Zork Nemesis

Zork Nemesis

Author: Rick Barba

Publisher: Prima Games

ISBN: 0761507116

Category: Games & Activities

Page: 138

View: 621

A brand new entry into the world famous Zork series, by all indications Zork Nemesis will be their biggest Zork yet. The buzz is out and all RPG players everywhere await its arrival. The book will provide answers to all of the puzzles, maps to the underworld, and guidance for both old Zork players and new.

Internet Games Directory

Internet Games Directory

Author: Marc Saltzman

Publisher: Que Pub

ISBN: 0789710552

Category: Games & Activities

Page: 412

View: 532

This book includes descriptions of Web sites where readers can find the hottest online real-time games, in addition to how-to and strategy guides, non-real-time, proprietary, e-mail and listserv games.

PC Mag

PC Mag

Author:

Publisher:

ISBN:

Category:

Page: 502

View: 998

PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.

Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, 2nd Edition [3 volumes]

Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, 2nd Edition [3 volumes]

Author: Mark J. P. Wolf

Publisher: ABC-CLIO

ISBN: 9781440870200

Category: Games & Activities

Page: 1288

View: 934

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike. Explores games, people, events, and ideas that are influential in the industry, rather than simply discussing the history of video games Offers a detailed understanding of the variety of video games that have been created over the years Includes contributions from some of the most important scholars of video games Suggests areas of further exploration for students of video games

Twisty Little Passages

Twisty Little Passages

Author: Nick Montfort

Publisher: MIT Press

ISBN: 9780262297127

Category: Business & Economics

Page: 302

View: 131

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.

Encyclopedia of Video Games: M-Z

Encyclopedia of Video Games: M-Z

Author: Mark J. P. Wolf

Publisher: ABC-CLIO

ISBN: 9780313379369

Category: Video games

Page: 789

View: 653

This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games.

Vintage Games

Vintage Games

Author: Bill Loguidice

Publisher: Taylor & Francis

ISBN: 9781136137570

Category: Computers

Page: 408

View: 121

Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.

CD-ROM Classics

CD-ROM Classics

Author: Rick Barba

Publisher: Prima Games

ISBN: 0761511520

Category: Games & Activities

Page: 384

View: 366

Prima?s back to guide you through the most challenging and enduring PC games available—15 games in all. There?s no fluff here; the most bare-bones, yet complete, methods for defeating your favorite games are within the pages of CD-Rom Game Classics, Volume 2. One guide—fifteen games! Including: • Command & Conquer • Command & Conquer: Red Alert • • Crusader: No Regret • Diablo • Duke Nukem 3D • • Leisure Suit Larry: Love for Sail •MechWarrior II: Mercenaries • Myst • • Pandora Directive • Phantasmagoria II • Quake • • Sid Meier?s Civilization II • Timelapse • WarCraft II • Zork Nemesis • About the Authors Rick Barba is a game designer and author or co-author of numerous game books, including Myst: The Official Strategy Guide. Michael Knight is a technical editor and the author of Prima?s Steel Panthers II: The Official Strategy Guide. Rod Harten is a technical editor for Prima and co-author of Heroes of Might and Magic II: The Price of Loyalty—The Official Strategy Guide.

The Video Games Guide

The Video Games Guide

Author: Matt Fox

Publisher: McFarland

ISBN: 9780786472574

Category: Games & Activities

Page: 385

View: 334

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.

PC Mag

PC Mag

Author:

Publisher:

ISBN:

Category:

Page: 412

View: 853

PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.

Beginning 3D Game Development with Unity

Beginning 3D Game Development with Unity

Author: Sue Blackman

Publisher: Apress

ISBN: 9781430234234

Category: Computers

Page: 985

View: 524

Beginning 3D Game Development with Unity is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create casual interactive adventure games in the style of Telltale's Tales of Monkey Island, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure game—including reusable state management scripts, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games.