Book picks similar to
The Offworld Collection by Leigh Alexander
video-games
non-fiction
ebook
games
On Cussing: Bad Words and Creative Cursing
Katherine Dunn - 2019
Readers of Katherine Dunn won’t be surprised that this was her father’s favorite sentence, or that, as a young girl, she heard it as a kind of profane poem, a secret song. For many of us, the language of Geek Love carries a similar staying power, born of Dunn’s agile use of language and her strange, beautiful diction. And as a true exegete of the expletive, she remained undividedly devoted to obscenity—both as scholar and practitioner.In On Cussing, Dunn sketches a brief history of swear words and creates something of a field guide to their types and usages, from the common threat (“I’ll squash you like a shithouse mouse”) to the portmanteau intensifier (“Fan-fucking-tastic”). But she also explores their physiology—the physical impact on the reader or listener—and makes an argument for how and when to cuss with maximum effect. Equal parts informative and hilarious, this volume will delight Dunn’s legion of fans, but it’s also a must-have for anyone looking to more successfully wield their expletives, be it in writing or in everyday speech.
The Last Book on the Left: Stories of Murder and Mayhem from History’s Most Notorious Serial Killers
Ben Kissel - 2020
Deeply researched but with a morbidly humorous bent, the podcast has earned a dedicated and aptly cultlike following for its unique take on all things macabre. In their first book, the guys take a deep dive into history’s most infamous serial killers, from Ted Bundy to John Wayne Gacy, exploring their origin stories, haunting habits, and perverse predilections. Featuring newly developed content alongside updated fan favorites, each profile is an exhaustive examination of the darker side of human existence. With appropriately creepy four-color illustrations throughout and a gift-worthy paper over board format, The Last Book on the Left will satisfy the bloodlust of readers everywhere.
The Tiniest Mansion - How To Live In Luxury on the Side of the Road in an RV
Tynan - 2012
The Tiniest Mansion will teach you how to convert a small RV into a rolling palace with all the comforts of your home, plus the freedom to live anywhere you want without paying rent.The Tiniest Mansion covers everything from the essentials like choosing an RV, generating power, and dumping your tanks to more extravagant projects like installing marble floors and building an entertainment system.This book is a practical guide for anyone who is living in an RV or is considering it. Tynan, who has been living in an RV since 2006, shares all of his hard won secrets of RV living in this book.
Chuck Klosterman IV: A Decade of Curious People and Dangerous Ideas
Chuck Klosterman - 2006
There's An Introduction, But No Footnotes. Well, There's A Footnote In The Introduction, But None In The Story.
The Legend of Zelda: Hyrule Historia
NintendoHeidi Plechl - 2011
This handsome hardcover contains never-before-seen concept art, the full history of Hyrule, the official chronology of the games, and much more! Starting with an insightful introduction by the legendary producer and video-game designer of Donkey Kong, Mario, and The Legend of Zelda, Shigeru Miyamoto, this book is crammed full of information about the storied history of Link's adventures from the creators themselves! As a bonus, The Legend of Zelda: Hyrule Historia includes an exclusive comic by the foremost creator of The Legend of Zelda manga - Akira Himekawa!
Knitting New Mittens and Gloves: Warm and Adorn Your Hands in 28 Innovative Ways
Robin Melanson - 2008
Now this self-described “mitten and glove aficionado” shares her enthusiasm for these ordinary items by presenting 28 extraordinary ways to make them for year-round style.Featuring gloves, mittens, arm warmers, mitts, and fingerless gloves, this is the second book in a new SCT Craft series that introduces innovative approaches to creating popular knitted items. Knitting New Mittens and Gloves combines traditional and untraditional techniques—as well as influences as far-flung as Gothic architecture, Estonian lace, and Wagnerian opera—in a winning collection of patterns for adults and children. From wool mittens filled with unspun fleece and arm warmers with leather laces, to cotton-mesh fingerless gloves and silk-beaded mitts to be worn as adornments, each design has an unexpected twist.Because they are small, quick to make, and don’t require a lot of yarn, mittens and gloves are perfect projects for knitting throughout the year, and they also offer an ideal opportunity for beginning and more seasoned knitters to experiment with new techniques, yarns, and styles. With its fresh, original sensibility, Knitting New Mittens and Gloves will captivate knitters of every level.
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.
The Ultimate History of Video Games: From Pong to Pokemon - The Story Behind the Craze That Touched Our Lives and Changed the World
Steven L. Kent - 2001
The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover:·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.
