Book picks similar to
Pattern Language for Game Design by Christopher Barney


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The Well-Played Game: A Player's Philosophy


Bernie DeKoven - 1978
    De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game.De Koven explains that when players congratulate each other on a "well-played" game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven--affectionately and appreciatively hailed by Eric Zimmerman as "our shaman of play"--explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.

Paris in the Fifties


Stanley Karnow - 1997
    He stayed for ten years, first as a student and later as a correspondent for Time magazine. By the time he left, Karnow knew Paris so intimately that his French colleagues dubbed him "le plus parisien des Américains" --the most Parisian American. Now, Karnow returns to the France of his youth, perceptively and wittily illuminating a time and place like none other. Karnow came to France at a time when the French were striving to return to the life they had enjoyed before the devastation of World War II. Yet even during food shortages, political upheavals, and the struggle to come to terms with a world in which France was no longer the mighty power it had been, Paris remained a city of style, passion, and romance. Paris in the Fifties transports us to Latin Quarter cafés and basement jazz clubs, to unheated apartments and glorious ballrooms. We meet such prominent political figures as Charles de Gaulle and Pierre Mendès-France, as well as Communist hacks and the demagogic tax rebel Pierre Poujade. We get to know illustrious intellectuals, among them Jean-Paul Sartre, Simone de Beauvoir, Albert Camus, and André Malraux, and visit the glittering salons where aristocrats with exquisite manners mingled with trendy novelists, poets, critics, artists, composers, playwrights, and actors. We meet Christian Dior, who taught Karnow the secrets of haute couture, and Prince Curnonsky, France's leading gourmet, who taught the young reporter to appreciate the complexities of haute cuisine. Karnow takes us to marathon murder trials in musty courtrooms, accompanies a group of tipsy wine connoisseurs on a tour of the Beaujolais vineyards, and recalls the famous automobile race at Le Mans when a catastrophic accident killed more than eighty spectators. Back in Paris, Karnow hung out with visiting celebrities like Ernest Hemingway, Orson Welles, and Audrey Hepburn, and in Paris in the Fifties we meet them too.A veteran reporter and historian, Karnow has written a vivid and delightful history of a charmed decade in the greatest city in the world.

Rogue Leaders: The Story of LucasArts


Rob Smith - 2008
    Twenty-five years and dozens of award-winning games later, LucasArts has earned a prestigious place in the industry and in the hearts of gamers everywhere. Rogue Leaders is the first substantive survey of a videogame companya deluxe compilation that traces its history through never-before-published interviews. In addition, more than 300 pieces of concept art, character development sketches, and storyboards have been lavishly reproduced to showcase the creative talent behind such videogame classics as The Secret of Monkey Island, Grim Fandango, and Star Wars: Knights of the Old Republic, as well as games that were never publicly released. A thrill for millions of videogame and LucasArts fans around the world.

WTF?!: An Economic Tour of the Weird


Peter T. Leeson - 2017
    Leeson. As you wander from exhibit to exhibit and overhear Leeson's riotous exchanges with the patrons, you'll learn how economic thinking reveals the hidden sense behind seemingly senseless human behavior. Leeson demonstrates that far from "irrational" or "accidents of history," humanity's most outlandish rituals are ingenious solutions to pressing problems--developed by clever people, driven by incentives, and tailor-made for their time and place. As the tour teaches: what varies isn't people, but the environments and constraints within which they operate. Along the way, you'll learn how to use an economic lens to uncover the logic behind any weirdness you encounter in your own life. Can you handle getting schooled by the strange? Better hurry, the tour is about to start!

Getting from College to Career: 90 Things to Do Before You Join the Real World, Revised Edition


Lindsey Pollak - 2007
    Now newly revised and updated, Lindsey Pollak's "Getting from College to Career" is the definitive guide to building the experience, skills, and confidence you need to succeed in the job search, offering action-oriented tips and strategies ranging from the simple to the expert. Learn how to: Get the best tools for career prep and job hunting E-mail like a professional Go global Practice the eight essentials of internship achievement Perform five minutes of stand-up Overprepare for interviews Persist without being a pest"Getting from College to Career" gives you the essential information and guidance you need to get your foot in the door of the real world. Don't start your first job search without it

Fuck Yeah, Video Games: The Life and Extra Lives of a Professional Nerd


Daniel Hardcastle
    Told through encounters with the most remarkable – and the most mind-boggling – games of the last thirty-odd years, Fuck Yeah, Video Games is also a love letter to the greatest hobby in the world.From God of War to Tomb Raider, Pokémon to The Sims, Daniel relives each game with countless in-jokes, obscure references and his signature wit, as well as intricate, original illustrations by Rebecca Maughan. Alongside this march of merriment are chapters dedicated to the hardware behind the games: a veritable history of Sony, Nintendo, Sega and Atari consoles.Joyous, absurd, personal and at times sweary, Daniel's memoir is a celebration of the sheer brilliance of video games.

Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques


Evan Skolnick - 2014
    With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today’s savvy gamers back time and time again.

