EVE: Source


Ccp Games - 2014
    * A beautifully designed resource chronicling one of gaming's most massive, dynamic universes! * MMORPG.com's Game of the Year 2009–2011! * 2014 marks the entry of EVE Online into its second decade!

Best of Sonic the Hedgehog Comics, Volume 1


Ian Flynn - 2012
    “Eggman” Robotnik and the rest of the cast of the comics and SEGA games in this first-of-its-kind Best of Sonic the Hedgehog graphic novel collection! After nearly twenty years of comics, specials and mini-series, Sonic the Hedgehog has hundreds of great stories to his name. Through the laughs and thrills, the action and adventure, the highs and lows, some stories stand out among the rest. Join us as the Archie Comics Sonic Team picks their favorite stories from the history of the series and presents them in this thematic must-have collection! Included in this collection are "Mecha Madness" (featured in Sonic Archives 10 and Sonic Select 2), chosen by writer Ian Flynn; the finale to "Endgame" (featured in Sonic Archives 13), chosen by artist Patrick Spaziante; "Order from Chaos" (from Sonic the Hedgehog issues 168-169) chosen by artist Tracy Yardley!; and "Future Tense" (from Sonic the Hedgehog issue 215), chosen by artist Jamal Peppers. Don't miss out on this collection of the best Sonic stories to date, chosen by the most popular Sonic creators!

Undertale: Overworld: (An Unofficial Undertale Book)


Tony Frisk - 2016
    Innocent curiosity had brought that day a lot faster than either of you had planned for. *** Read It FREE With Kindle Unlimited Or Prime Membership! Don't have a Kindle device? No worries! Read it on your PC, Mac, Tablet Or Smartphone! ***

Star Wars The Old Republic Explorer's Guide: Prima Official Game Guide


Mike Searle - 2011
    This spoiler-free atlas will help you navigate every planet while you experience your story on your terms. The Star Wars The Old Republic Explorer's Guide includes:• Comprehensive atlases for all planets: Alderaan, Coruscant, Hoth, Tatooine, and more• No walkthrough means no spoliers• Locations of hidden Datacrons to augment your stats• Hundreds of maps packed with critical information to guide you through your adventure• Enemy locations and levels revealed so you can better prepare to explore every planet• Learn about every basic class and pick one that is right for you• Exclusive concept art

The Psychology of Zelda: Linking Our World to the Legend of Zelda Series


Anthony M. Bean - 2019
    Today, it is one of the most beloved video game franchises around the globe. Video game sales as a whole have continued to grow, now raking in twice as much money per year as the entire film industry, and countless psychologists have turned their attention to the effects gaming has on us: our confidence, our identity, and our personal growth. The Psychology of Zelda applies the latest psychological findings, plus insights from classic psychology theory, to Link, Zelda, Hyrule, and the players who choose to wield the Master Sword. In The Psychology of Zelda, psychologists who love the games ask:  How do Link’s battles in Ocarina of Time against Dark Link, his monstrous doppelganger, mirror the difficulty of confronting our personal demons and the tendency to be our own worst enemies? What lessons about pursuing life’s greater meaning can we take away from Link’s quests through Hyrule and beyond the stereotypical video game scenario of rescuing a Princess (Zelda)? What do we experience as players when we hear that familiar royal lullaby on the ocarina, Saria’s spirited melody in the Lost Woods, or the iconic main theme on the title screen? How do the obstacles throughout Majora’s Mask represent the Five Stages of Grief? What can Link’s journey to overcome the loss of the fairy Navi teach us about understanding our own grief and depression? Why are we psychologically drawn to the game each and every time a new version becomes available even when they all have a similar storyline?  Think you’ve completed the quest? The Psychology of Zelda gives you new,  thrilling dungeons to explore and even more puzzles to solve.

