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

The Obree Way: A Training Manual for Cyclists


Graeme Obree - 2012
    The Obree Way, A Training Guide for Cyclists is the one stop shop for aspiring cyclists, full of insight and ideas from a legend of cycling Graeme Obree. Graeme has a life time's experience in cycling, working every dimension in his quest to understand how to go faster on a bike.The Obree Way is exactly that, a synopsis of the ideas and thoughts on training from Graeme with a unique insight into the focus and passion he has for his sport. The Obree Way is written to provide a practical guide to cyclists and is ideal for those new or returning to the sport.Written like a novel, The Obree Way is easily readable and covers all the main subject matters necessary to allow readers to make the most from any training time and effort. Psychology, bike set up, breathing, nutrition and more, The Obree Way is a comprehensive guide, a one stop shop minus the jargon to help cyclists get more from their investment in the sport.

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.

Churchill and the Avoidable War: Could World War II Have Been Prevented?


Richard M. Langworth - 2015
    Churchill, 1948: World War II was the defining event of our age—the climactic clash between liberty and tyranny. It led to revolutions, the demise of empires, a protracted Cold War, and religious strife still not ended. Yet Churchill maintained that it was all avoidable. Here is a transformative view of Churchill’s theories, prescriptions, actions, and the degree to which he pursued them in the decade before the war. It shows that he was both right and wrong: right that Hitler could have been stopped; wrong that he did all he could to stop him. It is based on what really happened—evidence that has been “hiding in public” for many years, thoroughly referenced in Churchill’s words and those of his contemporaries. Richard M. Langworth began his Churchill work in 1968 when he organized the Churchill Study Unit, which later became the Churchill Centre. He served as its president and board chairman and was editor of its journal Finest Hour from 1982 to 2014. In November 2014, he was appointed senior fellow for Hillsdale College’s Churchill Project. Mr. Langworth published the first American edition of Churchill’s India, is the author of A Connoisseur’s Guide to the Books of Sir Winston Churchill, and is the editor of Churchill by Himself, The Definitive Wit of Winston Churchill, The Patriot’s Churchill, All Will Be Well: Good Advice from Winston Churchill, and Churchill in His Own Words. His next book is Winston Churchill, Urban Myths and Reality. In 1998, Richard Langworth was appointed a Commander of the Most Excellent Order of the British Empire by HM The Queen “for services to Anglo-American understanding and the memory of Sir Winston Churchill.”

Gamish: A Graphic History of Gaming


Edward Ross - 2020
    For fans of gaming, this is the perfect read. For those new to gaming, it is the perfect introduction' The ScotsmanA thrilling illustrated journey through the history of video games and what they really mean to usPac-Man. Mario. Minecraft. Doom.Ever since he first booted up his brother's dusty old Atari, comic artist Edward Ross has been hooked on video games. Years later, he began to wonder: what makes games so special? Why do we play? And how do games shape the world we live in?This lovingly illustrated book takes us through the history of video games, from the pioneering prototypes of the 1950s to the modern era of blockbuster hits and ingenious indie gems. Exploring the people and politics behind one of the world's most exciting art-forms, Gamish is a love letter to something that has always been more than just a game.

Endurance: Shackleton's Extraordinary Voyage


Daniel Bryce - 2015
    Sir Ernest Shackleton had carefully picked crew and a stout, well-outfitted ship, the Endurance. But he had no radio, the world was at war, and at the edge of the Antarctic continent, the ship froze in the sea ice. After months of immobility, it was crushed. Then began an impossible journey. With three tiny boats, the crew worked their way across frozen the Antarctic Sea. This vivid book recounts the story of Shackleton's heroic voyage from South Georgia Island to Antarctica then back to South Georgia. It is a tribute to Shackleton and his crew's ability to fight for survival and one of the most harrowing adventures in history.

