Book picks similar to
Game Balance by Brenda Romero


game_design-studies
gamedev
games
technology

My Tiny Life: Crime and Passion in a Virtual World


Julian Dibbell - 1999
    Bungle and of the author's journey, in consequence thereof, to the heart of a half-real world called LambdaMoo.From In Cold Blood to Midnight in the Garden of Good and Evil, readers have been gripped by the novelistic rering of eccentric communities torn apart by violent crime.Julian Dibbell's reporting of the "Mr. Bungle" rape case first appeared as the cover story in The Village Voice. Since that time it has become a cause célèbre, cited as a landmark case in numerous books and articles and a source of less discussion on the Internet. That's because the scene of the crime was a "Multi-User Domain," an electronic "salon" where Internet junkies have created their own interactive fantasy realm. In a "place" where race, ger, and identity are infinitely malleable, the addictive denizens had thought they'd escaped all traditional cultural and moral limits. Yet Mr. Bungle's primal transgression challenged all their illusions, confronting even this electronic utopia with the same issues of order and social norms that humanity has faced since the Stone Age. When this fantasy imbroglio threatens Dibbell's actual marriage, we see how the virtual world at once mirrors and mocks real life.

Garen: First Shield


Anthony Reynolds - 2020
    Demacia is mourning. And in the eyes of Garen Crownguard, it’s his fault.But can he rise to the challenge when Demacia needs him again?While on a peacetime expedition beyond the borders of Demacia, Garen, Quinn, and the Dauntless Vanguard uncover a plot that threatens to destroy long-standing alliances. As the knight-ranger Quinn tries to get word back to Demacia, Garen and his comrades make a desperate last stand. How long can they last, and at what cost?

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!

88 Names


Matt Ruff - 2020
    For a fee, he and his crew will provide you with a top-flight character equipped with the best weapons and armor, and take you dragon-slaying in the Realms of Asgarth, hunting rogue starships in the Alpha Sector, or battling hordes of undead in the zombie apocalypse.Chu’s new client, the pseudonymous Mr. Jones, claims to be a “wealthy, famous person” with powerful enemies, and he’s offering a ridiculous amount of money for a comprehensive tour of the world of virtual-reality gaming. For Chu, this is a dream assignment, but as the tour gets underway, he begins to suspect that Mr. Jones is really North Korean dictator Kim Jong-un, whose interest in VR gaming has more to do with power than entertainment. As if that weren’t enough to deal with, Chu also has to worry about “Ms. Pang,” who may or may not be an agent of the People’s Republic of China, and his angry ex-girlfriend, Darla Jean Covington, who isn’t the type to let an international intrigue get in the way of her own plans for revenge.What begins as a whirlwind online adventure soon spills over into the real world. Now Chu must use every trick and resource at his disposal to stay one step ahead—because in real life, there is no reset button.

How to Do Things with Videogames


Ian Bogost - 2011
    Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities.Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience.Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.

Chess: The Ultimate Guide for Beginners


Cory Klein - 2017
    This is not true. In fact, chess is accessible and can be played by anyone with a brain, a pair of eyes, and imagination. The ultimate guide for beginnersIf you've never played the game of chess or are still discovering it, this book is for you. It is a basic and comprehensive guide that will introduce you to the game and teach you everything you need to know, from the setup of a chess board to the delivery of checkmate. It is filled with advice for beginners, basic tactics, strategies, and diagrams to help you visualize every step of your progress. The start of a lifelong King's huntThe objective of this book is not to make you a chess master. That is an accomplishment that takes decades of research, regular practice, and an insane amount of talent. The goal here is for you to become a decent chess player. After reading this book, you will be able to play games with anyone, practice regularly, and sharpen your chess muscles until you reach a decent level of play. The more you'll play, the better you'll get. But it all starts with the basics which you will acquire in this book. So don't hesitate. If you've always wanted to learn to play chess, now is the time. Just scroll up and grab your copy now!

10 PRINT CHR$(205.5+RND(1)); : GOTO 10


Nick MontfortMark Sample - 2012
    The authors of this collaboratively written book treat code not as merely functional but as a text—in the case of 10 PRINT, a text that appeared in many different printed sources—that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.

Tetris: The Games People Play


Box Brown - 2016
    Simple yet addictive, Tetris delivers an irresistible, unending puzzle that has players hooked. Play it long enough and you’ll see those brightly colored geometric shapes everywhere. You’ll see them in your dreams.Alexey Pajitnov had big ideas about games. In 1984, he created Tetris in his spare time while developing software for the Soviet government. Once Tetris emerged from behind the Iron Curtain, it was an instant hit. Nintendo, Atari, Sega―game developers big and small all wanted Tetris. A bidding war was sparked, followed by clandestine trips to Moscow, backroom deals, innumerable miscommunications, and outright theft.In this graphic novel, New York Times–bestselling author Box Brown untangles this complex history and delves deep into the role games play in art, culture, and commerce. For the first time and in unparalleled detail, Tetris: The Games People Play tells the true story of the world’s most popular video game.

Game Mechanics: Advanced Game Design


Ernest Adams - 2012
    You'll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you'll practice what you've learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment.In Game Mechanics: Advanced Game Design, you'll learn how to:* Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics--from a library in this book--to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play."I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG"Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!" -- Raph Koster, author of A Theory of Fun for Game Design.

