Book picks similar to
Dungeons and Desktops: The History of Computer Role-Playing Games by Matt Barton
non-fiction
gaming
games
nonfiction
Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds
J.C. Herz - 1997
In arcades, living rooms, student dorms, and (admit it) offices from Ohio to Osaka, video games have become a fixture in people's lives, marking a tectonic shift in the entertainment landscape.Now, as Hollywood and Silicon Valley rush to sell us online interactive multimedia everything, J. C. Herz brings us the first popular history and critique of the video-game phenomenon. From the Cold War computer programmers who invented the first games (when they should have been working) to the studios where the networked 3-D theme parks of the future are created, Herz brings to life the secret history of Space Invaders, Pac Man, Super Mario, Myst, Doom, and other celebrated games. She explains why different kinds of games have taken hold (and what they say about the people who play them) and what we can expect from a generation that has logged millions of hours vanquishing digital demons.Written with 64-bit energy and filled with Herz's sharp-edged insights and asides, Joystick Nation is a fascinating pop culture odyssey that's must-reading for media junkies, pop historians, and anyone who pines for their old Atari.
Street Samurai Catalog
Tom Dowd - 1990
A predator-for-hire in the savage urban world of Shadowrun. You've devoted your life to honing your combat and martial skills. The tools of your trade are airfoil grenades, form-fitting body armor, and an Ares Crusader machine-pistol. An expansion for Shadowrun, the Street Samurai Catalog will let you outfit yourself with the latest equipment available on the black market: retractable hand razors, ultrasonic sights, enhanced reflexes, and maybe a rangefinder for your cybereyes. Whatever you need to get the job done, you can find it here, but it won't be cheap. And remember to watch your back before someone decides to make you yesterday's news.
Danse Macabre
Stephen King - 1981
In 1981, years before he sat down to tackle On Writing, Stephen King decided to address the topic of what makes horror horrifying and what makes terror terrifying. Here, in ten brilliantly written chapters, King delivers one colorful observation after another about the great stories, books, and films that comprise the horror genre—from Frankenstein and Dracula to The Exorcist, The Twilight Zone, and Earth vs. The Flying Saucers.With the insight and good humor his fans appreciated in On Writing, Danse Macabre is an enjoyably entertaining tour through Stephen King’s beloved world of horror.
Game Design Workshop: A Playcentric Approach to Creating Innovative Games
Tracy Fullerton - 2008
This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design.Features:* A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology* Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux
The Secret History of the World
Jonathan Black - 2007
From the esoteric account of the evolution of the species to the occult roots of science, from the secrets of the Flood to the esoteric motives behind American foreign policy, here is a narrative history that shows the basic facts of human existence on this planet can be viewed from a very different angle. Everything in this history is upside down, inside out and the other way around.At the heart of "The Secret History of the World" is the belief that we can reach an altered state of consciousness in which we can see things about the way the world works that are hidden from us in our everyday, commonsensical consciousness. This history shows that by using secret techniques, people such as Leonardo da Vinci, Isaac Newton and George Washington have worked themselves into this altered state - and been able to access supernatural levels of intelligence. There have been many books on the subject, but, extraordinarily, no-one has really listened to what the secret societies themselves say. The author has been helped in his researches by his friendship with a man who is an initiate of more than one secret society, and in one case an initiate of the highest level.
Broetry Poetry for Dudes
Brian McGackin - 2011
Who can speak for Everyman? Who will articulate his love for Xbox 360, for Mama Celeste's frozen pizza, for the cinematic oeuvre of Bruce Willis? Enter Broetry--a stunning debut from a dazzling new literary voice. "Broet Laureate" Brian McGackin goes where no poet has gone before--to Star Wars conventions, to frat parties, to video game tournaments, and beyond. With poems like "Ode to That Girl I Dated for, Like, a Month Sophomore Year" and "My Friends Who Don't Have Student Loans," we follow the Bro from his high school graduation and college experience through a "quarter-life crisis" and beyond.
All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop Culture
Harold Goldberg - 2011
But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth?Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium.Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!
Venice: Pure City
Peter Ackroyd - 2007
There are wars and sieges, scandals and seductions, fountains playing in deserted squares and crowds thronging the markets.And there is a dark undertone too, of shadowy corners and dead ends, prisons and punishment.The language and way of thinking of the Venetians sets them aside from the rest of Italy. They are an island people, linked to the sea and to the tides rather than the land.'The moon rules Venice,' Ackroyd writes: 'It is built on ocean shells and ocean ground; it has the aspect of infinity.It is the floating world... changing and variable and accidental.'This book, like a magic gondola, transports its readers to thatsensual, surprising realm. We could have no better guide - reading Ackroyd's Venice is, in itself, a glorious journey and the perfect holiday.
