A Theory of Fun for Game Design


Raph Koster - 2004
    It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

The Burning Court


John Dickson Carr - 1937
    Who could go through a door which had been bricked up and paneled over for two hundred years, leaving an old man to a hideous death?Edward Stevens smiled at their fears of the supernatural - until he read a manuscript on female murderers. On one of the pages was a clear photograph of a woman. Under it, in small letters, had been printed:Marie D'AubrayGuillotined for Murder, 1861Edward Stevens was looking at a photograph of his own wife.

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.

Little Wars


H.G. Wells - 1913
    It can be played by boys of every age from twelve to one hundred and fifty - and even later if the limbs remain sufficiently supple - by girls of the better sort, and by a few rare and gifted women. This is to be a full History of Little Wars from its recorded and authenticated beginning until the present time, an account of how to make little warfare, and hints of the most priceless sort for the recumbent strategist.

Smart Dragons, Foolish Elves


Alan Dean FosterHarlan Ellison - 1991
    By Boucher, Effinger, Ellison, Friesner, Resnick, Sheckley, Silverberg, Zelazny, and more.Stories in the collection:As Is by Robert SilverbergThe Same to You Doubled by Robert SheckleyThe Egg of the Glak by Harvey JacobsBeibermann's Soul by Mike ResnickThimgs by Theordore R. CogswellMs. Lipshutz and the Goblin by Marvin KayeUnferno by George Alec EffingerUnicorn Variations by Roger ZelaznyYes Sir That's My by Daniel P. DernPlease Stand By by Ron GoulartBottle Party by John CollierMy Mother Was a Witch by William TennDjinn, NO Chaser by Harlan EllisonUp the Wall by Esther M. FriesnerTrouble With Water by Horace L. GoldSavage Breasts by Nina Kiriki HoffmanOr the Grasses Grow by Avram DavidsonSnulbug by Anthony Boucher

Hamlet's Hit Points


Robin D. Laws - 2010
    You'll read about the relationships between those beats. You'll also find complete analyses of three stories you know already--Hamlet, Casablanca, and Dr. No--to show you how the system works.Written with roleplayers in mind, Hamlet's Hit Points is an indispensable tool for understanding stories, in games and everywhere else.

Playing at the World: A History of Simulating Wars, People, and Fantastic Adventure from Chess to Role-Playing Games


Jon Peterson - 2012
    From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.

The Mathematics of Poker


Bill Chen - 2006
    By the mid-1990s the old school grizzled traders had been replaced by a new breed of quantitative analysts, applying mathematics to the "art" of trading and making of it a science. A similar phenomenon is happening in poker. The grizzled "road gamblers" are being replaced by a new generation of players who have challenged many of the assumptions that underlie traditional approaches to the game. One of the most important features of this new approach is a reliance on quantitative analysis and the application of mathematics to the game. This book provides an introduction to quantitative techniques as applied to poker and to a branch of mathematics that is particularly applicable to poker, game theory, in a manner that makes seemingly difficult topics accessible to players without a strong mathematical background.

Unicorn Variations


Roger Zelazny - 1983
    The title story, "Unicorn Variation", was written as a result of Zelazny having been asked to contribute to two different upcoming anthologies — one collecting stories set in bars, and one collecting stories about unicorns. When Zelazny mentioned these requests to his close friend George R. R. Martin, the other told Zelazny of a third upcoming anthology — one which would collect stories about chess — and jokingly suggested that Zelazny write a story about playing chess against a unicorn in a bar, so that he could sell the story three times. Zelazny did just that and then went on to win a Hugo Award for the story.Contents:Introduction (Unicorn Variations) [essay] (1983)Unicorn Variation (1981)The Last of the Wild Ones [Sam Murdock] (1981)Recital (1981)The Naked Matador (1981)The Parts That Are Only Glimpsed: Three Reflexes [essay] (1978)Dismal Light [Francis Sandow] (1968)Go Starless in the Night (1979)But Not the Herald (1965)A Hand Across the Galaxy (1967)The Force That Through the Circuit Drives the Current (1976)Home is the Hangman [Nemo] (1975)Fire and/or Ice, Exeunt Omnes, A Very Good Year ... [essay] (1983)Fire and/or Ice (1980)Exeunt Omnes (1980)A Very Good Year ... (1979)My Lady of the Diodes (1970)And I Only Am Escaped to Tell Thee (1981)The Horses of Lir (1981)The Night Has 999 Eyes (1964)Angel, Dark Angel (1967)Walpurgisnacht (1981)The George Business (1980)Some Science Fiction Parameters: A Biased View [essay] (1975)

Nightmares And Geezenstacks


Fredric Brown - 1961
    Contents:1 · Nasty 2 · Abominable 5 · Rebound [“The Power”] 7 · Nightmare in Gray 8 · Nightmare in Green 9 · Nightmare in White 10 · Nightmare in Blue 12 · Nightmare in Yellow 14 · Nightmare in Red 15 · Unfortunately 16 Granny’s Birthday 18 · Cat Burglar 20 · The House 22 · Second Chance 24 · Great Lost Discoveries I - Invisibility 26 · Great Lost Discoveries II - Invulnerability 27 · Great Lost Discoveries III - Immortality28 · Dead Letter [“The Letter”] 30 · Recessional 31 · Hobbyist 33 · The Ring of Hans Carvel 34 · Vengeance Fleet [“Vengeance, Unlimited”]36 · Rope Trick 37 · Fatal Error [“The Perfect Crime”] 39 · The Short Happy Lives of Eustace Weaver I, II, & III [“Of Time and Eustace Weaver”] 43 · Expedition 45 · Bright Beard 46 · Jaycee 47 · Contact [“Earthmen Bearing Gifts”] 49 · Horse Race 51 · Death on the Mountain 54 · Bear Possibility56 · Not Yet the End 58 · Fish Story 60 · Three Little Owls (A Fable)62 · Runaround [“Starvation”]660 · Murder in Ten Easy Lessons [“Ten Tickets to Hades”] 740 · Dark Interlude · Fredric Brown & Mack Reynolds 810 · Entity Trap [“From These Ashes”]950 · The Little Lamb 106 · Me and Flapjack and the Martians113 · The Joke [“If Looks Could Kill”]121 · Cartoonist [“Garrigan’s Bems”]128 · The Geezenstacks137 · The End [“Nightmare in Time”]