Paramore


Ben Welch - 2009
    Combining muscular guitars and driving rhythms with an irresistible pop sensibility, their blistering live show and endlessly dynamic front woman Hayley Williams has taken them from club shows in their hometown to sell-out arena dates across the world - and earned them a fiercely dedicated fan-base along the way. But with their success has come the pressure of growing up under the media's scrutiny. Small-town kids from Tennessee thrust into international stardom, they have had to negotiate their adolescence alongside the demands of a gruelling tour schedule and numerous line-up changes. This test of character brought them to the brink of collapse. And yet, from this adversity Paramore returned with their most confident, accomplished and deeply personal album to date - Brand New Eyes. This unauthorised book is the first to tell their story and details the early years forming the band, their explosive debut record, the strident, platinum-selling follow-up Riot! and their status in late 2009 as the 'next major rock act' in the world.

Getting Started with Dwarf Fortress: Learn to Play the Most Complex Video Game Ever Made


Peter Tyson - 2012
    The trick is getting started. In this guide, Fortress geek Peter Tyson takes you through the basics of this menacing realm, and helps you overcome the formidable learning curve.The book’s focus is the game’s simulation mode, in which you’re tasked with building a dwarf city. Once you learn how to establish and maintain your very first fortress, you can consult the more advanced chapters on resource management and training a dwarf military. You’ll soon have stories to share from your interactions with the Dwarf Fortress universe.Create your own world, then locate a site for an underground fortressEquip your party of dwarves and have them build workshops and roomsProduce a healthy food supply so your dwarves won’t starve (or go insane)Retain control over a fortress and dozens of dwarves, their children, and their petsExpand your fortress with fortifications, stairs, bridges, and subterranean hallsConstruct fantastic traps, machines, and weapons of mass destruction

My Guide to RPG Storytelling


Aron Christensen - 2012
    This guide includes suggestions on how to prepare a campaign, running each session, dealing with problem players, how to create memorable NPCs and more.Please note that this is not a basic how-to for role-playing and is not affiliated with any particular gaming system or company.Table of ContentsForeword, by Erica LindquistChapter 1: On StorytellingChapter 2: Before Your GameChapter 3: Building Your StoryChapter 4: Running Your GameChapter 5: Players Player CharactersChapter 6: ProblemsChapter 7: Rules MechanicsChapter 8: Setting NPCsChapter 9: The EndPlease note that this is not a basic how-to for role-playing and it is not affiliated with any particular gaming company.

Swinging '73: The Incredible Year Baseball Got the Designated Hitter, Wife-Swapping Pitchers, and Willie Mays Said Goodbye to America


Matthew Silverman - 2013
    Stuck in a rut, baseball was dying. Then Steinbrenner bought the Yankees, a second-division club with wife-swapping pitchers, leaving the House That Ruth Built not with a slam but a simper. He vowed not to interfere—before soon changing his mind. Across town, Tom Seaver led the Mets’ stellar pitching line-up, and iconic outfielder Willie Mays was preparing to say goodbye. For months, the Mets, under Yogi Berra, couldn’t get it right. Meanwhile, the A’s were breaking a ban on facial hair while maverick owner Charlie Finley was fighting to keep them underpaid. But beneath the muttonchops and mayhem, lay another world. Elvis commanded a larger audience than the Apollo landings. A Dodge Dart cost $2,800, gas was a quarter per gallon. A fiscal crisis loomed; Vietnam had ended, the vice president resigned, and Watergate had taken over. It was one of the most exciting years in the game’s history, the first with the designated hitter and the last before arbitration and free agency. The two World Series opponents went head-to-head above the baby steps of a dynasty that soon dwarfed both league champions. It was a turbulent time for the country and the game, neither of which would ever be the same again.

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.

What Video Games Have to Teach Us about Learning and Literacy


James Paul Gee - 2003
    James Paul Gee begins his new book with 'I want to talk about vide games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity; How one grasps meaning; How one evaluates and follows a command; How one picks a role model; How one perceives the world.

Kult: Death is Only the Beginning...


