Author: John Staats
Publisher: Source Point Press
ISBN:
Category : Games & Activities
Languages : en
Pages : 0
Book Description
The WoW (World of Warcraft) Diary offers a rare, unfiltered look inside the gaming industry written by the game's first level designer, John Staats. The World of Warcraft Diary offers a rare, unfiltered look inside the gaming industry. It was written by the game's first level designer, John Staats, from notes he took during WoW's creation. The WoW Diary explains why developers do things and debunks popular myths about the games industry. In great detail he covers the what it took to finish the project; the surprises, the arguments, the mistakes, and Blizzard's formula for success. The author includes anecdotes about the industry, the company, the dev team; how they worked together, and the philosophy behind their decisions. The WoW Diary is a story made from notes taken during the dev team’s four-year journey. It is a timeline of Vanilla WoW’s development cycle, a time-capsule with an exhausting amount of details that also looks at the anatomy of computer game studio. In order to illustrate how all the parts of computer game company work together, he interviewed everyone from the company’s founders to his former teammates; and the supporting departments who helped make WoW a reality.
The WoW Diary: A Journal of Computer Game Development [Second Edition]
Author: John Staats
Publisher: Source Point Press
ISBN:
Category : Games & Activities
Languages : en
Pages : 0
Book Description
The WoW (World of Warcraft) Diary offers a rare, unfiltered look inside the gaming industry written by the game's first level designer, John Staats. The World of Warcraft Diary offers a rare, unfiltered look inside the gaming industry. It was written by the game's first level designer, John Staats, from notes he took during WoW's creation. The WoW Diary explains why developers do things and debunks popular myths about the games industry. In great detail he covers the what it took to finish the project; the surprises, the arguments, the mistakes, and Blizzard's formula for success. The author includes anecdotes about the industry, the company, the dev team; how they worked together, and the philosophy behind their decisions. The WoW Diary is a story made from notes taken during the dev team’s four-year journey. It is a timeline of Vanilla WoW’s development cycle, a time-capsule with an exhausting amount of details that also looks at the anatomy of computer game studio. In order to illustrate how all the parts of computer game company work together, he interviewed everyone from the company’s founders to his former teammates; and the supporting departments who helped make WoW a reality.
Publisher: Source Point Press
ISBN:
Category : Games & Activities
Languages : en
Pages : 0
Book Description
The WoW (World of Warcraft) Diary offers a rare, unfiltered look inside the gaming industry written by the game's first level designer, John Staats. The World of Warcraft Diary offers a rare, unfiltered look inside the gaming industry. It was written by the game's first level designer, John Staats, from notes he took during WoW's creation. The WoW Diary explains why developers do things and debunks popular myths about the games industry. In great detail he covers the what it took to finish the project; the surprises, the arguments, the mistakes, and Blizzard's formula for success. The author includes anecdotes about the industry, the company, the dev team; how they worked together, and the philosophy behind their decisions. The WoW Diary is a story made from notes taken during the dev team’s four-year journey. It is a timeline of Vanilla WoW’s development cycle, a time-capsule with an exhausting amount of details that also looks at the anatomy of computer game studio. In order to illustrate how all the parts of computer game company work together, he interviewed everyone from the company’s founders to his former teammates; and the supporting departments who helped make WoW a reality.
A Casual Revolution
Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262285800
Category : Games & Activities
Languages : en
Pages : 261
Book Description
How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them. Important Notice: The digital edition of this book is missing some of the images found in the physical edition.
Publisher: MIT Press
ISBN: 0262285800
Category : Games & Activities
Languages : en
Pages : 261
Book Description
How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them. Important Notice: The digital edition of this book is missing some of the images found in the physical edition.
Getting Gamers
Author: Jamie Madigan
Publisher: Rowman & Littlefield Publishers
ISBN: 9781538121337
Category : Video games
Languages : en
Pages : 0
Book Description
A psychologist and life-long fan of video games helps you understand what psychology has to say about why video games and mobile game apps are designed the way they are, why players behave as they do, and the psychological tricks used to market and sell them.
Publisher: Rowman & Littlefield Publishers
ISBN: 9781538121337
Category : Video games
Languages : en
Pages : 0
Book Description
A psychologist and life-long fan of video games helps you understand what psychology has to say about why video games and mobile game apps are designed the way they are, why players behave as they do, and the psychological tricks used to market and sell them.
Video Games
Author: Andy Bossom
Publisher: Bloomsbury Publishing
ISBN: 1474255426
Category : Computers
Languages : en
Pages : 209
Book Description
A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming. With 19 interviews exploring the diversity of roles and different perspectives on the game industry you'll enjoy learning from a range of international practitioners.
