Book picks similar to
1001 Video Games You Must Play Before You Die by Tony MottMitch Krpata
video-games
non-fiction
games
videogames
Designing Virtual Worlds
Richard Bartle - 2003
It's a tour de force of VW design, stunning in intellectual scope, spanning the literary, economic, sociological, psychological, physical, technological, and ethical underpinnings of design, while providing the reader with a deep, well-grounded understanding of VW design principles. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.Designing Virtual Worlds brings a rich, well-developed approach to the design concepts behind virtual worlds. It is grounded in the earliest approaches to such designs, but the examples discussed in the book run the gamut from the earliest MUDs to the present-day MMORPG games mentioned above. It teaches the reader the actual, underlying design principles that many designers do not understand when they borrow or build from previous games. There is no other design book on the market in the area of online games and virtual worlds that provides the rich detail, historical context, and conceptual depth of Designing Virtual Worlds.
Gödel, Escher, Bach: An Eternal Golden Braid
Douglas R. Hofstadter - 1979
However, according to Hofstadter, the formal system that underlies all mental activity transcends the system that supports it. If life can grow out of the formal chemical substrate of the cell, if consciousness can emerge out of a formal system of firing neurons, then so too will computers attain human intelligence. Gödel, Escher, Bach is a wonderful exploration of fascinating ideas at the heart of cognitive science: meaning, reduction, recursion, and much more.
The Age of Wonder: How the Romantic Generation Discovered the Beauty and Terror of Science
Richard Holmes - 2008
It has been inspired by the scientific ferment that swept through Britain at the end of the 18th century, and which Holmes now radically redefines as 'the revolution of Romantic Science'.
Mastering Hand Building: Techniques, Tips, and Tricks for Slabs, Coils, and More
Sunshine Cobb - 2018
In this book, Sunshine Cobb covers all the foundational skills, with lessons for constructing both simple and complex forms from clay. Ceramic artists will also find a variety of next-level techniques and tips: designing templates and replicating pieces, lidded vessels, using molds, a variety of decorative techniques, and other avenues of exploration are all inside.Artist features and inspirational galleries include work from today's top working artists, such as Bryan Hopkins, Lindsay Oesterritter, Liz Zlot Summerfield, Bandana Pottery, Shoko Teruyama, Courtney Martin, Sam Chung, Deborah Schwartzkopf, and many more. Take your hand building skills—and your artwork—to the next level with Mastering Hand Building. The Mastering Ceramics series is for artists who never stop learning. With compelling projects, expert insight, step-by-step photos, and galleries of work from today’s top artists, these books are the perfect studio companions. Also available from the series: Mastering the Potter's Wheel and Mastering Kilns and Firing.
Invasion of the Space Invaders
Martin Amis - 1982
Delving into the electric atmosphere of the arcades where he misspent his youth, he asks: Why did Space Invaders invade our hearts and minds? How much time, loose change and sex appeal did they cost us? And most importantly, which secret cheats and tactics must we master to reach the next level?Part cautionary tale, part celebration of a lifelong addiction, this is an essential manual for many a self-confessed cyber geek, computer nerd and joystick junkie.
The Great Movies
Roger Ebert - 2002
The Great Movies collects one hundred of these essays, each one of them a gem of critical appreciation and an amalgam of love, analysis, and history that will send readers back to that film with a fresh set of eyes and renewed enthusiasm–or perhaps to an avid first-time viewing. Ebert’s selections range widely across genres, periods, and nationalities, and from the highest achievements in film art to justly beloved and wildly successful popular entertainments. Roger Ebert manages in these essays to combine a truly populist appreciation for our most important form of popular art with a scholar’s erudition and depth of knowledge and a sure aesthetic sense. Wonderfully enhanced by stills selected by Mary Corliss, film curator at the Museum of Modern Art, The Great Movies is a treasure trove for film lovers of all persuasions, an unrivaled guide for viewers, and a book to return to again and again.The Great Movies includes: All About Eve • Bonnie and Clyde • Casablanca • Citizen Kane • The Godfather • Jaws • La Dolce Vita • Metropolis • On the Waterfront • Psycho • The Seventh Seal • Sweet Smell of Success • Taxi Driver • The Third Man • The Wizard of Oz • and eighty-five more films.From the Hardcover edition.
The Bonsai Bible: The definitive guide to choosing and growing bonsai
Peter Chan - 2014
This compact and stylish guide will provide everything you need to know to grow bonsai successfully, including shaping with wires, watering, seasonal maintenance, tackling common ailments, choosing the right container, feeding and repotting. A directory of over 90 of the most popular species, illustrated with beautiful photographs, will enable you to find the tree that is right for you.
Hang the DJ: An Alternative Book of Music Lists
Angus CargillMichel Faber - 2008
Including contributions from bloggers, journalists, novelists, poets and musicians, it is the literary equivalent of a great pub jukebox.
Kobold Guide to Plots & Campaigns (Kobold Guides Book 6)
Margaret WeisRobert J. Schwalb - 2016
Kobold Guide to Plots & Campaigns shows how to begin a new campaign, use published adventures or loot them for the best ideas, build toward cliffhangers, and design a game that can enthrall your players for month or even years. Want to run an evil campaign, or hurl the characters into unusual otherworldly settings? Want to ensure that you're creating memorable and effective NPCs and villains? We've got you covered. Complete with discussions on plotting, tone, branching storytelling, pacing, and crafting action scenes, you'll find all the tips and advice you need to take on the best role in roleplaying--and become an expert gamemaster, too! Featuring essays by Wolfgang Baur, Jeff Grubb, David "Zeb" Cook, Margaret Weis, Robert J. Schwalb, Steve Winter, and other game professionals.
