You Died: The Dark Souls Companion


Keza MacDonald - 2016
    It has three questions at its heart: where did Dark Souls come from, what makes it so special, and why are we all so obsessed with it? YOU DIED is a must-read for anyone who’s ever braved the wilds of Lordran, for five hours or 500. Includes exclusive new interview material with the game’s director Hidetaka Miyazaki

Very Naughty Boys: The Amazing True Story of Handmade Films


Robert Sellers - 2003
    His company, HandMade films, went on to make some of the best British films of the 80s (Withnail and I, Time Bandits and Mona Lisa among them), but then things started to go wrong... This is the incredible and often hilarious insiders’ story of what happened...

Man, Play and Games


Roger Caillois - 1958
      In this classic study, Caillois defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Play is uncertain, since the outcome may not be foreseen, and it is governed by rules that provide a level playing field for all participants. In its most basic form, play consists of finding a response to the opponent's action--or to the play situation--that is free within the limits set by the rules.   Caillois qualifies types of games-- according to whether competition, chance, simulation, or vertigo (being physically out of control) is dominant--and ways of playing, ranging from the unrestricted improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. Caillois also examines the means by which games become part of daily life and ultimately contribute to various cultures their most characteristic customs and institutions.            Presented here in Meyer Barash's superb English translation, Man, Play and Games is a companion volume to Caillois's Man and the Sacred.

Our Noise: The Story of Merge Records, the Indie Label That Got Big and Stayed Small


John Cook - 2009
    Started by two twenty-year-old musicians, Merge is a lesson in how to make and market great music on a human scale. The fact that the company is prospering in a failing industry is something of a miracle. Yet two of their bands made the Billboard Top 10 list; more than 1 million copies of Arcade Fire's Neon Bible have been sold; Spoon has appeared on Saturday Night Live and The Tonight Show; and the Magnetic Fields' 69 Love Songs is a contemporary classic.In celebration of their twentieth anniversary, founders Mac and Laura offer first-person accounts—with the help of their colleagues and Merge artists—of their work, their lives, and the culture of making music. Our Noise also tells the behind-the-scenes stories of Arcade Fire, Spoon, the Magnetic Fields, Superchunk, Lambchop, Neutral Milk Hotel, and Butterglory. Hundreds of personal photos of the bands, along with album cover art, concert posters, and other memorabilia are included.

Dungeon Master for Dummies


Bill Slavicsek - 2006
    It gives you the basics on running a great game, info for more advanced dungeon mastering, guidelines for creating adventures, and tips for building a campaign. It shows you how to: Handle all the expressions of DMing: moderator, narrator, a cast of thousands (the nonplayer characters or NPCs), player, social director, and creator Use published adventures and existing campaign worlds or create adventures and campaign worlds of your own Conjure up exciting combat encounters Handle the three types of encounters: challenge, roleplaying, and combat Create your own adventure: The Dungeon Adventure, The Wilderness Adventure. The Event-Based adventure (including how to use flowcharts and timelines), The Randomly Generated Adventure, and the High-Level adventure Create memorable master villains, with nine archetypes ranging from agent provocateur to zealot To get you off to a fast start, Dungeon Master For Dummies includes:A sample dungeon for practice Ten ready-to-use encounters and ten challenging traps A list of simple adventure premises Mapping tips, including common scales, symbols, and conventions, complete with tables Authors Bill Slavicsek and Richard Baker wrote the hugely popular Dungeons and Dragons For Dummies. Bill has been a game designer since 1986 and leads the D&D creative team at Wizards of the Coast. Richard is a game developer and the author of the fantasy bestseller Condemnation. They give you the scoop on:Using a DM binder to keep records such as an adventure log, PCs' character sheets, NPC logs/character sheets, treasure logs, and more Knowing player styles (role players and power games) and common subgroups: hack'n'slasher, wargamer, thinker, impulsive adventurer, explorer, character actor, and watcher Recognizing your style: action movie director, storyteller, worldbuilder, puzzlemaker, or connector Using miniatures, maps, and other game aids Using 21st century technology, such as a Web site or blog, to enhance your game The book includes a sample adventure, The Necromancer's Apprentice, that's the perfect way to foray into DMing. It includes everything you need for a great adventure--except your players. What are you waiting for? There are chambers to be explored, dragons to be slain, maidens to be rescued, gangs of gnoll warriors to be annihilated, worgs to be wiped out, treasures to be discovered, worlds to be conquered....