Publisher: Bloomsbury Publishing
ISBN: 1474255426
Category : Computers
Languages : en
Pages : 209
Book Description
A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming. With 19 interviews exploring the diversity of roles and different perspectives on the game industry you'll enjoy learning from a range of international practitioners.
Designing Virtual Worlds
Author: Richard A. Bartle
Publisher: New Riders
ISBN: 9780131018167
Category : Computers
Languages : en
Pages : 768
Book Description
This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.
Publisher: New Riders
ISBN: 9780131018167
Category : Computers
Languages : en
Pages : 768
Book Description
This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.
Guns, Grenades, and Grunts
Author: Gerald A. Voorhees
Publisher: Bloomsbury Publishing USA
ISBN: 1441146261
Category : Social Science
Languages : en
Pages : 448
Book Description
Known for their visibility and tendency to generate controversy, first-person shooter (FPS) games are cultural icons and powder-kegs in American society. Contributors will examine a range of FPS games such as the Doom, Half-Life, System Shock, Deus Ex, Halo, Medal of Honor and Call of Duty franchises. By applying and enriching a broad range of perspectives, this volume will address the cultural relevance and place of the genre in game studies, game theory and the cultures of game players. Guns, Grenades, and Grunts gathers scholars from all disciplines to bring the weight of contemporary social theory and media criticism to bear on the public controversy and intellectual investigation of first-person shooter games. As a genre, FPS games have helped shepherd the game industry from the early days of shareware distribution and underground gaming clans to contemporary multimillion dollar production budgets, Hollywood-style launches, downloadable content and worldwide professional gaming leagues. The FPS has been and will continue to be a staple of the game market.
Publisher: Bloomsbury Publishing USA
ISBN: 1441146261
Category : Social Science
Languages : en
Pages : 448
Book Description
Known for their visibility and tendency to generate controversy, first-person shooter (FPS) games are cultural icons and powder-kegs in American society. Contributors will examine a range of FPS games such as the Doom, Half-Life, System Shock, Deus Ex, Halo, Medal of Honor and Call of Duty franchises. By applying and enriching a broad range of perspectives, this volume will address the cultural relevance and place of the genre in game studies, game theory and the cultures of game players. Guns, Grenades, and Grunts gathers scholars from all disciplines to bring the weight of contemporary social theory and media criticism to bear on the public controversy and intellectual investigation of first-person shooter games. As a genre, FPS games have helped shepherd the game industry from the early days of shareware distribution and underground gaming clans to contemporary multimillion dollar production budgets, Hollywood-style launches, downloadable content and worldwide professional gaming leagues. The FPS has been and will continue to be a staple of the game market.
The Land
Author: Aleron Kong
Publisher:
ISBN: 9781952102004
Category :
Languages : en
Pages :
Book Description
The 8th Novel of the Internationally Acclaimed Chaos Seeds Saga Over 100 THOUSAND ????? Reviews A mesmerizing tale reminiscent of the brutality of Goblin Slayer and the majesty of Game of Thrones Audible's Customer Favorite of the Year! #1 Audiobook 2017 #1 in Epic Fantasy || #1 in HumorWelcome my friends! Welcome... to "The Land!" The battle of the dead was won, but at a great cost. Sion,leader of the Mist Village was left with only pain and regret as Richter was claimed by the abyss. What no one but the abandoned chaos seed knows is that he narrowly avoided the curse of the lich Singh, a curse that still hangs above his head. Now, surrounded by miles of darkness and tons of crushing rock,Richter has to find his way back into the light. The only problem is that this monster of a man is being pursued by monsters, a demon and his own foolish choices. Faced with all the dangers of the deep dark, what will Richter say when the buried horrors of The Land come a calling and asked if he's paid his dues? Well he'll look right back, stare that horror in the eye and say, "Yes sir, the check is in the mail!" Welcome back my friends! Welcome back... to The Land! ps - Gnomes still Rule!
Publisher:
ISBN: 9781952102004
Category :
Languages : en
Pages :
Book Description
The 8th Novel of the Internationally Acclaimed Chaos Seeds Saga Over 100 THOUSAND ????? Reviews A mesmerizing tale reminiscent of the brutality of Goblin Slayer and the majesty of Game of Thrones Audible's Customer Favorite of the Year! #1 Audiobook 2017 #1 in Epic Fantasy || #1 in HumorWelcome my friends! Welcome... to "The Land!" The battle of the dead was won, but at a great cost. Sion,leader of the Mist Village was left with only pain and regret as Richter was claimed by the abyss. What no one but the abandoned chaos seed knows is that he narrowly avoided the curse of the lich Singh, a curse that still hangs above his head. Now, surrounded by miles of darkness and tons of crushing rock,Richter has to find his way back into the light. The only problem is that this monster of a man is being pursued by monsters, a demon and his own foolish choices. Faced with all the dangers of the deep dark, what will Richter say when the buried horrors of The Land come a calling and asked if he's paid his dues? Well he'll look right back, stare that horror in the eye and say, "Yes sir, the check is in the mail!" Welcome back my friends! Welcome back... to The Land! ps - Gnomes still Rule!
