Book picks similar to
Things We Think About Games by Will Hindmarch
non-fiction
games
gaming
ebook
Norah Gaughan's Knitted Cable Sourcebook: A Breakthrough Guide to Knitting with Cables and Designing Your Own
Norah Gaughan - 2016
Teacher, author, and master knitter Norah Gaughan shares her design principles and offers clear cable-making instruction throughout, always in a conversational, easy-to-understand voice that proceeds naturally, as one cable idea leads to the next. Master the art of cable knitting, then test your newfound skills with the 15 garment patterns for wraps, sweaters, and accessories. Also available from Norah Gaughan: Knitting Nature,Comfort Knitting and Crochet: Afghans and Comfort Knitting, and Crochet: Babies and Toddlers.
Tiny World Terrariums: A Step-by-Step Guide to Easily Contained Life
Michelle Inciarrano - 2012
In Tiny World Terrariums, authors Katy and Michelle of Brooklyn’s celebrated Twig Terrariums offer step-by-step instructions for building your own, from selecting glass containers to layering soil and filtration to adding moss, succulents, and other plants. To give each terrarium a whimsical, personal touch, Katy and Michelle demonstrate how to use tiny figurines and toys to create to-scale scenes, such as a couple at their wedding, a CSI crime scene, and Central Park in springtime. Photos of gorgeous finished terrariums and detailed instructions will empower anyone—whether green-thumbed or not—to create their own Lilliputian worlds. Praise for Tiny World Terrariums: "Terrariums have been popular with adults since Victorian times. But Katy Maslow and Michelle Inciarrano, authors of Tiny World Terrariums, make a case for younger enthusiasts too . . . Their enclosed gardens range from sophisticated to silly, with dinosaurs, unicorns and an array of other figurines telling enchanting stories in mossy tableaux. Their wonderful book provides detailed instructions to guide you through the process." —Chicago Tribune “[The authors] provide all the information needed to create the five layers of a terrarium . . . inspiration for readers who want to make their own mini world.” —Better Homes & Gardens Country Gardens (Spring 2013 issue) "I've been reading my fair share of how-to books on [terrariums] but I have a brand new favorite. Hands down . . . The tips on plant selection, preparation, and planting are the best I’ve seen (I learned a lot!)." —Babble.com "The book provides all the necessary instructions to create successfully healthy terrariums . . . But illustrations are the real delight. They show all sorts of tiny world photos labeled with container types, plant names, and more so you can more easily create contained life exactly as you envision it.” —Wired.com "If you love terrariums as much as we do, this is going to rock your world: Brooklyn-based Twig Terrariums will be selling a photographic collection of their finest miniature green gardens . . . with a step-by-step guide to creating tiny themed worlds that even the least green-thumbed person will be able to make and maintain.” —Inhabitat.com
Inventing English: A Portable History of the Language
Seth Lerer - 2007
Many have written about the evolution of our grammar, pronunciation, and vocabulary, but only Lerer situates these developments in the larger history of English, America, and literature.Lerer begins in the seventh century with the poet Caedmon learning to sing what would become the earliest poem in English. He then looks at the medieval scribes and poets who gave shape to Middle English. He finds the traces of the Great Vowel Shift in the spelling choices of letter writers of the fifteenth century and explores the achievements of Samuel Johnson's Dictionary of 1755 and The Oxford English Dictionary of the late nineteenth and early twentieth centuries. He describes the differences between English and American usage and, through the example of Mark Twain, the link between regional dialect and race, class, and gender. Finally, he muses on the ways in which contact with foreign languages, popular culture, advertising, the Internet, and e-mail continue to shape English for future generations.Each concise chapter illuminates a moment of invention-a time when people discovered a new form of expression or changed the way they spoke or wrote. In conclusion, Lerer wonders whether globalization and technology have turned English into a world language and reflects on what has been preserved and what has been lost. A unique blend of historical and personal narrative, Inventing English is the surprising tale of a language that is as dynamic as the people to whom it belongs.
The Etymologicon: A Circular Stroll through the Hidden Connections of the English Language
Mark Forsyth - 2011
It's an occasionally ribald, frequently witty and unerringly erudite guided tour of the secret labyrinth that lurks beneath the English language, taking in monks and monkeys, film buffs and buffaloes, and explaining precisely what the Rolling Stones have to do with gardening.
Self-Portrait as Your Traitor
Debbie Millman - 2013
Her hand-lettered typography - sometimes tender, sometimes gritty, always breathtaking in its visceral candor - makes Self Portrait as Your Traitor a moving masterpiece of a singular art form that speaks to our deepest longings for beauty, honesty, and the ineffable magic of what it means to live.
Raised Bed Revolution: Build It, Fill It, Plant It... Garden Anywhere!
Tara Nolan - 2016
Enhanced with gorgeous photography, this book covers subjects such as growing-medium options, rooftop gardening, cost-effective gardening solutions, planting tips, watering strategies (automatic water drip systems and hand watering), and more. The process of creating and building raised beds is a cinch, too, thanks to the extensive gallery of design ideas and step-by-step projects. This gardening strategy is taking serious root. Why? Several reasons:Raised beds allow gardeners to practice space efficiency as well as accessibility (the beds can be customized to be any height).Raised beds permit gardeners to use their own soil, and they can be designed with wheels for easy portability if partial sunlight is a problem.Water conservation is easier for gardeners who use raised beds.Pest control is assisted because most garden pests can’t make the leap up into the raised bed. For yards that struggle with drainage, raised bed gardening offers a no-brainer solution. Raised beds simply create a more interesting yard!Find out more about why everyone is joining the raised bed revolution, roll up your sleeves and join in!