Freehand: Sketching Tips and Tricks Drawn from Art
Helen Birch - 2013
Freehand breaks down basic drawing techniques into bite-sized chunks, and reveals their practical application in dazzling examples by today's coolest artists. Over 200 innovative works of art demonstrate all the fundamentals—line, tone, composition, texture, and more—and are presented alongside friendly text explaining the simple techniques used to achieve each stylish effect. The final section of the book offers aspiring artists essential reference materials to hone their drafting skills and practice what they've learned. Petite in size but comprehensive in scope, this hip handbook will teach artists of all skill levels how to find their personal drawing style and start making amazing sketches.
Killing Is Harmless: A Critical Reading of Spec Ops: The Line
Brendan Keogh - 2012
The City of Falling Angels
John Berendt - 2005
Its architectural treasures crumble—foundations shift, marble ornaments fall—even as efforts to preserve them are underway. The City of Falling Angels opens on the evening of January 29, 1996, when a dramatic fire destroys the historic Fenice opera house. The loss of the Fenice, where five of Verdi's operas premiered, is a catastrophe for Venetians. Arriving in Venice three days after the fire, Berendt becomes a kind of detective—inquiring into the nature of life in this remarkable museum-city—while gradually revealing the truth about the fire.In the course of his investigations, Berendt introduces us to a rich cast of characters: a prominent Venetian poet whose shocking "suicide" prompts his skeptical friends to pursue a murder suspect on their own; the first family of American expatriates that loses possession of the family palace after four generations of ownership; an organization of high-society, partygoing Americans who raise money to preserve the art and architecture of Venice, while quarreling in public among themselves, questioning one another's motives and drawing startled Venetians into the fray; a contemporary Venetian surrealist painter and outrageous provocateur; the master glassblower of Venice; and numerous others-stool pigeons, scapegoats, hustlers, sleepwalkers, believers in Martians, the Plant Man, the Rat Man, and Henry James.Berendt tells a tale full of atmosphere and surprise as the stories build, one after the other, ultimately coming together to reveal a world as finely drawn as a still-life painting. The fire and its aftermath serve as a leitmotif that runs throughout, adding the elements of chaos, corruption, and crime and contributing to the ever-mounting suspense of this brilliant book.
The New Penguin History of The World
J.M. Roberts - 1976
Completely updated and revised by preeminent historian J. M. Roberts, this volume features ninety up-to-date maps, new sections, and extremely well-written and accessible articles throughout. Truly global and comprehensive, it succeeds in conveying the staggering diversity of the human experience across a vast range of climates and conditions. This is the one book for anyone interested in the variety and grandeur of history’s march.
Dungeons & Dragons Art & Arcana: A Visual History
Michael Witwer - 2018
It is a seminal RPG (role-playing game) and the inspiration for video games like World of Warcraft and Zelda, fantasy art, and countless other facets of "geek culture." This officially licensed illustrated history provides an unprecedented look at the visual evolution of the game, showing its continued influence on the worlds of pop culture and fantasy. It features more than 700 pieces of artwork--from each edition of the game's core books, supplements, and modules; decades of Dragon and Dungeon magazines; classic advertisements and merchandise; and never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with the game. The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. This is the most comprehensive collection of D&D imagery ever assembled, making this the ultimate collectible for the game's millions of fans around the world.
Half-Life 2: Raising the Bar
David Hodgson - 2004
-Unprecedented access behind "Half-Life" and "Half-Life 2" -A forward by Valve founder Gabe Newell -Hundreds of art, design, preproduction, and other art pieces crammed into the book -Over a dozen key members of Valve's staff interviewed -Officially approved by Valve -Behind City 17 and other locations -The development of the Source engine -A rogue's gallery of beasts, characters, and monstrosities -Key weapons development revelations -A tour of many of the game's locations, from inception to completion -Filled with art, screens, and anecdotes from the Valve team
Death in the Afternoon
Ernest Hemingway - 1932
It reflects Hemingway's conviction that bullfighting was more than mere sport and reveals a rich source of inspiration for his art. The unrivaled drama of bullfighting, with its rigorous combination of athleticism and artistry, and its requisite display of grace under pressure, ignited Hemingway's imagination. Here he describes and explains the technical aspects of this dangerous ritual and "the emotional and spiritual intensity and pure classic beauty that can be produced by a man, an animal, and a piece of scarlet serge draped on a stick." Seen through his eyes, bullfighting becomes a richly choreographed ballet, with performers who range from awkward amateurs to masters of great elegance and cunning.A fascinating look at the history and grandeur of bullfighting, Death in the Afternoon is also a deeper contemplation of the nature of cowardice and bravery, sport and tragedy, and is enlivened throughout by Hemingway's sharp commentary on life and literature.