Book picks similar to
Dice Games Properly Explained by Reiner Knizia
games
game-design
nonfiction
non-fiction
Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More
Dustin Hansen - 2016
Find out about the fast and furious growth and evolution of video games (including how they are quickly taking over the world!) by looking at some of the most popular, innovative, and influential games ever, from Pong, the very first arcade game ever, to modern hits like Uncharted.Learn about the creators and inspiration (Mario was named after Nintendo's landlord after he barged into a staff meeting demanding rent), discover historical trivia and Easter eggs (The developers of Halo 2 drank over 24,000 gallons of soda while making the game), and explore the innovations that make each game special (The ghosts in Pac-Man are the first example of AI in a video game).Whether you consider yourself a hard-core gamer or are just curious to see what everyone is talking about, Game On! is the book for you!
A Casual Revolution: Reinventing Video Games and Their Players
Jesper Juul - 2009
These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In "A Casual Revolution," Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed " Pac-Man, Tetris," and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them.
100 Endgames You Must Know: Vital Lessons for Every Chess Player
Jesús de la Villa - 2008
Jesus de la Villa, an international grandmaster and former champion of Spain, presents the endgames that show up most frequently in practice, are easy to learn and contain ideas and concepts that are useful in more difficult positions. He brings you simple rules, guiding ideas at the beginning of each chapter, detailed and lively explanations, many diagrams, clear summaries of the most important themes, recommended exercises that will help you understand the material, and tests, divided in two parts: basic and final. The main thing De la Villa asks of you is to always understand WHY you play a move.
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.
Playing to Win: Becoming the Champion
David Sirlin - 2005
This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.
Complete Adventurer
Jesse Decker - 2005
As adventuring is the foundation for the entire D&D experience, nearly every aspect of the D&D game benefits from the material in this product. Characters have access to new combat options, spells, equipment, and prestige classes, as well as exciting new character classes such as ninja and scout. Complete Adventurer also provides new information on several organizations and guilds, and Dungeon Masters will find material for creating or optimizing single creatures or even entire campaign worlds.AUTHOR BIO: Jesse Decker is a designer for Wizards of the Coast, Inc. whose recent roleplaying game design credits include Races of Stone(TM) and Unearthed Arcana(TM). Before joining the RPG R&D team as a designer, Jesse served as Editor-in-Chief of Dragon(R) Magazine.
Rifts Sourcebook 2: The Mechanoids
Kevin Siembieda - 1992
Source material, the Mechanoids, new equipment, monsters and adventure.Highlights Include- 40 Mechanoids and their bots with complete M.D.C. stats!- A.R.C.H.I.E. 3 and his new creations.- New weapons and equipment.- Five adventures, random encounter tables and adventure ideas. Optional Character sheets.- 120 pages
Being Digital
Nicholas Negroponte - 1995
Negroponte's fans will want to get a copy of Being Digital, which is an edited version of the 18 articles he wrote for Wired about "being digital." Negroponte's text is mostly a history of media technology rather than a set of predictions for future technologies. In the beginning, he describes the evolution of CD-ROMs, multimedia, hypermedia, HDTV (high-definition television), and more. The section on interfaces is informative, offering an up-to-date history on visual interfaces, graphics, virtual reality (VR), holograms, teleconferencing hardware, the mouse and touch-sensitive interfaces, and speech recognition. In the last chapter and the epilogue, Negroponte offers visionary insight on what "being digital" means for our future. Negroponte praises computers for their educational value but recognizes certain dangers of technological advances, such as increased software and data piracy and huge shifts in our job market that will require workers to transfer their skills to the digital medium. Overall, Being Digital provides an informative history of the rise of technology and some interesting predictions for its future.
Metal Detecting: A Beginner's Guide to Mastering the Greatest Hobby In the World
Mark D. Smith - 2014
This book shows you how to claim your share. Over 200 pages of valuable metal detecting information designed to get you out there finding treasure on your very first outing.Finding treasure with a metal detector is real and doing it is simple and easy once you read this book. There are people finding incredible old coins made from gold and silver, valuable historical relics and old jewelry made from gold, silver and platinum. But you won't find these great treasures unless you know where and how to look. Metal Detecting: A Beginner's Guide shows you this and much more.Veteran detectorist and treasure enthusiast Mark Smith continues to provide great information to anyone interested in the great hobby of metal detecting. In his second book on the subject, he manages to answer the common questions that every novice has when they are thinking about getting started. From choosing the right machine to identifying your valuable treasure, Mark Smith covers these subjects and everything in between in an easy to understand way.While this metal detecting book may be geared towards the novice treasure hunter, there are plenty of choice tips that even experienced treasure hunters can pick up. Mark Smith reveals some of his best guarded metal detecting secrets in this metal detecting guide that puts more treasure in your find's pouch.Fully illustrated diagrams and real life pictures describe in detail the easiest ways to not only locate treasure, but safely recover it as well.Learn how to find more treasure by: understanding common metal detecting terminology, understanding which metal detectors work the best and where, understanding how and why a metal detector works, other equipment you will need, proper etiquette, what you can expect to find, why you should never throw anything away, how to identify your finds, how to identify jewelry, how to tell if it is real gold, how to metal detect with children, which recovery tools work the best, how to recover treasure, how to metal detect private property, how to identify unknown metal detecting finds, metal detecting creeks, rivers and lakes, pinpointing, making weak targets stronger, cleaning your finds, the best places to use your metal detector, selling your finds and more!What are you waiting for? Find out how you can maximize your treasure with this informative metal detecting book today.