Characteristics of Games


George Skaff Elias - 2012
    These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing. "Characteristics of Games"--written by three of the most prominent game designers working today--will serve as an essential reference for game designers and game players curious about the inner workings of games. It includes exercises (which can also serve as the basis for discussions) and examples chosen from a wide variety of games. There are occasional mathematical digressions, but these can be skipped with no loss of continuity. Appendixes offer supplementary material, including a brief survey of the two main branches of mathematical game theory and a descriptive listing of each game referred to in the text.

Finite and Infinite Games: A Vision of Life as Play and Possibility


James P. Carse - 1986
    Infinite games are more mysterious -- and ultimately more rewarding. They are unscripted and unpredictable; they are the source of true freedom.In this elegant and compelling work, James Carse explores what these games mean, and what they can mean to you. He offers stunning new insights into the nature of property and power, of culture and community, of sexuality and self-discovery, opening the door to a world of infinite delight and possibility."An extraordinary little book . . . a wise and intimate companion, an elegant reminder of the real."-- Brain/Mind Bulletin

For the Win


Cory Doctorow - 2010
    Meanwhile, others seek to exploit this vast shadow economy, running electronic sweatshops in the world's poorest countries, where countless "gold farmers," bound to their work by abusive contracts and physical threats, harvest virtual treasure for their employers to sell to First World gamers who are willing to spend real money to skip straight to higher-level gameplay.Mala is a brilliant 15-year-old from rural India whose leadership skills in virtual combat have earned her the title of "General Robotwalla." In Shenzen, heart of China's industrial boom, Matthew is defying his former bosses to build his own successful gold-farming team. Leonard, who calls himself Wei-Dong, lives in Southern California, but spends his nights fighting virtual battles alongside his buddies in Asia, a world away. All of these young people, and more, will become entangled with the mysterious young woman called Big Sister Nor, who will use her experience, her knowledge of history, and her connections with real-world organizers to build them into a movement that can challenge the status quo.The ruthless forces arrayed against them are willing to use any means to protect their power—including blackmail, extortion, infiltration, violence, and even murder. To survive, Big Sister's people must out-think the system. This will lead them to devise a plan to crash the economy of every virtual world at once—a Ponzi scheme combined with a brilliant hack that ends up being the biggest, funnest game of all.Imbued with the same lively, subversive spirit and thrilling storytelling that made LITTLE BROTHER an international sensation, FOR THE WIN is a prophetic and inspiring call-to-arms for a new generation

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.

Comptia A+ 220-801 and 220-802 Exam Cram


David L. Prowse - 2012
     Limited Time Offer: Buy CompTIA(R) A+ 220-801 and 220-802 Exam Cram and receive a 10% off discount code for the CompTIA A+ 220-801 and 220-802 exams. To receive your 10% off discount code:Register your product at pearsonITcertification.com/registerFollow the instructionsGo to your Account page and click on "Access Bonus Content" CompTIA(R) A+ 220-801 and 220-802 Exam Cram, Sixth Edition is the perfect study guide to help you pass CompTIA's A+ 220-801 and 220-802 exams. It provides coverage and practice questions for every exam topic, including substantial new coverage of Windows 7, new PC hardware, tablets, smartphones, and professional-level networking and security. The book presents you with an organized test preparation routine through the use of proven series elements and techniques. Exam topic lists make referencing easy. Exam Alerts, Sidebars, and Notes interspersed throughout the text keep you focused on what you need to know. Cram Quizzes help you assess your knowledge, and the Cram Sheet tear card is the perfect last minute review. Covers the critical information you'll need to know to score higher on your CompTIA A+ 220-801 and 220-802 exams!Deploy and administer desktops and notebooks running Windows 7, Vista, or XPUnderstand, install, and troubleshoot motherboards, processors, and memoryTest and troubleshoot power-related problemsUse all forms of storage, including new Blu-ray and Solid State (SSD) devicesWork effectively with mobile devices, including tablets and smartphonesInstall, configure, and troubleshoot both visible and internal laptop componentsConfigure Windows components and applications, use Windows administrative tools, and optimize Windows systemsRepair damaged Windows environments and boot errorsWork with audio and video subsystems, I/O devices, and the newest peripheralsInstall and manage both local and network printersConfigure IPv4 and understand TCP/IP protocols and IPv6 changesInstall and configure SOHO wired/wireless networks and troubleshoot connectivityImplement secure authentication, prevent malware attacks, and protect data Companion CDThe companion CD contains a digital edition of the Cram Sheet and the powerful Pearson IT Certification Practice Test engine, complete with hundreds of exam-realistic questions and two complete practice exams. The assessment engine offers you a wealth of customization options and reporting features, laying out a complete assessment of your knowledge to help you focus your study where it is needed most. Pearson IT Certifcation Practice Test Minimum System RequirementsWindows XP (SP3), WIndows Vista (SP2), or Windows 7Microsoft .NET Framework 4.0 ClientPentium-class 1 GHz processor (or equivalent)512 MB RAM650 MB disk space plus 50 MB for each downloaded practice exam David L. Prowse is an author, computer network specialist, and technical trainer. Over the past several years he has authored several titles for Pearson Education, including the well-received CompTIA A+ Exam Cram and CompTIA Security+ Cert Guide. As a consultant, he installs and secures the latest in computer and networking technology. He runs the website www.davidlprowse.com, where he gladly answers questions from students and readers.

Critical Play: Radical Game Design


Mary Flanagan - 2009
    Here, the author provides a lively historical context for critical play through 20th-century art movements, connecting subversive game design to subversive art.