Send Me an Angel: A Gamelit Fantasy


Cebelius - 2020
    Yet his return to stasis is fraught with peril as a rogue AI - last legacy of the war that ended life on Earth - slaughters the crew.Once inside the game he realizes his troubles have only begun. Unable to destroy the ship, the hostile intelligence has invaded Argos.Partnered with the most powerful human player, the rogue has introduced a new mechanic: true death. With no way to leave stasis and regain his administrative controls, Michael Hobbes must quest, conquer, and gain allies to take on a seemingly unstoppable guild.Hobbes is no leader and ill-suited to become one, yet the fate of the human race rests on his shoulders, and his only hope of victory is to follow a unique and seemingly impossible quest chain.The Divine Koan.

Don't Bother Me Mom--I'm Learning!: How Computer and Video Games are Preparing Your Kids for 21st Century Success - and How You Can Help!


Marc Prensky - 2006
    He knows that if parents place good video games into a learning system in their homes they can reap major benefits for their children and themselves. They can accelerate their children's language and cognitive growth." —James Paul Gee, Tashia Mogridge Professor of Reading, University of Wisconsin-MadisonMarc Prensky presents the case—profoundly counter-cultural but true nevertheless—that video and computer game playing, within limits, is actually very beneficial to today's "Digital Native" kids, who are using them to prepare themselves for life in the 21st century. The reason kids are so attracted to these games, Prensky says, is that they are learning about important "future" things, from collaboration, to prudent risk taking, to strategy formulation and execution, to complex moral and ethical decisions. Prensky's arguments are backed up by university PhD's studying not just violence, but games in their totality, as well as studies of gamers who have become successful corporate workers, entrepreneurs, leaders, doctors, lawyers, scientists and other professionals.Because most adults (including the critics) can't play the modern complex games themselves (and discount the opinions of the kids who do play them) they rely on secondhand sources of information, most of whom are sadly misinformed about both the putative harm and the true benefits of game-playing. This book is the antidote to those misinformed, bombastic sources, in the press and elsewhere. Full of common sense and practical information, it provides parents with a large number of techniques approaches they can use—both over time and right away—to improve both their understanding of games and their relationships with their kids. What You Will Learn The aim of this book is to give you a peek into the hidden world into which your kids disappear when they are playing games, and to help you as an adult—especially if you are a concerned parent or teacher—understand and appreciate just how much your kids are learning that is POSITIVE from their video and computer games.In the few short hours it takes to read this book, you will learn: What it feels like to be in the world of computer and video games; How to appreciate the breadth and depth of modern computer and video games and the ways they make your kids learn; How to understand the various USEFUL skills your game-playing your kids are acquiring; How to understand your own kids better and build better relationships using games as a base; And, most importantly, How to augment and improve what your kids are learning by HAVING CONVERSATIONS THAT THEY WANT TO HAVE about their games.

Exploitative Play in Live Poker: How to Manipulate your Opponents into Making Mistakes


Alexander Fitzgerald - 2018
    Nevertheless, there are numerous situations where even very experienced players behave in predictable ways. These deeply-ingrained habits lead them to make mistakes. The problem is that these situations won’t often arise at the table by chance – you have to make them happen. Exploitative Play in Live Poker is a ground-breaking work that teaches you how to create the circumstances where your opponents will be likely to blunder and how to exploit them when they do. To achieve this you will need to put to one side starting hand charts, balance and GTO (Game Theory Optimal) play. Instead you will incorporate new concepts that may well place you outside your comfort zone. However, your style will now be forcing the other players at the table outside of their comfort zone and, unlike you, they won’t know how to adapt. Learn how to: * Counter the auto-continuation-bettor * Develop a powerful donk-betting strategy * Use the overbet, the check-raise and the three-barrel effectively * As well as being a highly successful player, Alex Fitzgerald runs a poker consultancy that serves more than 1,000 professional poker players in 60 countries. As part of this work, he has very likely trawled through more hand history databases than anyone else. This gives him a unique insight into how players really play, especially when placed under pressure and forced into unfamiliar situations.

