The Ultimate Guide to Video Game Writing and Design


Flint Dille - 2006
    Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design.

World of Warcraft Dungeon Companion


Brady Games - 2006
    Every Dungeon: Low-level instances and the toughest raid dungeons are all covered in this monstrous compendium. Light is shed on everything from Ragefire Chasm to Ahn' Qiraj.Outdoor World Boss Encounters: Learn exactly what you need to take down Azuregos, Lord Kazzak, and the Dragons of Nightmare.Much more: Monster Information, Quest Guidance, Rewards, and Secret Rooms.Platform: PC CD-ROM Genre: MMORPG   This product is available for sale worldwide.

The Art of Game Design: A Book of Lenses


Jesse Schell - 2008
    The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.

How Music Got Free: The End of an Industry, the Turn of the Century, and the Patient Zero of Piracy


Stephen Richard Witt - 2015
    It’s about the greatest pirate in history, the most powerful executive in the music business, a revolutionary invention and an illegal website four times the size of the iTunes Music Store. Journalist Stephen Witt traces the secret history of digital music piracy, from the German audio engineers who invented the mp3, to a North Carolina compact-disc manufacturing plant where factory worker Dell Glover leaked nearly two thousand albums over the course of a decade, to the high-rises of midtown Manhattan where music executive Doug Morris cornered the global market on rap, and, finally, into the darkest recesses of the Internet.Through these interwoven narratives, Witt has written a thrilling book that depicts the moment in history when ordinary life became forever entwined with the world online — when, suddenly, all the music ever recorded was available for free. In the page-turning tradition of writers like Michael Lewis and Lawrence Wright, Witt’s deeply-reported first book introduces the unforgettable characters—inventors, executives, factory workers, and smugglers—who revolutionized an entire artform, and reveals for the first time the secret underworld of media pirates that transformed our digital lives.An irresistible never-before-told story of greed, cunning, genius, and deceit, How Music Got Free isn’t just a story of the music industry—it’s a must-read history of the Internet itself.

Speccy Nation


Dan Whitehead - 2012
    The British games industry would go on to create such hits as Tomb Raider and Grand Theft Auto, our innovation and imagination the envy of the world, our programmers the most sought after talent in the fastest growing entertainment medium in history.And it all started here.Welcome to the Speccy Nation.Join veteran games journalist and author Dan Whitehead on a journey through fifty games that helped to define the golden age of British gaming. From the timeless classics to unlikely cult favourites, and even the games so eccentric they could only have come from Britain in the 1980s.Part nostalgic look at the past, and part critical eye on the present and future, Speccy Nation is essential reading for all retro gaming enthusiasts.Includes a foreword by Your Sinclair's Phil "Snouty" South.

1001 Inventions That Changed the World


Jack Challoner - 2009
    But how much do we really know about their origins and development? This absorbing new book tells the stories behind the inventions that have changed the world, with details about--Convenience items, such as safety pins, toothbrushes, and bifocals Weapons of war, including explosives, gunpowder, and shrapnel shells Industrial advances, such as the steam engine and the power loom for weaving Transportation advances, including the airplane, the diesel engine, the automobile, and the air-inflated rubber tire Electronic marvels, including color television, the microprocessor, the personal computer, the compact disc, and the cell phone Medical advances, from antiseptic surgery to the electron microscope. . . and much more.Inventors and pioneers of science and technology, including Eli Whitney, James Watt, Benjamin Franklin, Henry Bessemer, Thomas Edison, J.B. Dunlop, the Wright Brothers, Werner von Braun, Jonas Salk, J. Robert Oppenheimer, and many others are also discussed. Fascinating photos and illustrations complement authoritative summaries of each invention, and remarkable quotations from many of the inventors add to this chronicle of human ingenuity that began some 6,000 years ago with the invention of the wheel. Approximately 700 photos and illustrations in color and black and white.

EVE: Source


Ccp Games - 2014
    * A beautifully designed resource chronicling one of gaming's most massive, dynamic universes! * MMORPG.com's Game of the Year 2009–2011! * 2014 marks the entry of EVE Online into its second decade!

Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games


David L. Craddock - 2015
    Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys.Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics.Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks introduces you to the visionaries behind some of the most popular roguelikes of all time, and shows how their creations paved the way for the blockbuster video games of today—and beyond.

