Things We Think About Games


Will Hindmarch - 2008
    It is essential reading for designer, critic, and straight-up rank 'n' file gamer alike." --Robin D. Laws, creator of HeroQuest and Feng Shui Will Hindmarch and Jeff Tidball think a lot about games. At their commentary website, Gameplaywright.net, they think out loud about what it means to play games, make games, sell games, and love games. They are gamers. Here, with fellow game designers and notable game players, they think out loud on paper in the first Gameplaywright book. Things We Think About Games collects dozens on dozens of bite-sized thoughts about games. From the absurd to the magnificent, the demonstrable to the dogmatic, this collection spans both the breadth of games--board, card, roleplaying and more--and the depth of gaming, offering insights about collecting, playing, critiquing, designing, and publishing.

Levels of the Game


John McPhee - 1969
    McPhee provides a brilliant, stroke-by-stroke description while examining the backgrounds and attitudes which have molded the players' games.

The World of Shannara


Terry Brooks - 2001
    Now all the wonders of Shannara have been gathered into one indispensable volume in which Brooks shares candid views on his creation. This completely updated edition includes new entries on the High Druid of Shannara and Genesis of Shannara series, as well as the thrilling connection between Shannara and the Word and the Void trilogy. Illustrated throughout with full-color paintings and black-and-white drawings by award-winning artists David Cherry and Rob Alexander, this comprehensive guide ventures behind the scenes to explore the history, the people, the places, the major events, and, of course, the magic of one of the world's greatest fantasy epics.What sets Terry Brooks apart? Is it a knack for creating unforgettable characters like Allanon the Druid, Shea Ohmsford, Tom Logan, and Angel Perez - men and women, gnomes and wizards, who come alive on the page? Is it the haunting and utterly believable evil of his darker creations: the foul Dagda Mor, the murderous Jachyra, the enigmatic Ilse Witch, the ruthless Druid Shadea a'Ru? Whatever the secret of Brooks's storytelling magic, generations of readers have fallen under its spell.Sure to tantalize faithful fans and newcomers alike, The World of Shannara is the ultimate gateway into the fantasy realm of Terry Brooks-and the perfect companion to take along on the journey of a lifetime.

The Lazy Dungeon Master


Michael E. Shea - 2012
    As an experienced dungeon master you've run dozens, if not hundreds of games. You put a lot of work into making your games great. What if there's another way to look at how you prepare your game? What if it turned out you could spend less time, less energy, and have a better game as a result?It's time to unleash the Lazy Dungeon Master.Written in the style of Sly Flourish's Dungeon Master Tips and Running Epic Tier D&D Games, The Lazy Dungeon Master shows a new approach to game preparation, one that takes less time and gives your game the freedom to grow at the table. This book will help dungeon master prepare awesome games for any version of D&D.Based on the real-world experiences of hundreds of dungeon masters and dozens of professional game designers, the Lazy Dungeon Master includes interviews with veteran D&D DMs and a complete toolkit to help you improvise an entire game.Whether you play 1st, 2nd, 3rd, 4th, Pathfinder, or the D&D Next playtest; The Lazy Dungeon Master has tips, techniques, and advice to make preparation easier and help you run a flexible and entertaining game.

The Love Queen of Malabar: Memoir of a Friendship with Kamala Das


Merrily Weisbord - 2010
    She was hailed and reviled as the first Indian woman to write an autobiographical cult classic about love and desire. Admirers dubbed her, "The First Feminist Emotional Revolutionary of Our Time." The tabloid press called her "The Love Queen of Malabar." Merrily Weisbord found Das's work so compelling that she flew to South India to meet her. The Love Queen of Malabar is the story of their decade-long friendship, an experiment in mutual revelation. Recounting the development of their relationship, Weisbord relates the dramatic events of Das's life, including her transition from celibacy to sexual awakening at age sixty-seven when, provoking the greatest scandal of her notorious life, she converted to Islam for love and renewal. Both observer and direct participant, Weisbord elegantly presents new biographical insights and cultural details about Kerala and India without exoticisation or stereotyping. The Love Queen of Malabar is an evocative and beautifully crafted work, as seamless as the finest novel, and will captivate readers across the globe.

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.

The Tetris Effect: The Game that Hypnotized the World


Dan Ackerman - 2016
    But how did an obscure Soviet programmer, working on frail, antiquated computers, create a product which has now earned nearly 1 billion in sales? How did a makeshift game turn into a worldwide sensation, which has been displayed at the Museum of Modern Art, inspired a big-budget sci-fi movie, and been played in outer space? A quiet but brilliant young man, Alexey Pajitnov had long nurtured a love for the obscure puzzle game pentominoes, and became obsessed with turning it into a computer game. Little did he know that the project that he labored on alone, hour after hour, would soon become the most addictive game ever made. In this fast-paced business story, reporter Dan Ackerman reveals how Tetris became one of the world's first viral hits, passed from player to player, eventually breaking through the Iron Curtain into the West. British, American, and Japanese moguls waged a bitter fight over the rights, sending their fixers racing around the globe to secure backroom deals, while a secretive Soviet organization named ELORG chased down the game's growing global profits.The Tetris Effect is an homage to both creator and creation, and a must-read for anyone who's ever played the game-which is to say everyone.

