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.

Service Games: The Rise and Fall of SEGA: Enhanced Edition


Sam Pettus - 2012
     Starting with its humble beginnings in the 1950's and ending with its swan-song, the Dreamcast, in the early 2000’s, this is the complete history of Sega as a console maker. Before home computers and video game consoles, before the internet and social networking, and before motion controls and smartphones, there was Sega. Destined to fade into obscurity over time, Sega would help revolutionize and change video games, computers and how we interact with them, and the internet as we know it. Riding the cutting edge of technology at every step, only to rise too close to the sun and plummet, Sega would eventually change the face of entertainment, but it’s the story of how it got there that’s all the fun. So take a ride, experience history, and enjoy learning about one of the greatest and most influential companies of all time. Complete with system specifications, feature and marketing descriptions, unusual factoids, almost 300 images, and now enhanced Europe specific details, exclusive interviews, and more make this the definitive history of Sega available. Read and learn about the company that holds a special place in every gamer’s heart.

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.

Changing the Game: How Video Games Are Transforming the Future of Business


David Edery - 2008
    Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force—encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own.Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity…in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyondChoose your best marketing opportunities—and avoid the pitfalls Use gaming to recruit and develop better employeesLearn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communitiesHelp your customers improve your products and services—and have fun doing it What gamers do better than computers, scientists, or governmentsUse games to solve problems that can’t be solved any other way

Reality is Broken: Why Games Make Us Better and How They Can Change the World


Jane McGonigal - 2010
    The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.

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.

Elite: The Dark Wheel


Robert Holdstock - 1984
    Written by well-known fantasy author Robert Holdstock it describes the quest of Alex Ryder, a newly-qualified pilot, to exact revenge for his father's death at the hands of a paid assassin. Along the way he is assisted by the enigmatic Rafe Zetter who links him up with a fugitive pilot who also wishes to eliminate the killer of Alex's father, but for her own reasons.All in all, a good story which, though spoiled by a few irritating character traits and a number of typographical errors, sets up the Elite universe in a cohesive manner.It also covers the combat and trading sides of Elite and the general nature of trading between different systems, buying what's cheap on one world and selling it wherever the demand is sufficient to keep the price high.Interestingly, the back of the BBC novella states that a sequel was planned for publication in 1985, but as far as I know this never came to fruition. Later editions of The Dark Wheel, included in the Sinclair Spectrum and Commodore 64 versions amongst others, sported new artwork

The Boy Who Cried Over Everything


Betsy Childs - 2011
    An experience with a slingshot and a sparrow helps him realize that it's okay to cry when you are sad, but it's best not to cry when you're mad.

Occult Assassin: Dark Missions


William Massa - 2019
    Two men, united by tragedy, with one goal - to keep the world save from black magic occult threats. Their chilling missions will take them across the globe and pit them against apocalyptic cults, cursed relics and supernatural terrorists bent on world destruction. The box set omnibus edition includes the first three books plus a bonus novella. Experience a series that readers are describing as a perfect mix of action-adventure and paranormal horror. DAMNATION CODE (BOOK 1) After a decade spent fighting the enemy abroad and keeping his country safe, Delta Force Operator Mark Talon is ready to settle down with the love of his life. But Talon's world crumbles when his fiancée becomes the victim of a murderous cult. The military man now has a new foe in his crosshairs, and this promises to be a very different war. The person responsible for his beloved's death is a Silicon Valley tycoon allied with the forces of darkness. Fusing cutting-edge computer technology with an ancient evil, the enemy here cannot be stopped by bullets alone. If Talon is to be victorious in his mission of vengeance, he will need to master a new method of warfare -- the arcane arts! He must become... the Occult Assassin. APOCALYPSE SOLDIER (BOOK 2) At age 15, Nicole Robertson was possessed by a demonic entity. She survived this ordeal, thanks to a successful exorcism. Now, 8 years later, Nicole is still haunted by the memory of the demon. But the nightmare isn't over. She is about to become the target of an apocalyptic cult led by a former elite soldier with a chilling plan for her future. Only one man can save Nicole from a fate worse than death. Only one man stands between her and the apocalypse. His name is Mark Talon. And he is about to go up against his most dangerous enemy yet. < ICE SHADOWS (Book 3) Talon heads to Norway to stop a Black Metal musician who plans on using an ancient Norse ritual to trigger a frozen cataclysm. PRAISE FOR THE SERIES: "James Bond meets the Punisher versus the forces of darkness." -- Amazon reviewer. "Occult Assassin moves like a bullet exploding from Talon's 9mm Glock." -- Nicholas Sansbury Smith, best-selling author of EXTINCTION HORIZON/ORBS. "Good mix of the supernatural and action/thriller." -- Mark Lukens, best-selling author of ANCIENT ENEMY.

Designing Games


Tynan Sylvester - 2013
    You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players.In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design.Create game mechanics to trigger a range of emotions and provide a variety of playExplore several options for combining narrative with interactivityBuild interactions that let multiplayer gamers get into each other’s headsMotivate players through rewards that align with the rest of the gameEstablish a metaphor vocabulary to help players learn which design aspects are game mechanicsPlan, test, and analyze your design through iteration rather than deciding everything up frontLearn how your game’s market positioning will affect your design