Go for Beginners


Kaoru Iwamoto - 1972
    But with its nearly endless possibilities and challenges, it is more than just another game; it is a way of life for tens of millions of players throughout the world. Embodying four thousand years of Oriental thought and culture, go is the oldest game in the world still played in its original form.Go is the kind of game that one can learn in a day--and spend a lifetime perfecting. It is more art than science: in order to surround and capture the opponent's territory, one needs intuition, flexibility, and acute perception combined with a sharp analytical mind. Each player is a partner in an exercise of coexistence; each player needs the other for self-enlightenment and for enjoyment. But then, too, go is a game whose strategy has been compared to the tactics of guerilla warfare. Go can be all things to all people; it is simple, elegant, and unexpectedly beautiful.This book contains an introduction; a brief example game; a clear, leisurely explanation of the rules; and illustrations of the simplest techniques of good play and of some easy and some more difficult problems the player will encounter. The appendixes include a concise list of rules, a glossary of technical terms, and a list of international and American go organizations. Among go players, Go for Beginners is known as the best beginner's book available.

Duchamp


Calvin Tomkins - 1996
    One of the giants of the twentieth century, Marcel Duchamp changed the course of modern art. Visual arts, music, dance, performance--nothing was ever the same again because he had shifted art's focus from the retinal to the mental. Duchamp sidestepped the banal and sentimental to find the relationship between symbol and object and to unearth the concepts underlying art itself. The author's intimacy with the subject and glorious prose style, wit, and deep sense of irony--"the only antidote to despair"--make him the perfect writer to bring this stunning life story to intelligent readers everywhere.

The Great Disruption: Why the Climate Crisis Will Bring on the End of Shopping and the Birth of a New World


Paul Gilding - 2011
    He has a name for this moment-when both Mother Nature and Father Greed have hit the wall at once-'The Great Disruption.' -Thomas Friedman in the New York TimesIt's time to stop just worrying about climate change, says Paul Gilding. We need instead to brace for impact because global crisis is no longer avoidable. This Great Disruption started in 2008, with spiking food and oil prices and dramatic ecological changes, such as the melting ice caps. It is not simply about fossil fuels and carbon footprints. We have come to the end of Economic Growth, Version 1.0, a world economy based on consumption and waste, where we lived beyond the means of our planet's ecosystems and resources.The Great Disruption offers a stark and unflinching look at the challenge humanity faces-yet also a deeply optimistic message. The coming decades will see loss, suffering, and conflict as our planetary overdraft is paid; however, they will also bring out the best humanity can offer: compassion, innovation, resilience, and adaptability. Gilding tells us how to fight-and win-what he calls The One Degree War to prevent catastrophic warming of the earth, and how to start today.The crisis represents a rare chance to replace our addiction to growth with an ethic of sustainability, and it's already happening. It's also an unmatched business opportunity: Old industries will collapse while new companies will literally reshape our economy. In the aftermath of the Great Disruption, we will measure growth in a new way. It will mean not quantity of stuff but quality and happiness of life. Yes, there is life after shopping.

The Atlas of Experience


Jean Klare - 1999
    But The Atlas of Experience is no ordinary book of maps.While adhering to the conventions of cartography, this atlas invites the traveler to follow routes through familiar-looking topography into hitherto uncharted realms of imagination, ideas, feelings and experience.Cradled by the Ocean of Possibilities, the Sea of Plenty and Still Waters, this strangely familiar place has its capital Boom, its airports Escape and Freedom. It encompasses beautiful regions like the Peninsular of Pleasure as well as desolate wastes such as the Swamps of Boredom and the Bay of Melancholy. Then again there are the well-known Mountains of Work and the Safe Harbour of Home. And what about the Volcanoes of Passion and the border towns of Challenge and Doubt? That's The Atlas of Experience the very special travel book that takes you on the long journey to where you are.

Game Theory: A Nontechnical Introduction


Morton D. Davis - 1970
    . . a most valuable contribution." — Douglas R. Hofstadter, author of Gödel, Escher, BachThe foundations of game theory were laid by John von Neumann, who in 1928 proved the basic minimax theorem, and with the 1944 publication of the Theory of Games and Economic Behavior, the field was established. Since then, game theory has become an enormously important discipline because of its novel mathematical properties and its many applications to social, economic, and political problems.Game theory has been used to make investment decisions, pick jurors, commit tanks to battle, allocate business expenses equitably — even to measure a senator's power, among many other uses. In this revised edition of his highly regarded work, Morton Davis begins with an overview of game theory, then discusses the two-person zero-sum game with equilibrium points; the general, two-person zero-sum game; utility theory; the two-person, non-zero-sum game; and the n-person game.A number of problems are posed at the start of each chapter and readers are given a chance to solve them before moving on. (Unlike most mathematical problems, many problems in game theory are easily understood by the lay reader.) At the end of the chapter, where solutions are discussed, readers can compare their "common sense" solutions with those of the author. Brimming with applications to an enormous variety of everyday situations, this book offers readers a fascinating, accessible introduction to one of the most fruitful and interesting intellectual systems of our time.