Book picks similar to
Third Person: Authoring and Exploring Vast Narratives by Pat Harrigan
game-studies
game-design
games
art
Hooked: Write Fiction That Grabs Readers at Page One & Never Lets Them Go
Les Edgerton - 2007
Why? If a novel or short story has a bad beginning, then no one will keep reading. It's just that simple. Hooked provides readers with a detailed understanding of what a beginning must include (setup, backstory, the inciting incident, etc.); instruction on how to successfully develop the story problem; tips on how to correct common beginning mistakes; exclusive insider advice from agents, acquiring book editors, and literary journal editors; and much more.
Daemon Voices
Philip Pullman - 2017
In over 30 essays, written over 20 years, one of the world's great story-tellers meditates on story-telling. Warm, funny, generous, entertaining, and above all, deeply considered, they offer thoughts on a wide variety of topic, including the origin and composition of Philip's own stories, the craft of writing and the story-tellers who have meant the most to him. The art of story-telling is everywhere present in the essays themselves, in the instantly engaging tone, the vivid imagery and the striking phrases, the resonant anecdotes, the humour and learnedness. Together, they are greater than the sum of their parts.
Bioshock and Philosophy: Irrational Game, Rational Book
Luke Cuddy - 2015
BioShock and Philosophy: Irrational Game, Rational Book presents expert reflections by philosophers (and Bioshock connoisseurs) on this critically acclaimed and immersive fan-favorite. Reveals the philosophical questions raised through the artistic complexity, compelling characters and absorbing plots of this ground-breaking first-person shooter (FPS) Explores what BioShock teaches the gamer about gaming, and the aesthetics of video game storytelling Addresses a wide array of topics including Marxism, propaganda, human enhancement technologies, political decision-making, free will, morality, feminism, transworld individuality, and vending machines in the dystopian society of Rapture Considers visionary game developer Ken Levine's depiction of Ayn Rand's philosophy, as well as the theories of Aristotle, de Beauvoir, Dewey, Leibniz, Marx, Plato, and others from the Hall of Philosophical Heroes
The Art of the Mass Effect Universe
Casey Hudson - 2012
Featuring concept art and commentary by BioWare on the games' characters, locations, vehicles, weapons, and more, "The Art of the Mass Effect Universe" is the most complete companion available to gaming's most compelling series.
The Power of Myth
Joseph Campbell - 1988
A preeminent scholar, writer, and teacher, he has had a profound influence on millions of people. To him, mythology was the "song of the universe, the music of the spheres." With Bill Moyers, one of America's most prominent journalists, as his thoughtful and engaging interviewer, The Power Of Myth touches on subjects from modern marriage to virgin births, from Jesus to John Lennon, offering a brilliant combination of intelligence and wit.
How Not to Write a Novel: 200 Classic Mistakes and How to Avoid Them—A Misstep-by-Misstep Guide
Howard Mittelmark - 2008
This is not one of those books. On the contrary, this is a collection of terrible, awkward, and laughably unreadable excerpts that will teach you what to avoid—at all costs—if you ever want your novel published.In How Not to Write a Novel, authors Howard Mittelmark and Sandra Newman distill their 30 years combined experience in teaching, editing, writing, and reviewing fiction to bring you real advice from the other side of the query letter. Rather than telling you how or what to write, they identify the 200 most common mistakes unconsciously made by writers and teach you to recognize, avoid, and amend them. With hilarious "mis-examples" to demonstrate each manuscript-mangling error, they'll help you troubleshoot your beginnings and endings, bad guys, love interests, style, jokes, perspective, voice, and more. As funny as it is useful, this essential how-NOT-to guide will help you get your manuscript out of the slush pile and into the bookstore.
Slay the Dragon: Writing Great Video Games
Robert Denton Bryant - 2015
"Slay the Dragon" will help you understand the challenges and offer creative solutions to writing for a medium where the audience not only demands a great story, but to be a driving force within it. Aimed at traditional writers who want to learn interactive narrative as well as game creators who want to tell better, more emotionally involving stories, the book is written by two creative veterans of both Hollywood and "Nerdyhood." Through lively discussions and self-paced-exercises, Bryant and Giglio step you such topics as: the "no-act" structure of video games; writing great game characters; making gameplay emotionally meaningful; and bringing your game world alive.
Opening the Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution
Dean Takahashi - 2002
It has already eclipsed motion pictures to become one of the largest and fastest growing markets in history and a lamplight illuminating where the future of entertainment is headed. In an effort to grab a chunk of that market, Microsoft—an absolute newcomer to the gaming industry—has put billions of dollars on the line in a gamble to build the fastest, most mature, most advanced video game console ever: the Xbox. Is this new Microsoft venture just another experiment that, like WebTV, was launched to much fanfare but will be quickly forgotten? Or will it become the next Windows, finding its way into the homes and lives of millions of people around the world?In Opening the Xbox, award-winning journalist and gaming-industry expert Dean Takahashi guides you deep into the amazing story of this much-anticipated game console. Through exclusive interviews with top executives at Microsoft, exhaustive research, and a penetrating investigation, he unveils the tumultuous story behind the development of the project and how it could change the entertainment industry forever. Inside, you'll discover that what started as Project Midway, spearheaded by Jonathan "Seamus" Blackley and three of his renegade cohorts, turned into Xbox—a multibillion-dollar enterprise that became Microsoft's largest internal startup ever and a personal pet project of Bill Gates. The colorful infighting, the cutthroat tactics used to lure partners, and the race to vanquish bitter rivals Sony and Nintendo are all laid bare in this unvarnished, high-tech drama. It's a story like no other, full of heroes and villains, plot twists and intrigue—all before the backdrop of Microsoft's grand ambition to move from the office into the living room.If you're like the millions of gamers, investors, and business spectators who anxiously anticipated the Xbox, then you don't want to miss the explosive, exclusive, behind-the-scenes story in Opening the Xbox.