American Sniper


Ian Patterson - 2019
    THEY TAUGHT HIM TO SURVIVE. NOW THE CIA WANTS HIM DEAD!He kills from a distance, a long-range sniper rifle his weapon of choice. He's more surgeon than he is butcher, never more than one shot, one kill. The targets are not Iraqi dead-enders battling U.S. troops in Fallujah or suicide bombers targeting American soldiers in Kabul. They are not foreign despots threatening to nuke the country's west coast. They are innocent civilians in cities and towns across America, unsuspecting women and men of all ages, race, and social standing, victims of an equal opportunity assassin with a kill-count in the double digits.But is he a serial killer, an Islamic extremist, or a domestic terrorist?With the body-count rising, it's a question Deputy Director of the FBI Gloria Resnick must answer and answer quickly. With the killing spree threatening to become public, Resnick turns to long-time friend Dabney Berkshire, Assistant Deputy Director of the Counter-Terrorism Center of the CIA’s National Clandestine Service.In his line of work, Berkshire knows a thing or two about assassins. More importantly, he knows a thing or two about snipers. He also knows a guy who knows a guy who can help. A former Navy SEAL credited with more kills in Iraq and Afghanistan than even the legendary American Sniper, Chris Kyle.But will a broken-down war hero abandon the woman he loves and the war he left behind to pursue a cold-blooded killer determined to challenge even Kyle's own notorious record? To honor his fallen comrades and to atone for his own dark past, this broken-down soldier must.When a series of brazen and sensational public attacks go wrong, the battle between hunter and the hunted turns suddenly personal. And the stakes couldn't be higher. One man willing to kill for the country he serves, the other ready to die for the woman he loves.AMERICAN SNIPER is The Thrill-Read of the Summer! Add it to your reading list today!

Advanced Rails Recipes


Mike Clark - 2007
    Fueled by significant benefits and an impressive portfolio of real-world applications already in production, Rails is destined to continue making significant inroads in coming years.Each new Rails application showing up on the web adds yet more to the collective wisdom of the Rails development community. Yesterday's best practices yield to today's latest and greatest techniques, as the state of the art is continually refined in kitchens all across the Internet. Indeed, these are times of great progress.At the same time, it's easy to get left behind in the wake of progress. Advanced Rails Recipes keeps you on the cutting edge of Rails development and, more importantly, continues to turn this fast-paced framework to your advantage.Advanced Rails Recipes is filled with pragmatic recipes you'll use on every Rails project. And by taking the code in these recipes and slipping it into your application you'll not only deliver your application quicker, you'll do so with the confidence that it's done right.The book includes contributions from Aaron Batalion, Adam Keys, Adam Wiggins, Andre Lewis, Andrew Kappen, Benjamin Curtis, Ben Smith, Chris Bernard, Chris Haupt, Chris Wanstrath, Cody Fauser, Dan Benjamin, Dan Manges, Daniel Fischer, David Bock, David Chelimsky, David Heinemeier Hansson, Erik Hatcher, Ezra Zygmuntowicz, Geoffrey Grosenbach, Giles Bowkett, Greg Hansen, Gregg Pollack, Hemant Kumar, Hugh Bien, Jamie Orchard-Hays, Jamis Buck, Jared Haworth, Jarkko Laine, Jason LaPier, Jay Fields, John Dewey, Jonathan Dahl, Josep Blanquer, Josh Stephenson, Josh Susser, Kevin Clark, Luke Francl, Mark Bates, Marty Haught, Matthew Bass, Michael Slater, Mike Clark, Mike Hagedorn, Mike Mangino, Mike Naberezny, Mike Subelsky, Nathaniel Talbott, PJ Hyett, Patrick Reagan, Peter Marklund, Pierre-Alexandre Meyer, Rick Olson, Ryan Bates, Scott Barron, Tony Primerano, Val Aleksenko, and Warren Konkel.

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.

Unity 3.X Game Development Essentials


Will Goldstone - 2009
    With no prior knowledge of game development or 3D required, you will learn from scratch, taking each concept at a time working up to a full 3D mini-game. You'll learn scripting with C# or JavaScript and master the Unity development environment with easy-to-follow stepwise tasks. If you're a designer or animator who wishes to take their first steps into game development or prototyping, or if you've simply spent many hours sitting in front of video games, with ideas bubbling away in the back of your mind, Unity and this book should be your starting point. No prior knowledge of game production is required, inviting you to simply bring with you a passion for making great games.

Brand Strategy 101: Your Logo Is Irrelevant - The 3 Step Process to Build a Kick-Ass Brand


Michael R. Drew - 2013
    No really, it is. Let me explain.It turns out that drooling dogs and ringing bells are far more important than a logo (thank you Pavlov).Sure, successful businesses have logos--easily recognizable logos. Playboy, McDonald's, Coke. But there's far more to their success than bunny ears, golden arches or a certain shade of red. Stripped of all the marketing lingo, branding is pretty simple: Your brand is all the associations that come to mind when your potential customers see or hear your name.Whether your focus is on personal branding or on branding your company culture--you've got to have more than a fancy logo and edgy color scheme to create brand stickability (you know, a brand your customers can't get out of their heads).Well, there’s a process to capturing attention and getting your foot in the door of your customers’ minds. Here's a taste of some of the personal branding advice you'll find in this book:You must become the first solution your customer thinks of when they have a problem you can solve. How?The first step is to figure out what your audience cares about. What keeps them up at night? What problems can you help them solve? From there, you need to apply these three steps:1) Frequency2) Repetition3) AnchoringIn this e-book, we’ll show you how to figure out what your customers really want. Then we will show you how to apply these three steps to help you become the trusted resource that comes to mind first when your customer’s itch needs to be scratched.Is real and authentic branding going to happen overnight? Probably not. But ask yourself this: Do you want short-term results that lose effectiveness? Or are you willing to invest a bit more time and effort to create long-term results that get better and better?If you're looking for a branding book that promises a quick fix, this isn't the book for you. But if you want to create a brand that sticks like superglue--read this book!Go ahead and let the wimps and whiners have the get-rich quick schemes that fizzle and fall flat like a wet firework. You want to ignite a branding bonfire.