Mogworld


Yahtzee Croshaw - 2010
    His fireballs fizzle. He's awfully grumpy. Plus, he's been dead for about sixty years. When a renegade necromancer wrenches him from eternal slumber and into a world gone terribly, bizarrely wrong, all Jim wants is to find a way to die properly, once and for all.On his side, he's got a few shambling corpses, an inept thief, and a powerful death wish. But he's up against tough odds: angry mobs of adventurers, a body falling apart at the seams - and a team of programmers racing a deadline to hammer out the last few bugs in their AI.

Not All Fairy Tales Have Happy Endings: The rise and fall of Sierra On-Line


Ken Williams - 2020
    The author, Ken Williams, founded Sierra On-Line Sierra with his wife Roberta who went on to create many of the company's best selling games. Sierra grew from just Ken and Roberta to over one thousand employees and a fan base that still exists today, despite the fact that the company was torn apart by criminal activities, scandal and corruption that resulted in jail sentences and the collapse of Sierra. This is the behind-the-scenes story of the rise and fall, as it could only be told by the ultimate insider.

The Girl Who Was on Fire: Your Favorite Authors on Suzanne Collins' Hunger Games Trilogy


Leah WilsonCara Lockwood - 2011
    From the trilogy's darker themes of violence and social control to fashion and weaponry, the collection's exploration of the Hunger Games reveals exactly how rich, and how perilous, protagonist Katniss' world really is.• How does the way the Games affect the brain explain Haymitch's drinking, Annie's distraction, and Wiress' speech problems?• What does the rebellion have in common with the War on Terror?• Why isn't the answer to "Peeta or Gale?" as interesting as the question itself?• What should Panem have learned from the fates of other hedonistic societies throughout history and what can we?The Girl Who Was On Fire covers all three books in the Hunger Games trilogy.

Game Programming Patterns


Robert Nystrom - 2011
    Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.

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.

Marvel Heroic Roleplaying Basic Game


Cam Banks - 2012
    It's one thing to stop an alien invasion or throw down with the Juggernaut, but sometimes you have to make the hard choices when you're saving the world. With the Marvel Heroic Roleplaying Game books, that great power and great responsibility is yours! Based on the Cortex Plus system, Marvel Heroic Roleplaying takes the award-winning events in the history of the Marvel Universe and gives you all of the heroes, villains, key decision points, and rich background you need to fight your own battles and forge a new destiny!

Lost in a Good Game: Why We Play Video Games and What They Can Do for Us


Pete Etchells - 2019
    Apparently, they are the unequivocal source of many societal ills. But what does science actually have to say about the effects that playing them can have on us?In Lost in a Good Game, psychologist Pete Echells takes us on a journey through that scientific data and research, as well as his own past experiences with video games, which helped him cope in the aftermath of a tragedy.His story reveals that, really, our worries are unfounded - and that in playing, studying and living through them we can understand what it means to be human.

Supergods: What Masked Vigilantes, Miraculous Mutants, and a Sun God from Smallville Can Teach Us About Being Human


Grant Morrison - 2011
    1 in 1938, introduced the world to something both unprecedented and timeless: Superman, a caped god for the modern age. In a matter of years, the skies of the imaginary world were filled with strange mutants, aliens, and vigilantes: Batman, Wonder Woman, the Fantastic Four, Iron Man, and the X-Men—the list of names as familiar as our own. In less than a century, they’ve gone from not existing at all to being everywhere we look: on our movie and television screens, in our videogames and dreams. But what are they trying to tell us?For Grant Morrison, arguably the greatest of contemporary chroniclers of the “superworld,” these heroes are powerful archetypes whose ongoing, decades-spanning story arcs reflect and predict the course of human existence: Through them we tell the story of ourselves, our troubled history, and our starry aspirations. In this exhilarating work of a lifetime, Morrison draws on art, science, mythology, and his own astonishing journeys through this shadow universe to provide the first true history of the superhero—why they matter, why they will always be with us, and what they tell us about who we are . . . and what we may yet become.

Destiny Grimoire Anthology, Volume I: Dark Mirror


Bungie Inc. - 2018
    The Destiny Grimoire Anthology weaves tales from multiple sources together for the first time, casting new light on Destiny’s most legendary heroes, infamous villains, and their greatest moments of triumph and tragedy.Each unique volume intends to illuminate a facet of the world, and the complete anthology will confirm and challenge players’ thoughts and assumptions on what it means to be a Guardian, offering new and differing perspectives on the cosmic war that rages between the Traveler and its ancient enemies.

