The CRPG Book Project - Expanded Edition


Felipe Pepe - 2018
    The completed ebook was first released as a free PDF in 2018, getting over 160,000 downloads. A deal was then made with Bitmap Books, which published a limited hardcover version of the book in 2019. All of the author’s profits (£20.992 as of January 2022) were donated to Vocação, a Brazilian NGO that helps kids and teenagers from poor areas to get a better education and find employment.In 2022, a new expanded edition was released, now with 160 extra pages, addressing issues with the previous release and expanding it to include games that were never released in English, as well as MMOs, MUDs, RPG Maker titles and more.This expanded edition is freely available for download at the project's website.

Your Creative Career: Turn Your Passion into a Fulfilling and Financially Rewarding Lifestyle


Anna Sabino - 2018
    She wasn't born into a wealthy family, didn't inherit money from a distant relative, and doesn't have a rich husband. But she made it as an entrepreneur, as a single woman, and most importantly, as an artist.In Your Creative Career, she shows her fellow artists and creatives how to build a business that reflects their talent and true calling while generating serious cash. Whether the goal is to build an empire and be financially free, create a lifestyle business, or just to have more time, Your Creative Career guides you through every aspect of creative entrepreneurship.If you want to start your creative career, transition into it, or give it a boost, this book is a must read that features:Proven systems and strategies to create ideally priced products that keep selling.The importance of going through all the steps of making it from idea inception and execution to branding and distribution.The importance of transitioning from artistic solitude to collaborative, creative entrepreneurship.The most effective marketing and PR methods adjusted to the new reality of short attention spans and information overload.

Racing the Beam: The Atari Video Computer System


Nick Montfort - 2009
    The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives.Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.

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.

Dungeons & Dreamers: A Story of how Computer Games Created a Global Community


Brad King - 2003
    D&D captured the attention of a small but influential group of players, many of whom also gravitated to the computer networks that were then appearing on college campuses around the globe. With the subsequent emergence of the personal computer, a generation of geeky storytellers arose that translated communal D&D playing experiences into the virtual world of computer games. The result of that 40-year journey is today's massive global community of players who, through games, have forged very real friendships and built thriving lives in virtual worlds. Dungeons & Dreamers follows the designers, developers, and players who built the virtual games and communities that define today's digital entertainment landscape and explores the nature of what it means to live and thrive in virtual communities.

Significant Zero: Heroes, Villains, and the Fight for Art and Soul in Video Games


Walt Williams - 2017
     Williams pulls back the curtain on an astonishingly profitable industry that has put its stamp on pop culture and yet is little known to those outside its walls. In his reflective yet comically-observant voice, Williams walks you through his unlikely and at times inglorious rise within one of the world’s top gaming companies, exposing an industry abundant in brain power and out-sized egos, but struggling to stay innovative. Significant Zero also provides clear-eyed criticism of the industry’s addiction to violence and explains how the role of the narrative designer—the poor soul responsible for harmonizing gameplay with storylines—is crucial for expanding the scope of video games into more immersive and emotional experiences. Significant Zero offers a rare look inside this fascinating, billion-dollar industry and a path forward for its talented men and women—gamers and nongamers alike—that imagines how video games might inspire the best in all of us.

Game Feel: A Game Designer's Guide to Virtual Sensation


Steve Swink - 2008
    The language could be compared to the building blocks of music (time signatures, chord progressions, verse)—no matter the instruments, style or time period—these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the designer can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.

Sid Meier's Memoir!: A Life in Computer Games


Sid Meier - 2020
    Sid Meier’s Memoir! is the story of an obsessive young computer enthusiast who helped launch a multibilliondollar industry. Writing with warmth and ironic humor, Meier describes the genesis of his influential studio, MicroProse, founded in 1982 after a trip to a Las Vegas arcade, and recounts the development of landmark games, from vintage classics like Pirates! and Railroad Tycoon, to Civilization and beyond.Articulating his philosophy that a videogame should be “a series of interesting decisions,” Meier also shares his perspective on the history of the industry, the psychology of gamers, and fascinating insights into the creative process, including his ten rules of good game design.

A History of Video Games in 64 Objects


World Video Game Hall of Fame - 2018
    Pithy, in-depth essays and photographs examine each object’s significance to video game play—what it has contributed to the history of gaming—as well as the greater culture.A History of Video Games in 64 Objects explains how the video game has transformed over time. Inside, you’ll find a wide range of intriguing topics, including:The first edition of Dungeons & Dragons—the ancestor of computer role-playing gamesThe Oregon Trail and the development of educational gamingThe Atari 2600 and the beginning of the console revolutionA World of Warcraft server blade and massively multiplayer online gamesMinecraft—the backlash against the studio systemThe rise of women in gaming represented by pioneering American video game designers Carol Shaw and Roberta Williams’ game development materialsThe prototype Skylanders Portal of Power that spawned the Toys-to-Life video game phenomenon and shook up the marketplaceAnd so much more!A visual panorama of unforgettable anecdotes and factoids, A History of Video Games in 64 Objects is a treasure trove for gamers and pop culture fans. Let the gaming begin!