1,000 Places to See Before You Die
Patricia Schultz - 2003
Sacred ruins, grand hotels, wildlife preserves, hilltop villages, snack shacks, castles, festivals, reefs, restaurants, cathedrals, hidden islands, opera houses, museums, and more. Each entry tells exactly why it's essential to visit. Then come the nuts and bolts: addresses, websites, phone and fax numbers, best times to visit. Stop dreaming and get going.This hefty volume reminds vacationers that hot tourist spots are small percentage of what's worth seeing out there. A quick sampling: Venice's Cipriani Hotel; California's Monterey Peninsula; the Lewis and Clark Trail in Oregon; the Great Wall of China; Robert Louis Stevenson's home in Western Samoa; and the Alhambra in Andalusia, Spain. Veteran travel guide writer Schultz divides the book geographically, presenting a little less than a page on each location. Each entry lists exactly where to find the spot (e.g. Moorea is located "12 miles/19 km northwest of Tahiti; 10 minutes by air, 1 hour by boat") and when to go (e.g., if you want to check out The Complete Fly Fisher hotel in Montana, "May and Sept.-Oct. offer productive angling in a solitary setting"). This is an excellent resource for the intrepid traveler.Copyright 2003 Reed Business Information, Inc.
Dawn: The Worlds of Final Fantasy
Yoshitaka Amano - 2009
"Dawn" collects the paintings, detailed line art, and preliminary sketches designed for the first four games.---From book cover:There is only one Final Fantasy.Through more than two dozen wildly diverse adventures since the first game was released in 1987, the international influence of the game is legendary both inside the video-game industry and throughout popular culture. It is a tale of bold heroes and heroines, breath-taking landscapes and terrifying creatures. Through Final Fantasy, characters such as Luneth, Refia, Rosa Farrell, Cecil Harvey, and many others have become household names to millions of players across the globe. And for many of the games, the epic landscapes have all been brought to life through the remarkable vision of one man: Yoshitaka Amano.Now, for the first time outside Japan, Amano and Square-Enix, Inc., have permitted the artwork that inspired the designs of the Final Fantasy games to be published. In Dawn, you will see the development of the first four games through Amano's paintings, detailed line art, and preliminary sketches.If you've taken this journey before, prepare to see the world you know through new eyes. If you're embarking on this quest for the first time, brace yourself. Your life will never be the same again.There's never been a game, a world, an adventure, like Final Fantasy.Cover design by Scott Cook
Winning Chess Tactics, revised
Yasser Seirawan - 1992
The essential guide to the use of tactics, the watchdogs of strategy that take advantage of short-term opportunities to trap or ambush an opponent and change the course of a game in a single move.
Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It
David M. Ewalt - 2013
Even if you’ve never played Dungeons & Dragons, you probably know someone who has: The game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons is one of the original ultimate nerd subcultures, and is still revered by more than thirty million fans. Now, the authoritative history and magic of the game is revealed by an award-winning journalist and life-long dungeon master.From its origins on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry, Of Dice and Men recounts the development of a game played by some of the most fascinating people in the world. Chronicling the surprising history of D&D’s origins (one largely unknown even to hardcore players) while examining the game’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment.
Turtles, Termites, and Traffic Jams: Explorations in Massively Parallel Microworlds
Mitchel Resnick - 1994
Mitchel Resnick's book is one of the very few in the field of computing with an interdisciplinary discourse that can reach beyond the technical community to philosophers, psychologists, and historians and sociologists of science." -- Sherry Turkle, Professor, Program in Science, Technology, and Society, Massachusetts Institute of Technology "Resnick's work provides a rare glimpse of what I am sure will become a new paradigm for research in education.
Game Theory 101: The Basics
William Spaniel - 2011
From the first lesson to the last, each chapter introduces games of increasing complexity and then teaches the game theoretical tools necessary to solve them. Inside, you will find:
All the basics fully explained, including pure strategy Nash equilibrium, mixed strategy Nash equilibrium, the mixed strategy algorithm, how to calculate payoffs, strict dominance, weak dominance, iterated elimination of strictly dominated strategies, iterated elimination of weakly dominated strategies, and more!
Dozens of games solved, including the prisoner's dilemma, stag hunt, matching pennies, zero sum games, battle of the sexes/Bach or Stravinsky, chicken/snowdrift, pure coordination, deadlock, and safety in numbers!
Crystal clear, line-by-line calculations of every step, with more than 200 images so you don't miss a thing!
Tons of applications: war, trade, game shows, and duopolistic competition.
Quick, efficient, and to the point, Game Theory 101: The Basics is perfect for introductory game theory, intermediate microeconomics, and political science.