Author: David Cassady
Publisher:
ISBN: 9780761542421
Category : Business & Economics
Languages : en
Pages : 140
Book Description
Return to a Time in Norrath's Past - Critical stats for all 10 races and all 13 classes - Crucial strategies for all beginning quests on a class-by-class basis-- from Barbarian to Troll - Detailed lists of all abilities up to level 20 - Essential maps of every beginning area - Exhaustive tactics for creating a winning character
Everquest Online Adventures
Everquest Online Adventures
Author: Debra Lockridge
Publisher: Prima Games
ISBN: 9780761544227
Category : Games & Activities
Languages : en
Pages : 676
Book Description
Brave the New Frontiers - Exhaustive walkthrough for each class quest (up through Level 20) - Detailed city maps listing every important NPC and merchant - Complete loot tables for every area - Breakdown of all class abilities - Complete faction listings - All trade skill recipes revealed
Publisher: Prima Games
ISBN: 9780761544227
Category : Games & Activities
Languages : en
Pages : 676
Book Description
Brave the New Frontiers - Exhaustive walkthrough for each class quest (up through Level 20) - Detailed city maps listing every important NPC and merchant - Complete loot tables for every area - Breakdown of all class abilities - Complete faction listings - All trade skill recipes revealed
The Minds Behind PlayStation 2 Games
Author: Patrick Hickey, Jr.
Publisher: McFarland
ISBN: 1476648433
Category : Games & Activities
Languages : en
Pages : 245
Book Description
Featuring interviews with the creators of 37 popular video games--including SOCOM, Shadow of the Colossus, Tekken Tag Tournament and Sly Cooper--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of the original PlayStation 2 era. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.
Publisher: McFarland
ISBN: 1476648433
Category : Games & Activities
Languages : en
Pages : 245
Book Description
Featuring interviews with the creators of 37 popular video games--including SOCOM, Shadow of the Colossus, Tekken Tag Tournament and Sly Cooper--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of the original PlayStation 2 era. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.
HWM
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 96
Book Description
Singapore's leading tech magazine gives its readers the power to decide with its informative articles and in-depth reviews.
Publisher:
ISBN:
Category :
Languages : en
Pages : 96
Book Description
Singapore's leading tech magazine gives its readers the power to decide with its informative articles and in-depth reviews.
Multiplayer Online Games
Author: Guo Freeman
Publisher: CRC Press
ISBN: 1351649965
Category : Computers
Languages : en
Pages : 127
Book Description
Multiplayer Online Games (MOGs) have become a new genre of "play culture," integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods used in previous works to study MOGs (i.e., observation/ethnography, survey/interviews, content and discourse analysis, experiments, network analysis, and case studies). It concludes that MOGs represent a highly sophisticated, networked, multimedia and multimodal Internet technology, which can construct entertaining, simultaneous, persistent social virtual worlds for gamers. Overall, the book shows that what we can learn from MOGs is how games and gaming, as ubiquitous activities, fit into ordinary life in today’s information society, in the moments where the increased use of media as entertainment, the widespread application of networked information technologies, and participation in new social experiences intersect. Key Features: Contains pertinent knowledge about online gaming: its history, technical features, player characteristics, social dynamics, and research methods Sheds light on the potential future of online gaming, and how this would impact every aspect of our everyday lives – socially, culturally, technologically, and economically Asks promising questions based on cutting-edge research in the field of online game design and development
Publisher: CRC Press
ISBN: 1351649965
Category : Computers
Languages : en
Pages : 127
Book Description
Multiplayer Online Games (MOGs) have become a new genre of "play culture," integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods used in previous works to study MOGs (i.e., observation/ethnography, survey/interviews, content and discourse analysis, experiments, network analysis, and case studies). It concludes that MOGs represent a highly sophisticated, networked, multimedia and multimodal Internet technology, which can construct entertaining, simultaneous, persistent social virtual worlds for gamers. Overall, the book shows that what we can learn from MOGs is how games and gaming, as ubiquitous activities, fit into ordinary life in today’s information society, in the moments where the increased use of media as entertainment, the widespread application of networked information technologies, and participation in new social experiences intersect. Key Features: Contains pertinent knowledge about online gaming: its history, technical features, player characteristics, social dynamics, and research methods Sheds light on the potential future of online gaming, and how this would impact every aspect of our everyday lives – socially, culturally, technologically, and economically Asks promising questions based on cutting-edge research in the field of online game design and development
Massively Multiplayer Games For Dummies
Author: Scott Jennings
Publisher: John Wiley & Sons
ISBN: 0471793116
Category : Games & Activities
Languages : en
Pages : 362
Book Description