Getting Gamers: The Psychology of Video Games and Their Impact on the People Who Play Them


Jamie Madigan - 2015
    They can be addicting. They are available almost anywhere you go and are appealing to people of all ages. They can eat up our time, cost us money, even kill our relationships. But it's not all bad! This book will show that rather than being a waste of time, video games can help us develop skills, make friends, succeed at work, form good habits, and be happy. Taking the time to learn what's happening in our heads as we play and shop allows us to approach games and gaming communities on our own terms and get more out of them. With sales in the tens of billions of dollars each year, just about everybody is playing some kind of video game whether it's on a console, a computer, a web browser, or a phone. Much of the medium's success is built on careful (though sometimes unwitting) adherence to basic principles of psychology. This is something that's becoming even more important as games become more social, interactive, and sophisticated. This book offers something unique to the millions of people who play or design games: how to use an understanding of psychology to be a better part of their gaming communities, to avoid being manipulated when they shop and play, and to get the most enjoyment out of playing games. With examples from the games themselves, Jamie Madigan offers a fuller understanding of the impact of games on our psychology and the influence of psychology on our games.

Critical Path: How to Review Videogames for a Living


Dan Amrich - 2012
    This includes how to write compelling reviews, how to pitch yourself as a writer, how to tackle some tricky ethical quandaries, and yes, even how to get free games. Based on Dan Amrich’s own experience as a game journalist for more than 15 years, it’s advice that can serve you for your entire career, from press start to game over.

Final Fantasy XIII-2: The Complete Official Guide


Piggyback - 2012
    • Every secret, every unlockable, every side-quest, every mini-game, every Achievement and every Trophy revealed and explained in a dedicated Extras chapter. We've also added a story recap and an artwork gallery. • The dedicated Walkthrough charts the critical path through the main narrative. It also provides regular prompts and tips to direct players to side quests and other optional features within the game world. • The Tour Guide chapter includes one section per game location in each time period. This complements the Walkthrough by examining all optional activities offered in the game (side quests, mini-games, puzzles and power-leveling spots). • The Completion Timeline chapter offers a visual and streamlined guide to 100% completion. • The Strategy & Analysis section gives an advanced analysis of the game's key important systems and features. This covers even the most complex topics such as character development in a thorough, yet user-friendly way. • All-encompassing Inventory and Bestiary chapters feature exhaustive lists and tables covering all enemies, weapons, accessories, items and shops.• Carefully designed to avoid unnecessary story spoilers.

Cybertext: Perspectives on Ergodic Literature


Espen J. Aarseth - 1997
    Instead of insisting on the uniqueness and newness of electronic writing and interactive fiction, however, Aarseth situates these literary forms within the tradition of "ergodic" literature—a term borrowed from physics to describe open, dynamic texts such as the I Ching or Apollinaire's calligrams, with which the reader must perform specific actions to generate a literary sequence.Constructing a theoretical model that describes how new electronic forms build on this tradition, Aarseth bridges the widely assumed divide between paper texts and electronic texts. He then uses the perspective of ergodic aesthetics to reexamine literary theories of narrative, semiotics, and rhetoric and to explore the implications of applying these theories to materials for which they were not intended.

The Well-Played Game: A Player's Philosophy


Bernie DeKoven - 1978
    De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game.De Koven explains that when players congratulate each other on a "well-played" game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven--affectionately and appreciatively hailed by Eric Zimmerman as "our shaman of play"--explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.

50 Years of Rolling Stone: The Music, Politics and People that Changed Our Culture


Rolling Stone - 2017
    This landmark book documents the magazine’s rise to prominence as the voice of rock and roll and a leading showcase for era-defining photography. From the 1960s to the present day, the book offers a decade-by-decade exploration of American music and history. Interviews with rock legends—Bob Dylan, Mick Jagger, Kurt Cobain, Bruce Springsteen, and more—appear alongside iconic photographs by Baron Wolman, Annie Leibovitz, Mark Seliger, and other leading image-makers. With feature articles, excerpts, and exposés by such quintessential writers as Hunter S. Thompson, Matt Taibbi, and David Harris, this book is an irresistible and essential keepsake of the magazine that has defined American music for generations of readers.

A Brief History of Video Games


Richard Stanton - 2015
    Focusing on creative and scientific advances between 1962 and today, A Brief History of Video Games offers a global perspective on gaming’s past and its cutting-edge future with the evolution of virtual reality, 3D graphics, and thought-interface technology. It also addresses the design process from concept to packaging, considers the influence of manga and anime, and explores the relationship between video games and movies.