The Art of War and other Laws of Power


Sun Tzu
    In this newest translation of The Art of War readers will benefit from the interpretations from other translators and strategist, as well as the 50 strategic rules, including: -- How to look for strategic turns to meet the competition-- How to attain strategic superiority and crush the competition-- How to plan surprise and stay ahead of the game-- And more timeless wisdom that will allow you to compete and win in the dynamic business environment!Business managers around the world have tapped into this ancient wisdom; it is time to master The Art of War for Manager for the existence and growth of your business!

My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft


Bonnie Nardi - 2010
    My Life as a Night Elf Priest digs deep beneath the surface of that icon to explore the rich particulars of the World of Warcraft player's experience."—Julian Dibbell, Wired"World of Warcraft is the best representative of a significant new technology, art form, and sector of society: the theme-oriented virtual world. Bonnie Nardi's pioneering transnational ethnography explores this game both sensitively and systematically using the methods of cultural anthropology and aesthetics with intensive personal experience as a guild member, media teacher, and magical quest Elf."—William Sims Bainbridge, author of The Warcraft Civilization and editor of Online Worlds “Nardi skillfully covers all of the hot button issues that come to mind when people think of video games like World of Warcraft such as game addiction, sexism, and violence. What gives this book its value are its unexpected gems of rare and beautifully detailed research on less sensationalized topics of interest such as the World of Warcraft player community in China, game modding, the increasingly blurred line between play and work, and the rich and fascinating lives of players and player cultures.  Nardi brings World of Warcraft down to earth for non-players and ties it to social and cultural theory for scholars.  . . . the best ethnography of a single virtual world produced so far.”—Lisa Nakamura, University of IllinoisWorld of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online community of gamers that had more inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants.In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes.Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer.Bonnie A. Nardi is an anthropologist by training and a professor in the Department of Informatics in the Donald Bren School of Information and Computer Sciences at the University of California, Irvine. Her research focus is the social implications of digital technologies. She is the author of A Small Matter of Programming: Perspectives on End User Computing and the coauthor of Information Ecologies: Using Technology with Heart and Acting with Technology: Activity Theory and Interaction Design.Cover art by Jessica Damsky

Six Wives: The Women Who Married, Lived, And Died For Henry VIII


Michael W. Simmons - 2017
    Anne Boleyn: ambitious upstart. Jane Seymour: virtuous mother. Anne of Cleves: Flanders Mare. Katherine Howard: adulterous whore. Katherine Parr: the one that got away. These are our lingering historical afterimages of the six women who married Henry VIII over the course of his thirty-six-year reign. At the age of 18, Henry succeeded to the English throne and married the Spanish princess who had briefly been the wife of his brother Arthur. Katherine of Aragon was both a virgin and a widow when the prince died at the age of fifteen, enabling Henry to marry her himself. Their marriage lasted sixteen contented years, until suddenly, Henry fell in love with Anne Boleyn and sundered England from Rome in order to keep her. But Henry VIII would not be satisfied even after he took Anne Boleyn for his wife. His vanity, his ego, and his desperate need for a male heir, led him to marry four more women during the last ten years of his life. In this book, you will read about the lives, loves, and secret passions of these women. Four of them died for Henry’s pleasure—but two escaped to tell their stories.

Cracking the Code: The Winning Ryder Cup Strategy: Make It Work for You


Paul Azinger - 2010
    . . a group-dynamic philosophy with lessons for golf and beyond.”With only three wins in twenty-five years for the United States Ryder Cup team, 2008 captain Paul Azinger employed a management style that focused on building strong relationships among the players. The resulting team won with the largest U.S. margin of victory in almost three decades.In Cracking the Code, Azinger and management consultant Ron Braund share the team-building philosophy that helped win the Ryder Cup and can work for you.

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.