Fundamentals of Game Design


Ernest Adams - 2006
    For courses in Fundamentals of Game Design for all video game developers and designers With a focus on designing for the commercial entertainment market, this text teaches the principles and practice of game design and covers each of the major game genres individually.

Stone Cold Dead Serious: And Other Plays


Adam Rapp - 2004
    Gathered here are three of his latest works: Faster, in which two young grifters try to strike a deal with the devil during the hottest summer on record; Finer Noble Gases, a lament for a band of arrested thirty-year-olds slouching toward adulthood amid East Village decay; and the Off-Broadway hit Stone Cold Dead Serious. An honest, strange, and humorous look at a blue-collar family struggling to survive in the face of disability and addiction, and the seemingly surreal lengths their teenage son will go to save them from themselves, the play prompted Bruce Weber to rave in The New York Times: "Rapp is very gifted, and, even rarer, he has something to say . . . Stone Cold Dead Serious [is] brave, compassionate, and . . . breathtakingly moving. It is the work of a playwright who is forging a real voice . . . Its rendering of the shared language of loved ones illustrates how families can remain intimate even when they are in shards. Its depiction of a working-class America that is unable to dream of anything beyond enduring is as sincerely sad a commentary on our culture as I've seen in recent memory. And its fear for young people is, unfortunately, deeply convincing."

Prisoner's Dilemma: John von Neumann, Game Theory, and the Puzzle of the Bomb


William Poundstone - 1992
    Though the answers may seem simple, their profound implications make the prisoner's dilemma one of the great unifying concepts of science. Watching players bluff in a poker game inspired John von Neumann--father of the modern computer and one of the sharpest minds of the century--to construct game theory, a mathematical study of conflict and deception. Game theory was readily embraced at the RAND Corporation, the archetypical think tank charged with formulating military strategy for the atomic age, and in 1950 two RAND scientists made a momentous discovery.Called the prisoner's dilemma, it is a disturbing and mind-bending game where two or more people may betray the common good for individual gain. Introduced shortly after the Soviet Union acquired the atomic bomb, the prisoner's dilemma quickly became a popular allegory of the nuclear arms race. Intellectuals such as von Neumann and Bertrand Russell joined military and political leaders in rallying to the preventive war movement, which advocated a nuclear first strike against the Soviet Union. Though the Truman administration rejected preventive war the United States entered into an arms race with the Soviets and game theory developed into a controversial tool of public policy--alternately accused of justifying arms races and touted as the only hope of preventing them.A masterful work of science writing, Prisoner's Dilemma weaves together a biography of the brilliant and tragic von Neumann, a history of pivotal phases of the cold war, and an investigation of game theory's far-reaching influence on public policy today. Most important, Prisoner's Dilemma is the incisive story of a revolutionary idea that has been hailed as a landmark of twentieth-century thought.

Rules of Play: Game Design Fundamentals


Katie Salen - 2003
    In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

The Challenge to Care in Schools: An Alternative Approach to Education


Nel Noddings - 1992
    Noddings argues that such emphasis shortchanges not only the noncollege-bound whose interests are almost ignored, but even those who are preparing for college. The latter receive schooling for the head but little for the heart and soul. Noddings counteracts this condition, insisting that our aim should be to encourage the growth of competent, caring, loving and lovable persons, a moral priority that our educational system ignores. She argues that liberal education dictates what areas of pedagogy are socially acceptable - ignoring a student's wider range of abilities - and undervalues skills, attitudes and capacities traditionally associated with women. Contrarily, it is precisely the competence for caring, Nodding posits, that will prepare our students for the environment of the school, the world of work, the realm of ideas, and ultimately, for each other.

Sly Flourish's Dungeon Master Tips


Michael E. Shea - 2010
    You’ve read both Dungeon Master’s guides. You’ve run a few games. You pick up ideas here and there on the net. Or maybe you're an old grizzled vet who has run games for 20 years.Maybe your game is feeling a little stale. Maybe your encounters didn’t run exactly as you wanted them too. Maybe you feel like you're stuck in a rut. Maybe you feel a bit overwhelmed when you have to come up with an exciting, creative game every week.You’re not looking for a huge tome on game theory. You don’t need yet another take on world-building. You’re looking for some practical tips you can use today to help you focus your energy in the right places and make some kick-ass D&D games for you and your friends. You want something you can read quick and start using right away.My friend, here is the book for you.This book was written to give you solid usable tips to help you build your story, design exciting encounters, and run a great game when you’re at the table. It’s a short book, designed to be read quickly and referenced often.Oh yeah, and it’s got some awesome original artwork by Jared Von Hindman of Head Injury Theater.This is a completely original book. Every chapter was written from scratch to help you focus on what’s important and get past some of the roadblocks we all face when designing a D&D game.