Significant Zero: Heroes, Villains, and the Fight for Art and Soul in Video Games


Walt Williams - 2017
     Williams pulls back the curtain on an astonishingly profitable industry that has put its stamp on pop culture and yet is little known to those outside its walls. In his reflective yet comically-observant voice, Williams walks you through his unlikely and at times inglorious rise within one of the world’s top gaming companies, exposing an industry abundant in brain power and out-sized egos, but struggling to stay innovative. Significant Zero also provides clear-eyed criticism of the industry’s addiction to violence and explains how the role of the narrative designer—the poor soul responsible for harmonizing gameplay with storylines—is crucial for expanding the scope of video games into more immersive and emotional experiences. Significant Zero offers a rare look inside this fascinating, billion-dollar industry and a path forward for its talented men and women—gamers and nongamers alike—that imagines how video games might inspire the best in all of us.

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.

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!

The Art of Video Games: From Pac-Man to Mass Effect


Chris Melissinos - 2012
    Fueled by unprecedented advances in technology, boundless imaginations, and an insatiable addiction to fantastic new worlds of play, the video game has gone supernova, rocketing two generations of fans into an ever-expanding universe where art, culture, reality, and emotion collide. As a testament to the cultural impact of the game industry’s mega morph, the Smithsonian American Art Museum, with curator and author Chris Melissinos, conceived the forthcoming exhibition, The Art of Video Games, which will run from March 16 to September 30, 2012.* Welcome Books will release the companion book this March. Melissinos presents video games as not just mere play, but richly textured emotional and social experiences that have crossed the boundary into culture and art.Along with a team of game developers, designers, and journalists, Melissinos chose a pool of 240 games across five different eras to represent the diversity of the game world. Criteria included visual effects, creative use of technologies, and how world events and popular culture manifested in the games. The museum then invited the public to go online to help choose the games. More than 3.7 million votes (from 175 countries) later, the eighty winners featured in The Art of Video Games exhibition and book were selected.From the Space Invaders of the seventies to sophisticated contemporary epics BioShock and Uncharted 2, Melissinos examines each of the winning games, providing a behind-the-scenes look at their development and innovation, and commentary on the relevance of each in the history of video games. Over 100 composite images, created by Patrick O’Rourke, and drawn directly from the games themselves, illustrate the evolution of video games as an artistic medium, both technologically and creatively. Additionally, The Art of Video Games includes fascinating interviews with influential artists and designers–from pioneers such as Nolan Bushnell to contemporary innovators including Warren Spector, Tim Schafer and Robin Hunicke. The foreword was written by Elizabeth Broun, director of the Smithsonian American Art Museum and Mike Mika, noted game preservationist and prolific developer, contributed the introduction the introduction. *After Washington D.C., the exhibition travels to several cities across the United States, including Boca Raton (Museum of Art), Seattle (EMP Museum), Yonkers, NY (Hudson River Museum) and Flint, MI (Flint Institute of Arts). For the latest confirmed dates and venues, please visit the The Art of Video Games exhibition page at http://americanart.si.edu/taovg

World of Warcraft Cataclysm - Signature Series Guide


Joe Branger - 2010
    In this high-fantasy guide, you will be introduced to two new races, the Worgen and Goblins, and learn all about the unique races and classes that will help you complete your quests. You'll also discover how to battle enemies for gear and glory and how to join guilds with other players. There is a dedicated step-by-step guide, designed for brand-new players, to help you start your journey into World of Warcraft game. This "World of Warcraft: Cataclysm Signature Series Guide" features official artwork, designed for beauty and ease-of-use. It's a must-have guide for any World of Warcraft player.

The Kobold Guide to Board Game Design


Mike Selinker - 2011
    Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business.

From Myst to Riven: The Creations and Inspirations


Richard Kadrey - 1997
    With full-color photographs, MYST / RIVEN: The Art of the Game gives readers a behind-the-scenes look at the luminous art and fantastic creation of the world's bestselling CD-ROM phenomenon, MYST, and its stunning sequel, RIVEN.