Game Design Workshop: A Playcentric Approach to Creating Innovative Games
Tracy Fullerton - 2008
This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design.Features:* A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology* Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux
Little Wars
H.G. Wells - 1913
It can be played by boys of every age from twelve to one hundred and fifty - and even later if the limbs remain sufficiently supple - by girls of the better sort, and by a few rare and gifted women. This is to be a full History of Little Wars from its recorded and authenticated beginning until the present time, an account of how to make little warfare, and hints of the most priceless sort for the recumbent strategist.
Uncertainty in Games
Greg Costikyan - 2013
Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in mysterious ways; the stock market takes a nosedive. Thanks to an inexplicable optimism, most of the time we are fairly cheerful about it all. But we do devote much effort to managing and ameliorating uncertainty. Is it any wonder, then, asks Greg Costikyan, that we have taken this aspect of our lives and transformed it culturally, making a series of elaborate constructs that subject us to uncertainty but in a fictive and nonthreatening way? That is: we create games.In this concise and entertaining book, Costikyan, an award-winning game designer, argues that games require uncertainty to hold our interest, and that the struggle to master uncertainty is central to their appeal. Game designers, he suggests, can harness the idea of uncertainty to guide their work.Costikyan explores the many sources of uncertainty in many sorts of games -- from Super Mario Bros. to Rock/Paper/Scissors, from Monopoly to CityVille, from FPS Deathmatch play to Chess. He describes types of uncertainty, including performative uncertainty, analytic complexity, and narrative anticipation. And he suggest ways that game designers who want to craft novel game experiences can use an understanding of game uncertainty in its many forms to improve their designs.
Word Play: What Happens When People Talk
Peter Farb - 1974
Drawing on the most fascinating linguistic studies--and touching on everything from the Marx Brothers to linguistic sexism, from the phenomenon of glossolalia to Apache names for automobile parts--Word Play shows what really happens when people talk, no matter what language they happen to be using."A captivating, almost entirely unpedantic book...solidly founded in scholarship, love of language, and an unabashed worldliness about play itself."--Washington Post"Absorbing...so curious, amusing, and enlightening...we almost inadvertently learn a great deal about linguistics. [But] it seems scarcely to matter what we've learned...we've simply had too much fun."--The New York Times
Sign Painters
Faythe Levine - 2012
But, like many skilled trades, the sign industry has been overrun by the techno-fueled promise of quicker and cheaper. The resulting proliferation of computer-designed, die-cut vinyl lettering and inkjet printers has ushered a creeping sameness into our visual landscape. Fortunately, there is a growing trend to seek out traditional sign painters and a renaissance in the trade. In 2010 filmmakers Faythe Levine, coauthor of Handmade Nation, and Sam Macon began documenting these dedicated practitioners, their time-honored methods, and their appreciation for quality and craftsmanship. Sign Painters, the first anecdotal history of the craft, features stories and photographs of more than two dozen sign painters working in cities throughout the United States.
When Will Jesus Bring the Pork Chops?
George Carlin - 2004
Ranging from his absurdist side (Message from a Cockroach; TV News: The Death of Humpty Dumpty; Tips for Serial Killers) to his unerring ear for American speech (Politician Talk; Societal Clichs; Euphemisms: 13 sections) to his unsparing views on America and its values (War, God, Stuff Like That; Zero Tolerance; Tired of the Handi-crap), Carlin delivers everything that his fans expect, and then adds a few surprises. Carlin on the battle of the sexes: Here's all you have to know about men and women: Women are crazy, men are stupid. And the main reason women are crazy is that men are stupid.
Ten Candles
Stephen Dewey - 2015
It is played by the light of ten tea light candles which provide atmosphere, act as a countdown timer for the game, and allow you to literally burn your character sheet away as you play. Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about "winning" or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it. It is a game about being pushed to the brink of madness and despair, searching for hope in a hopeless world, and trying to do something meaningful with your final few hours left. Ten Candles may be played with any number of players and one gamemaster. It takes between 2-4 hours for an average session. While there are some components that need to be gathered to run a game (such as ten tea light candles), the game requires no addition preparation by the gamemaster. The setting of Ten Candles will change game to game as the gamemaster selects different "modules" to run for an ever-changing lineup of doomed characters and scenarios for them to play within. The antagonists of the game also change, leaving you to fight nightmares in one session only to fight sentient shadows, bloodthirsty clowns, or the gods themselves in the next. Every session of Ten Candles is unique and will present an entirely new tragic story for you to tell.The standard setting of Ten Candles is this: Ten days ago the world went dark. The sky betrayed you. The sun vanished. The fall into chaos was sudden and predictable. The world was filled with riots and fear. You were told that the sun was not gone, and that it was still out there beyond that black sky. Order returned. Five days ago, They came. Now the lights flicker low and the dark is where They hunt. Now you can hear the screams. Now They're coming for you. Keep moving. Don't lose hope. And stay in the light.
Eurogames: The Design, Culture and Play of Modern European Board Games
Stewart Woods - 2012
Eurogames have simple rules and short playing times and emphasize strategy over luck and conflict. This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists experience the play of such games. It chronicles the evolution of tabletop hobby gaming and explores why hobbyists play them, how players balance competitive play with the demands of an intimate social gathering, and to what extent the social context of the game encounter shapes the playing experience. Combining history, cultural studies, leisure studies, ludology, and play theory, this innovative work highlights a popular alternative trend in the gaming community.
Silver Marches (Forgotten Realms) (Dungeons & Dragons 3rd Edition)
Ed Greenwood - 2002
Complete information on the towns and settlements of the burgeoning Silver Marches alliance and the many hazards that threaten it highlight this detailed survey of one of the most exciting regions in the Forgotten Realms game setting.* 6 new prestige classes * Indigenous monsters * Poster map of the region To use this accessory, you also need the Forgotten Realms Campaign Setting, the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.