The Believer Book of Writers Talking to Writers


Vendela Vida - 2005
    The interviews include favorites gleaned from the pages of the Believer magazine along with previously unpublished conversations. The book is rife with astonishing insights and profound quips. To wit:George Saunders: ‘I see writing as part of an ongoing attempt to really, viscerally, believe that everything matters, suffering is real, and death is imminent.’Ian McEwan: ‘The dream, surely, that we all have, is to write this beautiful paragraph that actually is describing something but at the same time in another voice is writing commentary on its own creation, without having to be a story about a writer.’Jamaica Kincaid: ‘All of these declarations of what writing ought to be, which I had myself—though, thank god I had never committed them to paper—I think are nonsense.... You write what you write, and then either it holds up or it doesn't hold up. There are no rules or particular sensibilities. I don't believe in that all anymore.’Janet Malcolm: ‘The narrator of my nonfiction pieces is not the same person I am—she is a lot more articulate and thinks of much cleverer things to say than I usually do.’Paul Auster: ‘In my own case, I certainly don't walk into my room and sit down at my desk feeling like a boxer ready to go ten rounds with Joe Louis. I tiptoe in. I procrastinate. I delay. I come in sideways, kind of sliding through the door.... I don't burst into the saloon with my six-shooter ready. If I did, I'd probably shoot myself in the foot.’Tobias Wolff: ‘Each time out should be a swing for the fences. Don't do base-running drills. You can do those on your own time.’

The Game Design Reader: A Rules of Play Anthology


Katie SalenJussi Holopainen - 2005
    A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players.Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play?Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings.Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.

A Tangled Inheritance


Chalon Linton - 2018
    The family estate will pass to an odious male cousin upon the death of Nora’s father, and when he suddenly takes ill, her need to marry well becomes vitally important.As Nora struggles with the idea of marrying without love, she finds herself increasingly drawn to Devlin Fausett, a man with dark eyes and intriguing conversation. But Devlin’s reputation as an indebted gambler is difficult to ignore. Despite the rumors from the ton and the marriage decision before her, Nora is determined to befriend the dashing Mr. Fausett, and his charms soon make it all but impossible to remember her duty. Until she learns the truth of her fortune. There is a way to keep her family’s estate, but the price is high: Nora must wed, as soon as possible. Torn between two very different men, she must make the ultimate decision. Will she be guided by her head or her heart?

Adam, One Afternoon


Italo Calvino - 1949
    The grimly comic story The Argentine Ant moved Gore Vidal to declare 'if this is not a masterpiece of twentieth-century prose writing, I cannot think of anything better'.- Adam, One Afternoon- The Enchanted Garden- Father to Son- A Goatherd at Luncheon- Leaving Again Shortly- The House of the Beehives- Fear on the Footpath- Hunger at Bévera- Going to Headquarters- The Crow Comes Last- One of the Three is Still Alive- Animal Wood- Seen in the Canteen- Theft in a Cake Shop- Dollars and the Demi-Mondaine- Sleeping Like Dogs- Desire in November- A Judgment- The Cat and the Policeman- Who Put the Mine in the Sea?- The Argentine Ant

Good Girls Do Swallow: The Darkly Comic True Story of How One Woman Stopped Hating Her Body


Rachael Oakes-Ash - 2001
    She went through anorexia, bulimia, bulimarexia, gym mania, strict dieting and binge eating before she finally she figured out how to stop torturing herself and hating her body. Good Girls Do Swallow is the very black and very funny story of her downfall and her recovery.Rachael might have taken things further than many of us, but this is a story every woman can relate to. You might not have rescued food from the rubbish bin in a moment of binge-madness but if you've ever felt lousy and reached for a chocolate biscuit for comfort, this book is for you.'What the diet promised, I got,' writes Rachael. `I got the body that can wear the clothes. I got the job I love, I got the man I want. But I only got it for keeps when I stopped dieting.' From the Carol Brady Syndrome and Thindarella to Mutiny in Aisle Six, Good Girls Do Swallow tells how she did it.

Zen and the Art of Making a Living: A Practical Guide to Creative Career Design


Laurence G. Boldt - 1992
    This new edition has been updated throughout with up-to-the-minute contact information and hundreds of new bibliographical and Internet resources. It includes all-new sections on developing a successful home-based business and creating an effective work development support group to assist you in your quest for fulfillling work.

Broke Millennial Talks Money: Scripts, Stories, and Advice to Navigate Awkward Financial Conversations


Erin Lowry - 2020
    In this user-friendly and approachable guide, finance writer Erin Lowry helps take the stress out of these tricky conversations. With scripts, tips, and troubleshooting advice, she takes you through every possible money talk scenario, including:- how to tell your friends you can't afford the same lifestyle they can - how to ask your parents if they can afford retirement and if they'll need your support as they age - how to talk to your coworkers about your salary and negotiate with your boss - how to broach the subject of a prenup with your fianc�Lowry arms you with all of the financial knowledge you'll need in order to get the most out of each interaction, whether that's with your friends, your spouse, your employer, or your mom. It's time to demystify our money and hash out these tough topics with the important people in our lives, and this helpful book will make it all much easier.

How Games Move Us: Emotion by Design


Katherine Isbister - 2016
    But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train.Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.