Play Unsafe


Graham Walmsley - 2007
    We buy shelves of thick books. We plan detailed adventures. We memorise rules.In Play Unsafe, Graham Walmsley explores what happens when you throw the serious stuff away: when you stop working, stop planning and start playing.This book explains how to make roleplaying less like work and more like play; stop killing other players' ideas and build on them instead; and put stories at the heart of your game.

How To Unblock Everything On The Internet


Ankit Fadia - 2012
    Chat Software Stock Trading Websites. Career Websites. USB Ports. Download & Speed Limits. Torrents And just about everything else!Who should read this book? College Students. Office Goers. Travelers to countries where websites are blocked (China, UAE, Saudi Arabia and others). Anybody else who wants to unblock stuff on the Internet.About The AuthorAGE 10 - Gifted a computer at home by his parents.AGE 12 - Developed an interest in Computer Hacking.AGE 14 - Published his first book titled The Unofficial Guide to Ethical Hacking which became an instant bestseller worldwide, sold 3 million copies and was translated into 11 languages.AGE 16 - After the Sept. 11th attacks, cracked an encrypted email sent by the Al-Qaeda terrorist network for a classified intelligence agency.AGE 26 - Widely recognized as a Computer Security Expert and Cyber Terrorism guru. Written 14 bestselling books, delivered more than 1000 talks in 25 countries, received 45 awards, has trained more than 20,000 people in India & China, hosts his own TV show called MTV What the Hack!, is writing a script for a movie, runs his own consulting company and also went to Stanford University. His work has touched & influenced the cyber lives of millions of individuals and organizations worldwide.

The Art of Assassin's Creed IV: Black Flag


Paul Davies - 2013
    With intricately detailed environments and finely honed and evocative historical re-imaginings, The Art of Assassin’s Creed® IV Black FlagTM includes the game’s vast nautical gameplay, and its amazing range of locations, characters and action.

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.

Chess for Beginners: Know the Rules, Choose Your Strategy, and Start Winning


Yelizaveta Orlova - 2018
    Chess for Beginners offers new players a quick-start guide to learn the game of chess and start winning in no time with rules, strategies, and tactics for success. Starting with the basics, this comprehensive guide provides a clear, illustrated introduction to the movements of each piece along with basic rules and game dynamics. With this foundation, new players will learn effective strategies and tactics to start playing competitively and confidently.From your first move to your last, Chess for Beginners shows you how to play your best game, with: A complete overview that introduces players to the chessboard and the movement of each piece with clear, easy-to-follow illustrations and directions. 10 strategies that show players how to control the board, think several moves ahead, go for a quick checkmate, and more! 10 tactics that offer short-term solutions to support your strategy and achieve checkmate. Position your pieces, coordinate your attack, and capture their king—Chess for Beginners teaches you all of the moves to play the perfect game.

Press Reset: Ruin and Recovery in the Video Game Industry


Jason Schreier - 2021
    In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games -- Bioshock Infinite, Epic Mickey, Dead Space, and more -- on to the shocking closures of the studios that made them, PRESS RESET tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games -- and whether the business of making games can change before it's too late.

Hobby Games: The 100 Best


James Lowder - 2007
    Their essays cover the spectrum of the hobby market, from role-playing games to collectible card games, miniatures games to wargames to board games, with titles both familiar and esoteric. Writers include such legendary designers as Gary Gygax, co-creator of Dungeons & Dragons; Richard Garfield, creator of Magic: The Gathering and Larry Harris, creator of Axis and Allies; best-selling authors R. A. Salvatore, Tracy Hickman, Ed Greenwood, and Michael Stackpole; computer industry notables Bruce Shelley of Ensemble Studios (Age of Empires) and Jack Emmert of Cryptic Studios (City of Heroes); as well as dozens of other noteworthy and award-winning creators. Hobby Games: The 100 Best also features a foreword by board game legend Reiner Knizia and an afterword by wargame legend James F. Dunnigan.