Coders: The Making of a New Tribe and the Remaking of the World


Clive Thompson - 2019
    And this may sound weirdly obvious, but every single one of those pieces of software was written by a programmer. Programmers are thus among the most quietly influential people on the planet. As we live in a world made of software, they're the architects. The decisions they make guide our behavior. When they make something newly easy to do, we do a lot more of it. If they make it hard or impossible to do something, we do less of it.If we want to understand how today's world works, we ought to understand something about coders. Who exactly are the people that are building today's world? What makes them tick? What type of personality is drawn to writing software? And perhaps most interestingly -- what does it do to them?One of the first pieces of coding a newbie learns is the program to make the computer say "Hello, world!" Like that piece of code, Clive Thompson's book is a delightful place to begin to understand this vocation, which is both a profession and a way of life, and which essentially didn't exist little more than a generation ago, but now is considered just about the only safe bet we can make about what the future holds. Thompson takes us close to some of the great coders of our time, and unpacks the surprising history of the field, beginning with the first great coders, who were women. Ironically, if we're going to traffic in stereotypes, women are arguably "naturally" better at coding than men, but they were written out of the history, and shoved out of the seats, for reasons that are illuminating. Now programming is indeed, if not a pure brotopia, at least an awfully homogenous community, which attracts people from a very narrow band of backgrounds and personality types. As Thompson learns, the consequences of that are significant - not least being a fetish for disruption at scale that doesn't leave much time for pondering larger moral issues of collateral damage. At the same time, coding is a marvelous new art form that has improved the world in innumerable ways, and Thompson reckons deeply, as no one before him has, with what great coding in fact looks like, who creates it, and where they come from. To get as close to his subject has he can, he picks up the thread of his own long-abandoned coding practice, and tries his mightiest to up his game, with some surprising results.More and more, any serious engagement with the world demands an engagement with code and its consequences, and to understand code, we must understand coders. In that regard, Clive Thompson's Hello, World! is a marvelous and delightful master class.

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.

Final Fantasy VIII Official Strategy Guide


David Cassady
    BradyGAMES-Final Fantasy VIII Official Strategy Guide Features:Detailed Walkthroughs Boss Strategies Item & Magic Lists Complete Bestiary and over 450 Full-Color Maps!The ONLY Official Guide!   Platform: PlayStation Genre: RPG

Kobold Guide to Plots & Campaigns (Kobold Guides Book 6)


Margaret WeisRobert J. Schwalb - 2016
     Kobold Guide to Plots & Campaigns shows how to begin a new campaign, use published adventures or loot them for the best ideas, build toward cliffhangers, and design a game that can enthrall your players for month or even years. Want to run an evil campaign, or hurl the characters into unusual otherworldly settings? Want to ensure that you're creating memorable and effective NPCs and villains? We've got you covered. Complete with discussions on plotting, tone, branching storytelling, pacing, and crafting action scenes, you'll find all the tips and advice you need to take on the best role in roleplaying--and become an expert gamemaster, too! Featuring essays by Wolfgang Baur, Jeff Grubb, David "Zeb" Cook, Margaret Weis, Robert J. Schwalb, Steve Winter, and other game professionals.

Deco Devolution: The Art of BioShock 2


Jordan Thomas - 2010
    Contains concept art and models of the game's characters, locations, and weapons, as well as artists' comments on the work and the game.Note:The Rapture Edition Art book is a reduced version of the Special Edition Art book made to be a value against the Special Edition. It is reduced to 96 pages, and scaled down to the dimensions of the game case itself.The Special Edition Art book is the main version of BioShock 2's art book. It is 168 pages and is composed of 10 chapters.♢Chapter 1 - Citizens of Rapture♢Chapter 2 - Big Daddies♢Chapter 3 - Big Sisters♢Chapter 4 - Little Sisters♢Chapter 5 - Environments♢Chapter 6 - Weapons♢Chapter 7 - User Interface♢Chapter 8 - Advertisements♢Chapter 9 - Storyboards♢Chapter 10 - Credits

The Game Console: A Photographic History from Atari to Xbox


Evan Amos - 2018
    You'll start your journey with legendary consoles like the Magnavox Odyssey, Atari 2600, Nintendo Entertainment System, and the Commodore 64. The visual nostalgia trip continues with systems from the 1990s and 2000s, and ends on modern consoles like the Xbox One, PlayStation 4, and Wii U.Throughout the book, you'll also discover many consoles you never knew existed, and even find a rare peek at the hardware inside several of history's most iconic video game systems.