A Mind Forever Voyaging

A Mind Forever Voyaging PDF Author: Dylan Holmes
Publisher: Dylan Holmes
ISBN: 1480005754
Category : Games & Activities
Languages : en
Pages : 248

Book Description
...Traces the evolution of interactive video games by examining 13 landmark titles that challenged convention and captured players' imaginations worldwide...the focus on those that tell stories...-cover.

A Mind Forever Voyaging

A Mind Forever Voyaging PDF Author: Dylan Holmes
Publisher:
ISBN: 9781481014908
Category : Video games
Languages : en
Pages : 248

Book Description
An engaging and entertaining read for veteran gamers and curious newcomers alike, A MindForever Voyaging traces the evolution of interactive video games by examining 13 landmarktitles that challenged convention and captured players' imaginations worldwide. Alternativegaming blogger Dylan Holmes focuses on games that tell stories in innovative and fascinatingways and examines the opportunities-and challenges-presented when players are giventhe ability to direct how a story plays out. From the text-based adventure of Planetfall andthe interactive cinema of Heavy Rain to the one-act play of Façade and the simulated world ofShenmue, Holmes showcases the diversity of video game stories that have emerged in the last30 years. Along the way, he addresses such questions as: *How did the introduction of moral choices in video games change the playing field? *What film techniques have enhanced (or detracted from!) the gaming experience? *Can video games aspire to be art? [Hint: Yes!] *What are the benefits, pitfalls, and unintended consequences of players' "right tochoose"? *Will the robot Floyd make you cry? Critical analysis, historical perspective, and a gently opinionated personal touch make A MindForever Voyaging an enlightening read that captures the best that video games have to offer.

Twisty Little Passages

Twisty Little Passages PDF Author: Nick Montfort
Publisher: MIT Press
ISBN: 9780262633185
Category : Business & Economics
Languages : en
Pages : 306

Book Description
A critical approach to interactive fiction, as literature and game. Interactive fiction—the best-known form of which is the text game or text adventure—has not received as much critical attention as have such other forms of electronic literature as hypertext fiction and the conversational programs known as chatterbots. Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it. Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.

Science Fiction Video Games

Science Fiction Video Games PDF Author: Neal Roger Tringham
Publisher: CRC Press
ISBN: 148220388X
Category : Computers
Languages : en
Pages : 540

Book Description
Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction. Delve into a Collection of Science Fiction Games The beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG).

The World of Mathematics

The World of Mathematics PDF Author: James Roy Newman
Publisher: Courier Corporation
ISBN: 9780486411538
Category : Mathematics
Languages : en
Pages : 788

Book Description
Presents 33 essays on such topics as statistics and the design of experiments, group theory, the mathematics of infinity, the mathematical way of thinking, the unreasonableness of mathematics, and mathematics as an art. A reprint of volume 3 of the four-volume edition originally published by Simon and Schuster in 1956. Annotation c. Book News, Inc., Portland, OR (booknews.com).

Faster Than Light: The Atari ST and the 16-Bit Revolution

Faster Than Light: The Atari ST and the 16-Bit Revolution PDF Author: Jamie Lendino
Publisher: Steel Gear Press
ISBN: 1732355215
Category : Computers
Languages : en
Pages : 325

Book Description
“Power Without the Price.” Every Atari fan remembers that slogan from the 1980s as the rallying cry for 16-bit computing in the form of the Atari ST. This groundbreaking computer brought previously unimagined power to the home user for the first time—and transformed an industry or two along the way. Author Jamie Lendino offers a fresh, vital look at the history of the Atari ST, guiding you from its inauspicious genesis at the center of a company known for its gaming consoles to its category-defining triumphs in music, desktop publishing, and video gaming. And he doesn’t stop there: He then leaps to the present to pull back the veil on the thriving software and mod communities that aren’t just keeping it alive today, but taking it to places its creators never could have imagined. Whether you’re a longtime devotee who wants to relive the magic of the machine that unleashed the wonders of Dungeon Master, Time Bandit, and Starglider, an intrepid DIYer on the hunt for new ideas and resources to take your homebrew system to the next level, or a newcomer hungry to learn the ins and outs of one of the most important computers ever created, this book will get you there just as the ST did its long-ago digital pioneers: Faster Than Light.

Industrial Design Engineering

Industrial Design Engineering PDF Author: John X. Wang
Publisher: CRC Press
ISBN: 1351671847
Category : Business & Economics
Languages : en
Pages : 367

Book Description
Designing new products and improving existing ones is a continual process. Industrial design engineering is an industrial engineering process applied to product designs that are to be manufactured through techniques of production operations. Excellent industrial design engineering programs are essential for the nation’s industry to succeed in selling useful and ecologically justifiable and usable products on a market flooded with goods and services. This unique text on industrial design engineering integrates basic knowledge, insight, and working methods from industrial engineering and product design subjects. Industrial Design Engineering: Inventive Problem Solving provides a combination of engineering thinking and design skills that give the researchers, practitioners, and students an excellent foundation for participation in product development projects and techniques for establishing and managing such projects. The design principles are presented around examples related to the designing of products, goods, and services. Case studies are developed around real problems and are based on the customer’s needs.

Virtual Cities

Virtual Cities PDF Author: Konstantinos Dimopoulos
Publisher: Unbound Publishing
ISBN: 1783528508
Category : Games & Activities
Languages : en
Pages : 257

Book Description
Virtual cities are places of often-fractured geographies, impossible physics, outrageous assumptions and almost untamed imaginations given digital structure. This book, the first atlas of its kind, aims to explore, map, study and celebrate them. To imagine what they would be like in reality. To paint a lasting picture of their domes, arches and walls. From metropolitan sci-fi open worlds and medieval fantasy towns to contemporary cities and glimpses of gothic horror, author and urban planner Konstantinos Dimopoulos and visual artist Maria Kallikaki have brought to life over forty game cities. Together, they document the deep and exhilarating history of iconic gaming landscapes through richly illustrated commentary and analysis. Virtual Cities transports us into these imaginary worlds, through cities that span over four decades of digital history across literary and gaming genres. Travel to fantasy cities like World of Warcraft’s Orgrimmar and Grim Fandango’s Rubacava; envision what could be in the familiar cities of Assassin’s Creed’s London and Gabriel Knight’s New Orleans; and steal a glimpse of cities of the future, in Final Fantasy VII’s Midgar and Half-Life 2’s City 17. Within, there are many more worlds to discover – each formed in the deepest corners of the imagination, their immense beauty and complexity astounding for artists, game designers, world builders and, above all, anyone who plays and cares about video games.
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