monsters – including key parameters that are hidden in the game.FREE MAP POSTER: covering the entire game world.QUALITY CONTROL: carefully designed to avoid unnecessary story spoilers.

Play Dirty


John Wick - 2006
    It was seen by some as revolutionary and dismissed by others as outright dangerous.Collected here for the first time are all eleven episodes including "Hit 'em Where it Hurts" (the Gaming Outpost article that served as a prelude to the mayhem that was to come), a new introduction closing statements by the author.

The Clash


Joe Stummer - 2011
    Strummer, Jones, Simonon and Headon tell it like it was. Accept no substitutes.The unique story of the Clash, by the Clash. The Clash were a band like no other. Pioneers of punk rock, their incendiary gigs, intelligent songwriting, definitive style and passionate idealism caught the spirit of the times and made them a worldwide phenomenon. Rolling Stone magazine declared London Calling one of the greatest albums of all time, their autobiographical documentary Westway to the World won a Grammy, and their music lives on, influencing emerging bands and exciting new audiences today.This is the only book to be created by the band and is now available as an eBook. The Clash: trendsetters, icons, revolutionaries. One of the most influential bands of their time, they have inspired bookshelves of commentary, but this is the only book to be created by the band themselves. With unprecedented access to the Clash archives and original interviews with band, this publication tells it like it was. The full story from the last gang in town. Strummer, Jones, Simonon and Headon in their own words.Reviews‘One of the greatest bands of all time.' The Edge, U2 'A massive inspiration for me.' Bernard Sumner, Joy Division and New Order 'I adore The Clash.' Pete Townshend, The Who'One of England's greatest bands.' Nick Hornby ‘What could be more fun than a book about The Clash written by The Clash - What makes this tome more worthy than the reams of unofficial Clash literature available is that in it, the band tells their story in their own words - it's packed with little secrets and playful digs - Brilliant.' Short List 'Thrilling - This is a treasure trove of hitherto undiscovered gems. Long overdue.' Classic Rock ''This book is a cracker - crammed with Clash bits and bobs.' The Sunday Times

Design thinking handbook


Eli Woolery