Playing at the World: A History of Simulating Wars, People, and Fantastic Adventure from Chess to Role-Playing Games
Jon Peterson - 2012
From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.
Press Start to Play
Daniel H. WilsonSeanan McGuire - 2015
The humble, pixelated games of the ‘70s and ‘80s have evolved into the vivid, realistic, and immersive form of entertainment that now rivals all other forms of media for dominance in the consumer marketplace. For many, video games have become the cultural icons around which pop culture revolves.PRESS START TO PLAY is an anthology of stories inspired by video games: stories that attempt to recreate the feel of a video game in prose form; stories that play with the concepts common (or exclusive) to video games; and stories about the creation of video games and/or about the video games—or the gamers—themselves.These stories will appeal to anyone who has interacted with games, from hardcore teenaged fanatics, to men and women who game after their children have gone to bed, to your well-meaning aunt who won’t stop inviting you to join her farm-based Facebook games.At the helm of this project are Daniel H. Wilson—bestselling novelist and expert in artificial intelligence—and John Joseph Adams—bestselling, Hugo Award-nominated editor of more than a dozen science fiction/fantasy anthologies and series editor of Best American Science Fiction & Fantasy (volume one forthcoming from Houghton Mifflin in 2015). Together, they have drawn on their wide-ranging contacts to assemble an incredibly talented group of authors who are eager to attack the topic of video games from startling and fascinating angles.Under the direction of an A.I. specialist and a veteran editor, the anthology will expose readers to a strategically chosen mix of stories that explore novel video game concepts in prose narratives, such as save points, kill screens, gold-farming, respawning, first-person shooters, unlocking achievements, and getting “pwned.” Likewise, each of our authors is an accomplished specialist in areas such as science fiction, fantasy, and techno-thrillers, and many have experience writing for video games professionally.Combining unique viewpoints and exacting realism, this anthology promises to thrill generations of readers, from those who grew up with Atari 2600s to the console and PC gamers of today.
The Best American Travel Writing 2011
Sloane Crosley - 2011
Each volume’s series editor selects notable works from hundreds of magazines, journals, and websites . A special guest editor, a leading writer in the field, then chooses the best twenty or so pieces to publish. This unique system has made the Best American series the most respected—and most popular—of its kind. The Best American Travel Writing 2011 includes André Aciman, Christopher Buckley, Maureen Dowd, Verlyn Klinkenborg, Ariel Levy, Téa Obreht, Annie Proulx, Gary Shteyngart, William T. Vollmann, Emily Witt, and others
Are You Kidding Me?! Chronicles of an Ordinary Life
Lesley Crewe - 2019
Readers will relate to Crewe’s ache at missing her mom, her nostalgia for her childhood, her frustrations at raising teenagers, and her impatience for terrible parking lot etiquette in equal measure. The book spans sixteen years’ worth of columns for The Cape Bretoner Magazine, Cahoots Magazine, and The Chronicle Herald.Are You Kidding Me?! is a side-splitting, heartwarming, Cape Breton–flavoured celebration of the little things.
Best Music Writing 2011
Alex Ross - 2011
Celebrating the year in music writing by gathering a rich array of essays, missives, and musings on every style of music from rock to hip-hop to R&B to jazz to pop to blues, it is essential reading for anyone who loves great music and accomplished writing. Scribes of every imaginable sortnovelists, poets, journalists, musicians are gathered to create a multi-voiced snapshot of the year in music writing that, like the music it illuminates, is every bit as thrilling as it is riveting.
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.
A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design
Anna Anthropy - 2013
We still don't know how to talk about game design. We can't share our visions. We forget what works (and doesn't). We don't learn from history. It's too hard to improve.The breakthrough starts here. A Game Design Vocabulary gives us the complete game design framework we desperately need--whether we create games, study them, review them, or build businesses on them.Craft amazing experiences. Anna Anthropy and Naomi Clark share foundational principles, examples, and exercises that help you create great player experiences...complement intuition with design discipline...and craft games that succeed brilliantly on every level.Liberate yourself from stale cliches and genres Tell great stories: go way beyond cutscenes and text dumps Control the crucial relationships between game "verbs" and "objects" Wield the full power of development, conflict, climax, and resolution Shape scenes, pacing, and player choices Deepen context via art, animation, music, and sound Help players discover, understand, engage, and "talk back" to you Effectively use resistance and difficulty: the "push and pull" of games Design holistically: integrate visuals, audio, and controls Communicate a design vision everyone can understand