Alchemy & Mysticism


Alexander Roob - 1996
    This unique selection of illustrations with commentaries and source texts guides us on a fascinating journey through the representations of the secret arts.

Stand-Up Comedy: The Book


Judy Carter - 1989
    All the world loves a clown and whether you want to clown around at parties or make a living as a standup comic, comedian Judy Carter can show you how to "do" comedy.

The Full Tilt Poker Strategy Guide: Tournament Edition


Michael CraigTed Forrest - 2007
    Their accomplishments are unparalleled, with countless World Series of Poker and World Poker Tour championships to their names and well in excess of $100 million in winnings in private games. Now, this group of poker legends has banded together to create The Full Tilt Poker Strategy Guide, which will stand as an instant classic of the genre and is sure to become the industry standard.

Fighter Combat: Tactics and Maneuvering


Robert L. Shaw - 1985
    Full discussions of fighter aircraft and weapons systems performance are provided along with an explanation of radar intercept tactics and an analysis of the elements involved in the performance of fighter missions.

Classroom Assessment & Grading That Work


Robert J. Marzano - 2006
    Marzano provides an in-depth exploration of what he calls one of the most powerful weapons in a teacher's arsenal. An effective standards-based, formative assessment program can help to dramatically enhance student achievement throughout the K-12 system, Marzano says. Drawing from his own and others' extensive research, the author provides comprehensive answers to questions such as these:* What are the characteristics of an effective assessment program?* How can educators use national and state standards documents as a basis for creating a comprehensive, topic-based assessment system?* What types of assessment items and tasks are best suited to measuring student progress in mastering information, mental procedures, and psychomotor procedures?* Why does the traditional point system used for scoring often lead to incorrect conclusions about a student's actual knowledge?* What types of scoring and final grading systems provide the most accurate portrayal of a student's progress along a continuum of learning?In addition to providing teachers with all the tools they need to create a better assessment system, Classroom Assessment and Grading That Work makes a compelling case for the potential of such a system to transform the culture of schools and districts, and to propel K-12 education to new levels of effectiveness and efficiency.

Clanbook: Cappadocian


Justin Achilli - 1997
    The vampires of this bygone age ride the dark as lords, play their games with the crowned heads of Europe, and travel to the mysterious lands of the East as they wage their ages-old war.The diablerie of saulot, the waking of Mithras, the destruction of Michael the patriarch, the return of the Dracon -- it all means the time of reflection is over. The Inquisition stirs and the time to act is now. Across Europe, monarchs of the night set princes and barons at each other's undying throats. Young vampires take to the field ready to claim their domain and become powerful lords in their own right. Blood calls to blood.Clanbooks contain vital character information for players and Storytellers.

The Legend of Zelda: The Wind Waker - Prima's Official Strategy Guide


Bryan Stratton - 2003
    Become the hero of a brand-new legend! ·Island-by-island tips for every hidden treasure, sidequest, and minigame ·Detailed dungeon maps with every hidden treasure chest revealed ·Checklists of every optional sidequest ·All the tips and tricks you need to defeat every boss and enemy creature ·Complete info on all weapons and itemsâ��including secret ones like the Magic Armor ·Screenshots of all 134 Nintendo Gallery figurines, with all the tips you need to get them

The Art and Craft of Novel Writing


Oakley Hall - 1989
    ...An essential resource for any writer -- beginning, published, or just plain stuck. -- Amy TanOakley Hall cites the works and methods of such great novelists as John Steinbeck, Joyce Carol Oates, Leo Tolstoy, Agatha Christie and Milan Kundera to show readers what works in the novel, and why. This book features advice on taking a novel through each of its stages, from the beginning of an idea to The End, and guides writers through the process of writing a novel.