The Brawler's Encyclopedia
Author: Jason R. Rich
Publisher: Simon and Schuster
ISBN: 1510757481
Category : Juvenile Nonfiction
Languages : en
Pages : 306
Book Description
The Must-Own Insider's Guide to the Gaming Sensation! Brawl Stars is one of the latest real-time multiplayer gaming phenomena to captivate players all over the world. Players team up in threes to navigate mazes, shoot at enemies, and collect colorful gem stones. In order to triumph, players must react quickly, aim precisely, and develop strategy to perform well in each three-minute match. To keep the game interesting, Brawl Stars offers several unique game play modes, each focusing on a different primary challenge. With the valuable tips in this illustrated, information-packed guide, gamers will be better equipped to: Develop strategies for success at each different level Master the various playing arenas (mazes) and snag more wins Take advantage of the unique features of each gameplay mode The Brawler’s Encyclopedia will introduce young readers to this exciting and challenging game. This full-color how-to guide includes hundreds of full-color screenshots showcasing some of the more collectible skins that can be unlocked or purchase and explaining all aspects of the game in a way that appeals to newbs and experienced gamers.
Publisher: Simon and Schuster
ISBN: 1510757481
Category : Juvenile Nonfiction
Languages : en
Pages : 306
Book Description
The Must-Own Insider's Guide to the Gaming Sensation! Brawl Stars is one of the latest real-time multiplayer gaming phenomena to captivate players all over the world. Players team up in threes to navigate mazes, shoot at enemies, and collect colorful gem stones. In order to triumph, players must react quickly, aim precisely, and develop strategy to perform well in each three-minute match. To keep the game interesting, Brawl Stars offers several unique game play modes, each focusing on a different primary challenge. With the valuable tips in this illustrated, information-packed guide, gamers will be better equipped to: Develop strategies for success at each different level Master the various playing arenas (mazes) and snag more wins Take advantage of the unique features of each gameplay mode The Brawler’s Encyclopedia will introduce young readers to this exciting and challenging game. This full-color how-to guide includes hundreds of full-color screenshots showcasing some of the more collectible skins that can be unlocked or purchase and explaining all aspects of the game in a way that appeals to newbs and experienced gamers.
Narrative Mechanics
Author: Beat Suter
Publisher: transcript Verlag
ISBN: 3839453453
Category : Social Science
Languages : en
Pages : 363
Book Description
What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics.
Publisher: transcript Verlag
ISBN: 3839453453
Category : Social Science
Languages : en
Pages : 363
Book Description
What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics.
The Virtual Ninja Manifesto
Author: Chris Goto-Jones
Publisher: Rowman & Littlefield
ISBN: 1783489839
Category : Philosophy
Languages : en
Pages : 173
Book Description
Navigating between society’s moral panics about the influence of violent videogames and philosophical texts about self-cultivation in the martial arts, The Virtual Ninja Manifesto asks whether the figure of the ‘virtual ninja’ can emerge as an aspirational figure in the twenty-first century. Engaging with the literature around embodied cognition, Zen philosophy and techno-Orientalism it argues that virtual martial arts can be reconstructed as vehicles for moral cultivation and self-transformation. It argues that the kind of training required to master videogames approximates the kind of training described in Zen literature on the martial arts. Arguing that shift from the actual dōjō to a digital dōjō represents only a change in the technological means of practice, it offers a new manifesto for gamers to signify their gaming practice. Moving beyond perennial debates about the role of violence in videogames and the manipulation of moral choices in gamic environments it explores the possibility that games promote and assess spiritual development.
Publisher: Rowman & Littlefield
ISBN: 1783489839
Category : Philosophy
Languages : en
Pages : 173
Book Description
Navigating between society’s moral panics about the influence of violent videogames and philosophical texts about self-cultivation in the martial arts, The Virtual Ninja Manifesto asks whether the figure of the ‘virtual ninja’ can emerge as an aspirational figure in the twenty-first century. Engaging with the literature around embodied cognition, Zen philosophy and techno-Orientalism it argues that virtual martial arts can be reconstructed as vehicles for moral cultivation and self-transformation. It argues that the kind of training required to master videogames approximates the kind of training described in Zen literature on the martial arts. Arguing that shift from the actual dōjō to a digital dōjō represents only a change in the technological means of practice, it offers a new manifesto for gamers to signify their gaming practice. Moving beyond perennial debates about the role of violence in videogames and the manipulation of moral choices in gamic environments it explores the possibility that games promote and assess spiritual development.