Intrigued by MMGs? Here's the place to start Compare games, create a character, choose a guild to join, and have some fun! So your friend keeps talking about playing this cool game with millions of people on the Internet, and you really want to join in? Great idea! This book will let you in on the lingo, provide a little background on MMGs, help you choose a character, and prepare you for a trip into the fantasy world. Discover how to * Choose a game you'll enjoy * Start developing a character * Survive player vs. player combat * Find useful gameplay guides * Slay more monsters * Team up with other players
Publisher: John Wiley & Sons
ISBN: 0471793116
Category : Games & Activities
Languages : en
Pages : 362
Book Description
Intrigued by MMGs? Here's the place to start Compare games, create a character, choose a guild to join, and have some fun! So your friend keeps talking about playing this cool game with millions of people on the Internet, and you really want to join in? Great idea! This book will let you in on the lingo, provide a little background on MMGs, help you choose a character, and prepare you for a trip into the fantasy world. Discover how to * Choose a game you'll enjoy * Start developing a character * Survive player vs. player combat * Find useful gameplay guides * Slay more monsters * Team up with other players
Digital Storytelling
Author: Carolyn Handler Miller
Publisher: CRC Press
ISBN: 1135044449
Category : Art
Languages : en
Pages : 507
Book Description
Digital Storytelling shows you how to create immersive, interactive narratives across a multitude of platforms, devices, and media. From age-old storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of New Media, including transmedia storytelling, video games, mobile apps, and second screen experiences. The way a story is told, a message is delivered, or a narrative is navigated has changed dramatically over the last few years. Stories are told through video games, interactive books, and social media. Stories are told on all sorts of different platforms and through all sorts of different devices. They’re immersive, letting the user interact with the story and letting the user enter the story and shape it themselves. This book features case studies that cover a great spectrum of platforms and different story genres. It also shows you how to plan processes for developing interactive narratives for all forms of entertainment and non-fiction purposes: education, training, information and promotion. Digital Storytelling features interviews with some of the industry’s biggest names, showing you how they build and tell their stories.
Publisher: CRC Press
ISBN: 1135044449
Category : Art
Languages : en
Pages : 507
Book Description
Digital Storytelling shows you how to create immersive, interactive narratives across a multitude of platforms, devices, and media. From age-old storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of New Media, including transmedia storytelling, video games, mobile apps, and second screen experiences. The way a story is told, a message is delivered, or a narrative is navigated has changed dramatically over the last few years. Stories are told through video games, interactive books, and social media. Stories are told on all sorts of different platforms and through all sorts of different devices. They’re immersive, letting the user interact with the story and letting the user enter the story and shape it themselves. This book features case studies that cover a great spectrum of platforms and different story genres. It also shows you how to plan processes for developing interactive narratives for all forms of entertainment and non-fiction purposes: education, training, information and promotion. Digital Storytelling features interviews with some of the industry’s biggest names, showing you how they build and tell their stories.
The Video Games Guide
Author: Matt Fox
Publisher: McFarland
ISBN: 078647257X
Category : Games & Activities
Languages : en
Pages : 385
Book Description
The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.
Publisher: McFarland
ISBN: 078647257X
Category : Games & Activities
Languages : en
Pages : 385
Book Description
The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.
Play Between Worlds
Author: T. L. Taylor
Publisher: MIT Press
ISBN: 0262250543
Category : Computers
Languages : en
Pages : 206
Book Description
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.
Publisher: MIT Press
ISBN: 0262250543
Category : Computers
Languages : en
Pages : 206
Book Description
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.
Video Games
Author: Kevin Hile
Publisher: Greenhaven Publishing LLC
ISBN: 1420501704
Category : Young Adult Nonfiction
Languages : en
Pages : 106
Book Description
The evolution of the video game is incredible; from a two-colored screen with paddle and pong to fully immersive alternate playing worlds, it is one technology that seems to be constantly evolving. This volume explains the history of video games, the considerations of their impact on players and society, and how they can be used as educational tools. Readers will learn about the future of video games as well.
Publisher: Greenhaven Publishing LLC
ISBN: 1420501704
Category : Young Adult Nonfiction
Languages : en
Pages : 106
Book Description
The evolution of the video game is incredible; from a two-colored screen with paddle and pong to fully immersive alternate playing worlds, it is one technology that seems to be constantly evolving. This volume explains the history of video games, the considerations of their impact on players and society, and how they can be used as educational tools. Readers will learn about the future of video games as well.