Capcom 30th Anniversary Character Encyclopedia


Casey Loe - 2013
    The "Capcom 30th Anniversary Character Encyclopedia" celebrates Capcom's 30 years in the industry and gives fans concise information about every major Capcom character, their key artwork, statistics, background information, and interesting notes on the history of each character and game franchise. Including almost 200 characters from the Capcom family, this "Character Encyclopedia" sheds new light on these characters in a way nothing else does!

The Plenitude: Creativity, Innovation, and Making Stuff


Rich Gold - 2007
    The average kitchen, for example, is home to stuff galore, and every appliance, every utensil, every thing, is compound--composed of tens, hundreds, even thousands of other things. Although each piece of stuff satisfies some desire, it also creates the need for even more stuff: cereal demands a spoon; a television demands a remote. Rich Gold calls this dense, knotted ecology of human-made stuff the Plenitude. And in this book--at once cartoon treatise, autobiographical reflection, and practical essay in moral philosophy--he tells us how to understand and live with it.Gold writes about the Plenitude from the seemingly contradictory (but in his view, complementary) perspectives of artist, scientist, designer, and engineer--all professions pursued by him, sometimes simultaneously, in the course of his career. I have spent my life making more stuff for the Plenitude, he writes, acknowledging that the Plenitude grows not only because it creates a desire for more of itself but also because it is extraordinary and pleasurable to create.Gold illustrates these creative expressions with witty cartoons. He describes seven patterns of innovation--including The Big Kahuna, Colonization (which is illustrated by a drawing of The real history of baseball, beginning with Play for free in the backyard and ending with Pay to play interactive baseball at home), and Stuff Desires to Be Better Stuff (and its corollary, Technology Desires to Be Product). Finally, he meditates on the Plenitude itself and its moral contradictions. How can we in good conscience accept the pleasures of creating stuff that only creates the need for more stuff? He quotes a friend: We should be careful to make the world we actually want to live in.

The History of the Future: Oculus, Facebook, and the Revolution That Swept Virtual Reality


Blake J. Harris - 2019
    In The History of the Future, Harris once again deep-dives into a tech drama for the ages to expertly tell the larger-than-life true story of Oculus, the virtual reality company founded in 2012 that—less than two years later—would catch the attention of Mark Zuckerberg and wind up being bought by Facebook for over $2 billion dollars.This incredible underdog story begins with inventor Palmer Luckey, then just a nineteen-year-old dreamer, living alone in a camper trailer in Long Beach, California. At the time, virtual reality—long-hailed as the ultimate technology—was so costly and experimental that it was unattainable outside of a few research labs and military training facilities. But with the founding of Oculus, and the belief that his tantalizing vision of the future could one day be more than science fiction, Luckey put everything he had into creating a device that would allow gamers like him to step into virtual worlds and, in doing so, hopefully kickstart a VR revolution. With the help of an industry legend, a serial entrepreneur, and a slew of colorful characters—including those behind gaming sensations like Doom, Words with Friends, and Guitar Hero—Luckey’s scrappy startup would finally deliver the dream of immersive and affordable virtual reality to consumers, leading geeks and gamers to be excited in a way that they hadn’t been in years, and tech firms and investors scrambling to get in on the action before it was too late.Over the course of three years (and with unprecedented access from Oculus and Facebook), Harris conducted hundreds of interviews with key players in the VR revolution—including Luckey, his partners, and their cult of dreamers—to weave together a rich, cinematic narrative that captures the breakthroughs, breakdowns, and human drama of trying to change the world. The result is a supremely accessible, entertaining look at the birth of a new multi-billion-dollar industry; one full of heroes, villains, and twists at every corner. Take, for instance, Harris’ own discovery while writing this story. When he started this endeavor, he had no idea that this tale would somehow involve Donald Trump, billion-dollar lawsuits, illegal practices, and end with Luckey—eventually ousted from Facebook—as one of the most polarizing figures in Silicon Valley.