I Want My MTV: The Uncensored Story of the Music Video Revolution


Craig Marks - 2011
    It was such a radical idea that almost no one thought it would actually succeed, much less become a force in the worlds of music, television, film, fashion, sports, and even politics. But it did work. MTV became more than anyone had ever imagined.I Want My MTV tells the story of the first decade of MTV, the golden era when MTV's programming was all videos, all the time, and kids watched religiously to see their favorite bands, learn about new music, and have something to talk about at parties. From its start in 1981 with a small cache of videos by mostly unknown British new wave acts to the launch of the reality-television craze with The Real World in 1992, MTV grew into a tastemaker, a career maker, and a mammoth business. Featuring interviews with nearly four hundred artists, directors, VJs, and television and music executives, I Want My MTV is a testament to the channel that changed popular culture forever.

Hamlet's Hit Points


Robin D. Laws - 2010
    You'll read about the relationships between those beats. You'll also find complete analyses of three stories you know already--Hamlet, Casablanca, and Dr. No--to show you how the system works.Written with roleplayers in mind, Hamlet's Hit Points is an indispensable tool for understanding stories, in games and everywhere else.

Daily Rituals: How Artists Work


Mason Currey - 2013
    Thomas Wolfe wrote standing up in the kitchen, the top of the refrigerator as his desk, dreamily fondling his “male configurations”. . . Jean-Paul Sartre chewed on Corydrane tablets (a mix of amphetamine and aspirin), ingesting ten times the recommended dose each day . . . Descartes liked to linger in bed, his mind wandering in sleep through woods, gardens, and enchanted palaces where he experienced “every pleasure imaginable.” Here are: Anthony Trollope, who demanded of himself that each morning he write three thousand words (250 words every fifteen minutes for three hours) before going off to his job at the postal service, which he kept for thirty-three years during the writing of more than two dozen books . . . Karl Marx . . . Woody Allen . . . Agatha Christie . . . George Balanchine, who did most of his work while ironing . . . Leo Tolstoy . . . Charles Dickens . . . Pablo Picasso . . . George Gershwin, who, said his brother Ira, worked for twelve hours a day from late morning to midnight, composing at the piano in pajamas, bathrobe, and slippers . . . Here also are the daily rituals of Charles Darwin, Andy Warhol, John Updike, Twyla Tharp, Benjamin Franklin, William Faulkner, Jane Austen, Anne Rice, and Igor Stravinsky (he was never able to compose unless he was sure no one could hear him and, when blocked, stood on his head to “clear the brain”). Brilliantly compiled and edited, and filled with detail and anecdote, Daily Rituals is irresistible, addictive, magically inspiring.

Embed with Games: A Year on the Couch with Game Developers


Cara Ellison - 2015
    The internet generously helped fund her travel costs through a subscription service, egging her on in the only way it could, the pledges going up each month. This is the collected work, called 'Embed With Games', with an exclusive introduction from Kieron Gillen, a cover from comics artist Irene Koh, and a conclusion exclusive to the ebook.From London to Los Angeles, from the Netherlands to Malaysia to Japan to Australia, the book reveals how people involved in games are taking what they see around them and expressing it in digital playgrounds for other people to experience.An emotional, weird, sometimes intimate experience, this is open ribcage writing about the side of making video games most people don't see or know about.

Women in Tech: Practical Advice and Inspiring Stories from Successful Women in Tech to Take Your Career to the Next Level


Tarah Wheeler - 2016
    Craig Pritchett leads you through an unforgettable learning experience that builds on the extraordinary life and games of the first World Chess Champion Wilhelm Steinitz.

An Astronaut's Guide to Life on Earth


Chris Hadfield - 2013
    During this time he has broken into a Space Station with a Swiss army knife, disposed of a live snake while piloting a plane, and been temporarily blinded while clinging to the exterior of an orbiting spacecraft. The secret to Col. Hadfield's success-and survival-is an unconventional philosophy he learned at NASA: prepare for the worst-and enjoy every moment of it. In An Astronaut's Guide to Life on Earth, Col. Hadfield takes readers deep into his years of training and space exploration to show how to make the impossible possible. Through eye-opening, entertaining stories filled with the adrenaline of launch, the mesmerizing wonder of spacewalks, and the measured, calm responses mandated by crises, he explains how conventional wisdom can get in the way of achievement-and happiness. His own extraordinary education in space has taught him some counterintuitive lessons: don't visualize success, do care what others think, and always sweat the small stuff. You might never be able to build a robot, pilot a spacecraft, make a music video or perform basic surgery in zero gravity like Col. Hadfield. But his vivid and refreshing insights will teach you how to think like an astronaut, and will change, completely, the way you view life on Earth-especially your own.