Myth & the Movies: Discovering the Myth Structure of 50 Unforgettable Films
Stuart Voytilla - 1999
and foreign films in every cinematic genre.
Tetris: The Games People Play
Box Brown - 2016
Simple yet addictive, Tetris delivers an irresistible, unending puzzle that has players hooked. Play it long enough and you’ll see those brightly colored geometric shapes everywhere. You’ll see them in your dreams.Alexey Pajitnov had big ideas about games. In 1984, he created Tetris in his spare time while developing software for the Soviet government. Once Tetris emerged from behind the Iron Curtain, it was an instant hit. Nintendo, Atari, Sega―game developers big and small all wanted Tetris. A bidding war was sparked, followed by clandestine trips to Moscow, backroom deals, innumerable miscommunications, and outright theft.In this graphic novel, New York Times–bestselling author Box Brown untangles this complex history and delves deep into the role games play in art, culture, and commerce. For the first time and in unparalleled detail, Tetris: The Games People Play tells the true story of the world’s most popular video game.
The PlayStation Dreamworld
Alfie Bown - 2017
The PlayStation Dreamworld is - to borrow a phrase from Slavoj Zizek - the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace - a powerful arena for constructing our desires - or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.
Emotional Design: Why We Love (or Hate) Everyday Things
Donald A. Norman - 2003
Emotional Design will appeal not only to designers and manufacturers but also to managers, psychologists, and general readers who love to think about their stuff.
Books: A Living History
Martyn Lyons - 2011
The author traces the evolution of the book from the rarefied world of the hand-copied and illuminated volume in ancient and medieval times, through the revolutionary impact of Gutenberg’s invention of the printing press, to the rise of a publishing culture in the nineteenth and twentieth centuries, and the subsequent impact of new technologies on this culture. Many of the great individual titles of the past two millennia are discussed as well as the range of book types and formats that have emerged in the last few hundred years, from serial and dime novels to paperbacks, children’s books, and Japanese manga. The volume ends with a discussion of the digital revolution in book production and distribution and the ramifications for book lovers, who can’t help but wonder whether the book will thrive—or even survive—in a form they recognize.
Denialism: How Irrational Thinking Hinders Scientific Progress, Harms the Planet, and Threatens Our Lives
Michael Specter - 2009
In Denialism, New Yorker staff writer Michael Specter reveals that Americans have come to mistrust institutions and especially the institution of science more today than ever before. For centuries, the general view had been that science is neither good nor bad—that it merely supplies information and that new information is always beneficial. Now, science is viewed as a political constituency that isn’t always in our best interest. We live in a world where the leaders of African nations prefer to let their citizens starve to death rather than import genetically modified grains. Childhood vaccines have proven to be the most effective public health measure in history, yet people march on Washington to protest their use. In the United States a growing series of studies show that dietary supplements and “natural” cures have almost no value, and often cause harm. We still spend billions of dollars on them. In hundreds of the best universities in the world, laboratories are anonymous, unmarked, and surrounded by platoons of security guards—such is the opposition to any research that includes experiments with animals. And pharmaceutical companies that just forty years ago were perhaps the most visible symbol of our remarkable advance against disease have increasingly been seen as callous corporations propelled solely by avarice and greed. As Michael Specter sees it, this amounts to a war against progress. The issues may be complex but the choices are not: Are we going to continue to embrace new technologies, along with acknowledging their limitations and threats, or are we ready to slink back into an era of magical thinking? In Denialism, Specter makes an argument for a new Enlightenment, the revival of an approach to the physical world that was stunningly effective for hundreds of years: What can be understood and reliably repeated by experiment is what nature regarded as true. Now, at the time of mankind’s greatest scientific advances—and our greatest need for them—that deal must be renewed.
Little Red Riding Hood Uncloaked: Sex, Morality, and the Evolution of a Fairy Tale
Catherine Orenstein - 2002
Beginning with its first publication as a cautionary tale on the perils of seduction, written in reaction to the licentiousness of the court of Louis XIV, Orenstein traces the many lives the tale has lived since then, from its appearance in modern advertisements for cosmetics and automobiles, the inspiration it brought to poets such as Anne Sexton, and its starring role in pornographic films. In Little Red Riding Hood Uncloaked, Red appears as seductress, hapless victim, riot grrrrl, femme fatale, and even she-wolf, as Orenstein shows how through centuries of different guises, the story has served as a barometer of social and sexual mores pertaining to women. Full of fascinating history, generous wit, and intelligent analysis, Little Red Riding Hood Uncloaked proves that the story of one young girl's trip through the woods continues to be one of our most compelling modern myths.