Riddles: 100 Interactive Riddles and Brain teasers: The Best Short Riddles and Brainteasers With Clues for Stretching and Entertaining your Mind (Riddles ... riddles & puzzles, puzzles & games)


Beatrice Wood - 2015
    If a friend told you a riddle, normally you would ask him for a clue before giving up and ask for the answer. So why not get a little help for a riddle book, too? Even if you think a riddle is hard, getting a clue before seeing the answer will make the game much more interesting and fun. This riddle book is specially formatted to provide clues with a simple click, before providing the answer! For each question, click on “Give me a Clue” to get a little bit of help. If you are certain about the answer, ignore this and go straight to “Show Answer”. Then you can “Go to the Next Riddle”. Why this Book is a Great Buy! Challenge yourself, your friends, partner or family and have some fun exercising your brain at the same time! Here is why you are going to enjoy everything about this book: You can ask for a clue before seeing the answer which is really great and makes the game a lot more fun! It is very easy to use, even when you are on your daily commute or waiting in public. It is easy to navigate between questions, answers and clues! All riddles are smart and interesting The riddles are neither too easy nor too difficult. The difficulty level is appropriate for beginner adults or teens, and even for smart kids. (If you are an advanced solver, please “look inside” the book to decide if the difficulty level suits you). You can play alone or together with your friends and family (fun guaranteed!) What you will Find in this Book Each one of the 100 riddles is hyperlinked to a clue and to the solution, and that provides a maximum ease of navigation. This book contains some of the world’s most famous riddles, and also many lesser known gems. This collection contains: "How is this possible?" riddles Recently a mother gave birth to two girls on the same day, at the same time, in the same month and year and yet they're not twins. How is this possible? Lateral Thinking riddles How can you alter the following equation by a single stroke (straight line) to make it correct? 5 + 5 + 5 = 550 Logic riddles A woman was horrified to find a fly in her tea. The waiter took her cup and went into the kitchen and returned with a fresh cup of tea. She shouted, "You brought me the same tea!" How did she know? Word riddles There is a word in the English language in which the first two letters signify a male, the first three letters signify a female, the first four signify a great man, and the whole word, a great woman.

Final Fantasy X-2 Official Strategy Guide


Dan Birlew - 2003
    The guide also features complete abilities lists for all 17 dresspheres and special dresspheres. The abilities and status bonuses for all 60 Garment Grids are also revealed in this detailed section. All-inclusive bestiary uncovers everything gamers need to know about each fiend--strengths, weaknesses, and immunities, plus the items that can be stolen or attained by defeating these enemies. Extensive mini-game coverage and a flowchart that reveals every gameplay decision and its end result, so that players can master 100% of the game! Top notch boss strategy, area maps, accessory and item inventories, and much more!This Signature Series guide also features a special, two-sided poster with expanded coverage of the Alchemist, Lady Luck, and Gun Mage dresspheres.This title is available for sale in the U.S. and Canada only.

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

The Art of Game Design: A Book of Lenses


Jesse Schell - 2008
    The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.

Fun Inc.: Why games are the 21st Century's most serious business


Tom Chatfield - 2010
    Fun Inc. dispels these misconceptions, revealing that 40 per cent of all video game players are women, that most of the bestselling console games of all time involve no real-world violence at all, and how World of Warcraft's online community of over 12 million players is changing our understanding of what it means to be sociable in the modern world.But understanding games means a lot more than simply challenging stereotypes. Find out why the South Korean government will invest $200 billion into its video games industry over the next 4 years and how games are used to train the US Military, to model global pandemics and to campaign against human rights abuses in Africa.Game worlds are creating a new science of mass engagement that is starting to transform our understanding of economics, business and communications. Whether you like video games or loathe them, Fun Inc. will show you that you cannot ignore them.