Gunilla Jonsson - 1991
    Reality is not what we think. Around us the world is dark and dangerous and nothing is what it seems to be. Our reality is an illusion, created to keep us captive. We are imprisoned since ages past by a dictatorial creator. The true world, invisible to us, is ruled by creatures who dominate behind the false facades, our prison wardens and torturers. The characters in 'Kult' are dark heroes, governed by Destiny. When the illusions shatter, they face the true reality. Kult is a complete role-playing game and includes 1) The Lie - rules for creating player characters with abilities, dark secrets, advantages and disadvantages and skills. 16 ready-made archetypes (each infull color) will enable you to create an interesting character speedily and commence playing. 2) The Madness: Rules for encountering terror; advanced, realistic combat rules; and a comprehensive, logical magic system 3) The Truth: A consistent background to help you to recreate different horror atmospheres. Our illusion and dark realilty are described in detail, together with the creatures and cults who lurk behind the veil.

Professional No-Limit Hold 'em: Volume I


Matt Flynn - 2007
    Cash games were rarely spread in conventional poker rooms, let alone the Internet. All of that changed when the game exploded on television. No-limit cash games started sprouting up at casinos of all types. No-limit hold em is now the most popular form of poker. Tournaments pushed it to the forefront, and a great deal of money can also be won here despite that fact, many players feel frustrated with their results. They win some money, only to lose it all on one botched hand. This book teaches you how to play and think like a professional. It shows how to size your bets, manage the pot, manipulate your opponents, know when to go all-in, and avoid the big mistake. Do you understand critical no-limit concepts like The REM Process, The Commitment Threshold, and Stack-To-Pot Ratios? If not, this is the book for you.

The Orphan Train Movement: The History of the Program that Relocated Homeless Children Across America


Charles River Editors - 2016
    They were not the best answer, but they were the first attempts at finding a practical system. Many children that would have died, lived to have children and grandchildren. It has been calculated that over two million descendants have come from these children. The trains gave the children a fighting chance to grow up." – D. Bruce Ayler By the middle of the 19th century, New York City’s population surpassed the unfathomable number of 1 million people, despite its obvious lack of space. This was mostly due to the fact that so many immigrants heading to America naturally landed in New York Harbor, well before the federal government set up an official immigration system on Ellis Island. At first, the city itself set up its own immigration registration center in Castle Garden near the site of the original Fort Amsterdam, and naturally, many of these immigrants, who were arriving with little more than the clothes on their back, didn’t travel far and thus remained in New York. Of course, the addition of so many immigrants and others with less money put strains on the quality of life. Between 1862 and 1872, the number of tenements had risen from 12,000 to 20,000; the number of tenement residents grew from 380,000 to 600,000. One notorious tenement on the East River, Gotham Court, housed 700 people on a 20-by-200-foot lot. Another on the West Side was home, incredibly, to 3,000 residents, who made use of hundreds of privies dug into a fifteen-foot-wide inner court. Squalid, dark, crowded, and dangerous, tenement living created dreadful health and social conditions. It would take the efforts of reformers such as Jacob Riis, who documented the hellishness of tenements with shocking photographs in How the Other Half Lives, to change the way such buildings were constructed. While the Melting Pot nature of America is one of its most unique and celebrated aspects, the conditions also created a humanitarian crisis of sorts. In the 19th century, child labor was still the norm, especially for poor families, and no social welfare systems were in place to provide security for people. As a result, if a child was abandoned or orphaned, they were at the mercy of an ad hoc system of barely tolerable orphanages with little to no centralization. Minorities and immigrants were also discriminated against on the basis of ethnicity and religion. Into this issue stepped the Children’s Aid Society, led by Charles Loring Brace, who determined he could improve abandoned kids’ futures by helping relocate them further to the West, which would also help Americans settle the frontier. By coordinating with train companies, Brace was able to transport dozens of children at a time to places in the heartland of America or further out west, where they would end up in new homes, decades before the existence of foster care. Genealogist Roberta Lowrey, a descendant of one of these orphans, noted that the situations for many of those on the Orphan Trains were vastly different, but in all, the system worked: “Many were used as strictly slave farm labor, but there are stories, wonderful stories of children ending up in fine families that loved them, cherished them, [and] educated them. They were so much better off than if they had been left on the streets of New York. ... They were just not going to survive, or if they had, their fate would surely have been awful.