Program or Be Programmed: Ten Commands for a Digital Age


Douglas Rushkoff - 2010
    But for all the heat of claim and counter-claim, the argument is essentially beside the point: it’s here; it’s everywhere. The real question is, do we direct technology, or do we let ourselves be directed by it and those who have mastered it? “Choose the former,” writes Rushkoff, “and you gain access to the control panel of civilization. Choose the latter, and it could be the last real choice you get to make.” In ten chapters, composed of ten “commands” accompanied by original illustrations from comic artist Leland Purvis, Rushkoff provides cyberenthusiasts and technophobes alike with the guidelines to navigate this new universe.In this spirited, accessible poetics of new media, Rushkoff picks up where Marshall McLuhan left off, helping readers come to recognize programming as the new literacy of the digital age––and as a template through which to see beyond social conventions and power structures that have vexed us for centuries. This is a friendly little book with a big and actionable message. World-renowned media theorist and counterculture figure Douglas Rushkoff is the originator of ideas such as “viral media,” “social currency” and “screenagers.” He has been at the forefront of digital society from its beginning, correctly predicting the rise of the net, the dotcom boom and bust, as well as the current financial crisis. He is a familiar voice on NPR, face on PBS, and writer in publications from Discover Magazine to the New York Times.“Douglas Rushkoff is one of the great thinkers––and writers––of our time.” —Timothy Leary“Rushkoff is damn smart. As someone who understood the digital revolution faster and better than almost anyone, he shows how the internet is a social transformer that should change the way your business culture operates." —Walter Isaacson

Beat The Devil (Kindle Single)


Mishka Shubaly - 2013
    Over three decades, his affliction has spawned immeasurable chaos, destruction and debauched good times. While his rivals have graced the covers of Spin and Rolling Stone, Shubaly's projects inevitably flame out in the eleventh hour. Is he finally ready to give up his lifelong dream for good?

The Kickstarter Handbook: Real-Life Success Stories of Artists, Inventors, and Entrepreneurs


Don Steinberg - 2012
    Or design a new line of jewelry. Or manufacture a revolutionary solar-powered garden sprinkler. There’s just one catch: You need $100,000 to bankroll your dream, and your checking account has barely enough to cover the rent.   Enter Kickstarter.com—the phenomenal “crowdfunding” website launched in 2009 that brings venture capital to the masses. At Kickstarter, it’s not uncommon for entrepreneurs to raise $50,000, $100,000, $250,000, or more. All you need is a great idea—and The Kickstarter Handbook.  Business journliast Don Steinberg has interviewed dozens of artists and inventors who launched their passion projects online. Through their voices, you’ll explore all the strategies of a successful Kickstarter campaign. You’ll learn the elements of a compelling Kickstarter video, innovative ways to market your projects, tips for getting donors onboard, and the secrets of irresistible Kickstarter “rewards.” You’ll also discover what to do in a best-case scenario—when your project goes viral and the cash starts flowing in. On Kickstarter, it happens to a few lucky visionaries every week. Here’s how to be one of them.

Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything


Daniel Goldberg - 2011
    Talked about by tens of millions of people, in fact. It is the story of unlikely success, fast money, and the power of digital technology to rattle an empire. And it is about creation, exclusion, and the feeling of not fitting in.Here Markus opens up for the first time about his life. About his old Lego-filled desk at school. About the first computer his father brought home one day. But also about growing up in a family marked by drug abuse and conflict. But above all it is the story of the fine line between seeming misfit and creative madman, and the birth of a tech visionary.Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything is a Cinderella story for the Internet age.

Webster's Third New International Dictionary


Philip Babcock Gove - 1909
    Nearly half a million entries provide standard and variant pronunciations, etymologies, comprehensive definitions, updated usage illustrations, and synonym articles.

Writing for Computer Science


Justin Zobel - 1997
    For the most part the book is a discussion of good writing style and effective research strategies. Some of the material is accepted wisdom, some is controversial, and some is my opinions. Although the book is brief, it is designed to be comprehensive: some readers may be interested in exploring topics further, but for most readers this book should be suf?cient. The ?rst edition of this book was almost entirely about writing. This e- tion, partly in response to reader feedback and partly in response to issues that arose in my ownexperiences as an advisor, researcher, and referee, is also about research methods. Indeed, the two topics writing about and doing research are not clearly separated. It is a small step from asking how do I write? to askingwhatisitthatIwriteabout? As previously, the guidance on writing focuses on research, but much of the material is applicable to general technical and professional communication. Likewise, the guidance on the practice of research has broader lessons. A pr- titioner trying a new algorithm or explaining to colleagues why one solution is preferable to another should be con?dent that the arguments are built on robust foundations. And, while this edition has a stronger emphasis on research than did the ?rst, nothing has been deleted; there is additional material on research, but the guidance on writing has not been taken away."

A PhD Is Not Enough: A Guide To Survival In Science


Peter J. Feibelman - 1993
    Permanent positions are scarce, science survival is rarely part of formal graduate training, and a good mentor is hard to find. This exceptional volume explains what stands between you and fulfilling long-term research career. Bringing the key survival skills into focus, A Ph.D. Is Not Enough! proposes a rational approach to establishing yourself as a scientist. It offers sound advice of selecting a thesis or postdoctoral adviser, choosing among research jobs in academia, government laboratories, and industry, preparing for an employment interview, and defining a research program. This book will help you make your oral presentations effective, your journal articles compelling, and your grant proposals successful. A Ph.D. Is Not Enough should be required reading for anyone on the threshold of a career in science.

Minecraft: Essential Handbook


Stephanie Milton - 2013
    You have only minutes to find food and shelter before darkness falls and the monsters come looking for you. What do you do?The official Minecraft Beginner's Handbook might just save your life. Learn how to find resources, make a shelter, craft tools, armor and weapons, and protect yourself from monsters. With tips from Minecraft experts, inclduing developer Jeb and creator Notch himself, this is the definitive guide to surviving your first few days.