Book picks similar to
Pattern Language for Game Design by Christopher Barney
game-design
game_design-studies
pattern-languages
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Half-Real: Video Games Between Real Rules and Fictional Worlds
Jesper Juul - 2005
We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from "Pong" to "The Legend of Zelda," from chess to "Grand Theft Auto," he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play.Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul's lively style and eclectic deployment of sources will make "Half-Real" of interest to media, literature, and game scholars as well as to game professionals and gamers.
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.
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.
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.
The 365 Bullet Guide: Organize Your Life Creatively, One Day at a Time
Zennor Compton - 2017
The bullet method will provide you with a to-do list that is so foolproof that you will never miss a task or appointment again. When you learn the basic principles of the method, you can delve deeper into the process and allow it to help you organize your daily life, take note of past accomplishments, and plan your future.Zennor Compton's The 365 Bullet Book is an easy-to-follow and essential guide to learning the bullet system. There's an exercise for every day of the year and each takes 365 seconds or less to complete. With simple, clear instructions, this book will show you how to incorporate the bullet method into your life as gradually or quickly as you like. The joy of bulleting is that it is both holistic and completely customizable to your own aesthetics and habits, so you can create your own journal from scratch and put into practice as many of the hundreds of ideas and techniques as your like such as habit trackers, sleep logs, handwriting exercises, and much more!Whether you're a doodling devotee or a to-the-point minimalist, The 365 Bullet Book is your indispensable guide to an elegantly organized life.
A Concise History of the Spanish Civil War
Paul Preston - 1978
The Spanish Civil War is burned into European consciousness, not simply because it prefigured the much larger world war that followed it, but because the intense manner of its prosecution was a harbinger of a new and horrific form of warfare that was universally dreaded. At the same time, the hopes awakened by the attempted social revolution in republican Spain chimed with the aspirations of many in Europe and the United States during the grim years of the great Depression.'The Concise History of the Spanish Civil War' is a full-blooded account of this pivotal period in the twentieth-century European history. Paul Preston vividly recounts the struggles of the war, analyses the wider implications of the revolution in the Republican zone, tracks the emergence of Francisco Franco's brutal (and, ultimately, extraordinarily durable) fascist dictatorship and assesses the way in which the Spanish Civil War was a portent of the Second World War that ensued so rapidly after it.
Into the Blizzard: Walking the Fields of the Newfoundland Dead
Michael Winter - 2014
The first journey is that of the young men who came from Newfoundland’s outports, fields, villages and narrow city streets to join the storied regiment that led many of them to their deaths at Beaumont-Hamel during the Battle of the Somme on July 1, 1916. The second journey is the author’s, taken a century later as he walks in the footsteps of the dead men to discover what remains of their passage across land and through memory. Part unconventional history, part memoir-travelogue, part philosophical inquiry, Michael Winter uniquely captures the extraordinary lives and landscapes, both in Europe and at home, scarred by a war that is just now disappearing from living memory. In subtle and surprising ways, he also tells the hidden story of the very act of remembering – of how the past bleeds into the present and the present corrals and shapes the past. As he wanders from battlefield to barracks to hospital to hotel, and finally to a bereft stretch of land battered by a blizzard back home, Winter gently but persistently unsettles us – startling us with the unexpected encounters and juxtapositions that arise from his physical act of walking through the places where the soldiers once marched, this time armed with artifacts and knowledge those earlier souls could not have, yet undone by the reality of their bodily presence beneath the earth. In this unusual, poignant and beautiful book, Michael Winter gives us a new way of looking at a powerful piece of history that, he reminds us, continues to haunt our own lives.
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.
52 Ways Of Looking At A Poem
Ruth Padel - 2002
Never have so many poets been saying so many interesting things in such lively, up-to-date ways. Yet many people feel shut out or know little about poetry and have no idea where to begin. In this groundbreaking book, Ruth Padel takes fifty-two of the poems she discussed in her newspaper column - a year's worth - and suggests ways of reading them.The poems are by a wide range of living poets, on experiences we all share - love, sex, death, nature, history, war - which show how reading a poem can enhance everyone's life as powerfully and as pleasurably as reading novels or watching a film.
Game Frame: Using Games as a Strategy for Success
Aaron Dignan - 2011
All our lives we’ve been told that games are distractions—playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader—and, by extension, the world itself—more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.
Good Things for Organizing
Martha Stewart - 2001
Good Things for Organizing shows how to live with stuff comfortably and creatively. In chapters organized room by room, Good Things for Organizing offers a wide range of ingenious ways to tame the clutter, from the basement to the garden shed.With sections such as "Cleamng Up the Countertop" in the kitchen chapter, "Linen Closet 10" in the closet chapter, and "Organizing Correspondence" in the home office chapter, the editors of Martha Stewart Living have tested all of the possibilities and have created perfect solutions to the most frustrating organizing problems. Included are projects for every level of commitment, from tidying the junk drawer to building the right shelves to display a beloved collection.
The Game Believes in You: How Digital Play Can Make Our Kids Smarter
Greg Toppo - 2015
Greg Toppo's The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book:*A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond.*A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities.*A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft.Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again-right away-and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.
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.
Moon Lander: How We Developed the Apollo Lunar Module
Thomas J. Kelly - 2001
Kelly gives a firsthand account of designing, building, testing, and flying the Apollo lunar module. It was, he writes, "an aerospace engineer's dream job of the century." Kelly's account begins with the imaginative process of sketching solutions to a host of technical challenges with an emphasis on safety, reliability, and maintainability. He catalogs numerous test failures, including propulsion-system leaks, ascent-engine instability, stress corrosion of the aluminum alloy parts, and battery problems, as well as their fixes under the ever-present constraints of budget and schedule. He also recaptures the exhilaration of hearing Apollo 11's Neil Armstrong report that "The Eagle has landed," and the pride of having inadvertently provided a vital "lifeboat" for the crew of the disabled Apollo 13.
Devil's Guard
George Robert Elford - 1971
In that struggle, its frontline troops were the misfits, criminals and mercenaries of the French Foreign Legion. And among that international army of the desperate and the damned, none were so bloodstained as the fugitive veterans of the German S.S.WHAT THEY DID IN VIETNAM WAS ITS UGLIEST SECRET -- UNTIL NOW.Loathed by the French, feared and hated by the Vietnamese, the Germans fought not for patriotism or glory but because fighting for France was better than hanging from its gallows. Here now is the untold story of the killer elite whose discipline, ferocity and suicidal courage made them the weapon of last resort.