This Idea Must Die: Scientific Theories That Are Blocking Progress
John Brockman - 2015
In the past, discoveries often had to wait for the rise of the next generation to see questions in a new light and let go of old truisms. Today, in a world that is defined by a rapid rate of change, staying on the cutting edge has as much to do with shedding outdated notions as adopting new ones. In this spirit, John Brockman, publisher of the online salon Edge.org ("the world's smartest website"—The Guardian), asked 175 of the world's most influential scientists, economists, artists, and philosophers: What scientific idea is ready for retirement?Jared Diamond explores the diverse ways that new ideas emerge * Nassim Nicholas Taleb takes down the standard deviation * Richard Thaler and novelist Ian McEwan reveal the usefulness of "bad" ideas * Steven Pinker dismantles the working theory of human behavior * Richard Dawkins renounces essentialism * Sherry Turkle reevaluates our expectations of artificial intelligence * Physicist Andrei Linde suggests that our universe and its laws may not be as unique as we think * Martin Rees explains why scientific understanding is a limitless goal * Alan Guth rethinks the origins of the universe * Sam Harris argues that our definition of science is too narrow * Nobel Prize winner Frank Wilczek disputes the division between mind and matter * Lawrence Krauss challenges the notion that the laws of physics were preordained * plus contributions from Daniel Goleman, Mihaly Csikszentmihalyi, Nicholas Carr, Rebecca Newberger Goldstein, Matt Ridley, Stewart Brand, Sean Carroll, Daniel C. Dennett, Helen Fisher, Douglas Rushkoff, Lee Smolin, Kevin Kelly, Freeman Dyson, and others.
Desert Oath
Oliver Bowden - 2017
Before Assassin's Creed Origins, there was an Oath.Egypt, 70BC, a merciless killer stalks the land. His mission: to find and destroy the last members of an ancient order, the Medjay - to eradicate the bloodline.In peaceful Siwa, the town's protector abruptly departs, leaving his teenage son, Bayek, with questions about his own future and a sense of purpose he knows he must fulfill. Bayek sets off in search of answers, his journey taking him along the Nile and through an Egypt in turmoil, facing the dangers and the mysteries of the Medjay's path.
Play Matters
Miguel Sicart - 2014
So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human.We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn't derive from a particular object or activity but is a portable tool for being—not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive.Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play--from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.
The Birth of Loud: Leo Fender, Les Paul, and the Guitar-Pioneering Rivalry That Shaped Rock 'n' Roll
Ian S. Port - 2019
When Leo Fender’s tiny firm marketed the first solid-body electric guitar, the Esquire, musicians immediately saw its appeal. Not to be out-maneuvered, Gibson, the largest guitar manufacturer, raced to build a competitive product. The company designed an “axe” that would make Fender’s Esquire look cheap and convinced Les Paul—whose endorsement Leo Fender had sought—to put his name on it. Thus was born the guitar world’s most heated rivalry: Gibson versus Fender, Les versus Leo. While Fender was a quiet, half-blind, self-taught radio repairman, Paul was a brilliant but headstrong pop star and guitarist who spent years toying with new musical technologies. Their contest turned into an arms race as the most inventive musicians of the 1950s and 1960s—including bluesman Muddy Waters, rocker Buddy Holly, the Beatles, Bob Dylan, and Eric Clapton—adopted one maker’s guitar or another. By 1969 it was clear that these new electric instruments had launched music into a radical new age, empowering artists with a vibrancy and volume never before attainable. In “an excellent dual portrait” (The Wall Street Journal), Ian S. Port tells the full story in The Birth of Loud, offering “spot-on human characterizations, and erotic paeans to the bodies of guitars” (The Atlantic). “The story of these instruments is the story of America in the postwar era: loud, cocky, brash, aggressively new” (The Washington Post).
Gamelife: A Memoir
Michael W. Clune - 2015
So begins Suspended, the first computer game to obsess seven-year-old Michael, to worm into his head and change his sense of reality. Thirty years later he will write: "Computer games have taught me the things you can't learn from people."Gamelife is the memoir of a childhood transformed by technology. Afternoons spent gazing at pixelated maps and mazes train Michael's eyes for the uncanny side of 1980s suburban Illinois. A game about pirates yields clues to the drama of cafeteria politics and locker-room hazing. And in the year of his parents' divorce, a spaceflight simulator opens a hole in reality.In telling the story of his youth through seven computer games, Michael W. Clune captures the part of childhood we live alone.
Commodork: Sordid Tales from a BBS Junkie
Rob O'Hara - 2006
As suddenly as they gained popularity, they were made obsolete by the next big thing - a newfangled system called the Internet. Commodork: Sordid Tales from a BBS Junkie takes its readers on an exciting journey through the BBS era. Through the author's personal tales and adventures, readers will discover more about these amazing times and what it was like to grow up online. With tales of copyfests, BBS parties and random acts of online debauchery, those who were there will find themselves reminiscing, while those who weren't will enjoy learning about life ""before the 'net."" You know, back when we used to modem uphill, both ways in the snow.