The Elder Scrolls Online: Tales of Tamriel - Vol. I: The Land


Titan Books - 2015
    Tales of Tamriel - Vol. I: The Land takes readers on adventure throughout the war-torn landscapes and battlefields of Tamriel, featuring a horde of in-game texts and exclusive artwork. Lavishly bound and produced, this series of books is the definitive guide to lore from the Elder Scrolls Online.

I Am Error: The Nintendo Family Computer / Entertainment System Platform


Nathan Altice - 2015
    In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of "My Name is Error," a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance.Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the "translation" problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.

Clanbook: Tzimisce Revised


Lucien Soulban - 2001
    The modern nights have caught up with these monsters, however, who have fallen from their place as masters of hoary estates to degenerates bound by the callous whims of the Sabbat.The Flesh-Twisted FiendsAs the next entry in the revised lineup of clanbooks, Tzimisce takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.

Expedition To The Barrier Peaks


E. Gary Gygax - 1980
    The author wishes to express his thanks to Mr. Robert Kuntz who contributed substantial ideas for the various encounters herein. This version has been carefully revised and updated to conform to ADVANCED DUNGEONS & DRAGONS. Included herein are background information for players, statistics for a party substantially the same as that used for the tournament, DM notes, six level maps with encounter matrices, and numerous full color illustrations of scenes from the adventure in order to enhance the enjoyment of participants. There are also many new and special monsters designed for this scenario, and they appear nowhere else. This module is located upon the Map of the World of Greyhawk (WORLD OF GREYHAWK from TSR).Background Information:The Grand Duchy of Geoff has recently been plagued by a rash of unusually weird & terrible monsters of unknown sort. This western area, particularly the mountain fastness which separates the Grand Duchy from the Dry Steppes, has long been renowned for the generation of the most fearsome beasts, & it has been shunned accordingly - save for a handful of hardy souls with exceptional abilities & sufficient wealth to build stout strongholds to ward off the attacks of the predatory creatures infesting the rugged lands thereabout.

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

Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time


Bill Loguidice - 2009
    Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.

Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques


Evan Skolnick - 2014
    With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today’s savvy gamers back time and time again.

This Book Will Save You Time


Misir Mahmudov - 2020
    Everything else can be made, bought or created. Our life is made up of around 600,000 hours and every second is of infinite value. We live in an attention economy where corporations are fighting for our time with the goal of monetizing our every second. The money we use loses value and devalues our time through inflation. When we work, we are exchanging our limited time for money whose quantity increases every year. It hasn’t always been this way. People used gold as money for a reason; it was also a limited resource. Now, what does the future hold?Valuing your time is the first step to improving your life. Knowing that your time is the only limited resource makes you more selective about the things you do, the people you spend your time with and the assets you choose to store your wealth in. Once you learn to appreciate your time, you will get busy doing the things you love and start making better financial choices.

The Monsters Know What They're Doing: Combat Tactics for Dungeon Masters


Keith Ammann - 2019
    In The Monsters Know What They’re Doing, Keith Ammann lightens the DM’s burden by helping you understand your monsters’ abilities and develop battle plans before your fifth edition D&D game session begins. Just as soldiers don’t whip out their field manuals for the first time when they’re already under fire, a DM shouldn’t wait until the PCs have just encountered a dozen bullywugs to figure out how they advance, fight, and retreat. Easy to read and apply, The Monsters Know What They're Doing is essential reading for every DM.

Unapproachable East


Richard Baker - 2003
    Tales from beyond the Easting Reach are told with awed voices and hushed tones. Known to most of Faerun as the homeland of the Simbul, the hathrans, and the Red Wizards, the Unapproachable East is filled with dark secrets, insidious plots, and untold adventure. Discover the people, politics, cities, and societies of the region, along with the monsters, nefarious organizations, and other perils that await unwary travelers in this treacherous corner of the Forgotten Realms game setting. * 12 new prestige classes * 21 new spells * 19 new monsters To use this accessory, you also need the Forgotten Realms" Campaign Setting," the "Player's Handbook," the "Dungeon Master's Guide," and the "Monster Manual."

The Making of Prince of Persia: Journals 1985-1993--Illustrated Edition


Jordan Mechner - 2020
    

Glued to Games: How Video Games Draw Us In and Hold Us Spellbound


Scott Rigby - 2011
    It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory.Filled with examples from popular games and the real experiences of gamers themselves, Glued to Games gets to the heart of gaming's powerful psychological and emotional allure--the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.

Minecraft: Construction Handbook


Matthew Needler - 2014
    You'll learn how to construct houses, bridges, ships, floating islands and rollercoasters of the highest quality.

EVE: The Empyrean Age


Tony Gonzales - 2008
    A clone with no name or past awakens to a cruel existence, hunted mercilessly for crimes he may never know; yet he stands close to the pinnacle of power in New Eden.A disgraced ambassador is confronted by a mysterious woman who knows everything about him, and of the sinister plot against his government; his actions will one day unleash the vengeful wrath of an entire civilization.And among the downtrodden masses of a corporation-owned world, a man named Tibus Heth is about to launch a revolution that will change the course of history.The confluence of these dark events will lead humanity towards a tragic destiny. The transcendence of man to the dream of immortality has bred a quest for power like none before it; empires spanning across thousands of stars will clash in the depths of space and on the worlds within. Those who stand before the tides of war, willingly or not, must face the fundamental choices that have been with man for tens of thousands of years, unchanged since the memory of Earth was lost.This is EVE, The Empyrean Age. A test of our convictions and the will to survive.

Diary Of A Minecraft Creeper: An Unofficial Minecraft Creeper Diary (Diary Of A Minecraft Creeper Book 1)


Alex Brian - 2015
    Your favorite unofficial Minecraft series is now available as “Hugs of a Creeper”. Ever wondered how the life of a Minecraft Creeper would be? In this book, you will meet a Minecraft Creeper and get to know if creepers are any different than us. Do they have a heart? Do they have feelings? Well, only a creeper could answer this question! If you are a Minecraft fanatic, you would definitely want to know more about what it takes to be a Minecraft creeper. This diary written by a Minecraft Creeper will help you uncover the many secrets and mysteries related to the Creeper's life. *** Download Your Copy Or Read It FREE With Membership *** Disclaimer: This is an unofficial Minecraft book. Minecraft is a registered trademark of, and owned by, Mojang AB, and its respective owners, which do not approve, endorse, sponsor, or authorize this book. Minecraft®/TM & © 2009-2015 Mojang AB/Notch