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Books > Computing & IT > Computer software packages > Computer games
This volume presents an original framework for the study of video
games that use visual materials and narrative conventions from
ancient Greece and Rome. It focuses on the culturally rich
continuum of ancient Greek and Roman games, treating them not just
as representations, but as functional interactive products that
require the player to interpret, communicate with and alter them.
Tracking the movement of such concepts across different media, the
study builds an interconnected picture of antiquity in video games
within a wider transmedial environment. Ancient Greece and Rome in
Videogames presents a wide array of games from several different
genres, ranging from the blood-spilling violence of god-killing and
gladiatorial combat to meticulous strategizing over virtual Roman
Empires and often bizarre adventures in pseudo-ancient places.
Readers encounter instances in which players become intimately
engaged with the "epic mode" of spectacle in God of War, moments of
negotiation with colonised lands in Rome: Total War and Imperium
Romanum, and multi-layered narratives rich with ancient traditions
in games such as Eleusis and Salammbo. The case study approach
draws on close analysis of outstanding examples of the genre to
uncover how both representation and gameplay function in such
"ancient games".
The computer gaming industry is bigger than the film and music
industries and is growing faster than both of them put together.
The industry is also changing fast. The typical computer gamer is
in his mid 20s and female gamers make up one of the faster growing
parts of the market. New developments in sociability and
interactivity are also transforming the industry. This is the first
major study of brands and gaming and shows huge opportunities for
brand development
Bungie presents the Destiny Grimoire Anthology, a must-have
collectible lore compendium designed and assembled for Destiny's
devoted and enlightened scholars and lore lovers, as well as fans
of fantasy and science fiction storytelling. Until now, the myths,
mysteries, and machinations of the Destiny universe were found
hidden throughout the worlds-enticing threads that hinted at a
greater tapestry. The Destiny Grimoire Anthology weaves tales from
multiple sources together for the first time, casting new light on
Destiny's most legendary heroes, infamous villains, and their
greatest moments of triumph and tragedy. This volume illuminates a
facet of the world of Destiny, and challenges players' thoughts and
assumptions on what it means to be a Guardian, offering new and
differing perspectives on the cosmic war that rages between the
Traveler and its ancient enemies.
Weigh the past and seize your destiny-wherever the darkened path
may lead-with The Sanctuary Tarot Deck and Guidebook, inspired by
the mythos of Blizzard Entertainment's Diablo and its magic-infused
world of Sanctuary. In this deluxe boxed set featuring 78 oversize
cards and a 96-page guidebook, rekindle the traditions of those who
threw bones, read tea leaves, and invoked the supernatural to light
their path. With a team of artists led by Konstantin Vavilov and a
comprehensive guidebook by Barbara Moore, this tarot set channels
the beauty and terror of Sanctuary into an all-encompassing,
visually stunning experience that holds the key to
understanding-and embracing-your own inner demons.
The heart of any system that simulates the physical interaction
between objects is collision detection-the ability to detect when
two objects have come into contact. This system is also one of the
most difficult aspects of a physical simulation to implement
correctly, and invariably it is the main consumer of CPU cycles.
Practitioners, new to the field or otherwise, quickly discover that
the attempt to build a fast, accurate, and robust collision
detection system takes them down a long path fraught with perils
and pitfalls unlike most they have ever encountered. Without
in-depth knowledge and understanding of the issues associated with
engineering a collision detection system, the end of that path is
an abyss that has swallowed many a good programmer!
Gino van den Bergen's new book is the story of his successful
journey down that path. The outcome is his well-known collision
detection system, the SOftware Library for Interference Detection
(SOLID). Along the way, he covers the topics of vector algebra and
geometry, the various geometric primitives of interest in a
collision system, the powerful method of separating axes for the
purposes of intersection testing, and the equally powerful
Gilbert-Johnson-Keerthi (GJK) algorithm for computing the distance
between convex objects. But this book provides much more than a
good compendium of the ideas that go into building a collision
system. The curse of practical computational geometry is
floating-point arithmetic. Algorithms with straightforward
implementations when using exact arithmetic can have catastrophic
failures in a floating-point system. Specifically, intersection and
distance algorithms implemented in a floating-point systemtend to
fail exactly in the most important case in a collision system-when
two objects are just touching. Great care must be taken to properly
handle floating-point round off errors. Gino's ultimate
accomplishment in this book is his presentation on how to correctly
implement the GJK distance algorithm in the presence of
single-precision floating-point arithmetic. And what better way to
illustrate this than with a case study, the final chapter on the
design and implementation of SOLID.
About the CD-ROM
The companion CD-ROM includes the full C++ source code of SOLID 3.5
as well as API documentation in HTML and PDF formats. Both single
(32bit) and double (64bit) precision versions of the SOLID SDK plus
example programs can be compiled for Linux platforms using GNU g++
version 2.95 to 3.3 and for Win32 platforms using Microsoft Visual
C++ version 6.0 to 7.1. Use of the SOLID source code is governed by
the terms of either the GNU GPL or the Trolltech QPL (see CD-ROM
documentation for details).
About the Author
Gino van den Bergen is a game developer living and working in The
Netherlands. He is the creator of SOLID and holds a Ph.D. in
computing science from Eindhoven University of Technology. Gino
implemented collision detection and physics in NaN Technologies'
Blender, a creation suite for interactive 3D content.
*Explains the fundamental geometric and numerical concepts that
underlie the key algorithms of collision detection.
*CD-ROM includes the full C++ source code of SOLID, a well-known
library for collision detection, plus binaries and example programs
for Win32.
*Discusses algorithms for commonly used primitive types, such as
spheres, boxes, cylinders, cones, triangles, rays, and convex
polyhedra.
*Presents techniques for accelerating collision detection for
complex models and scenes.
Alternate Reality Games (ARGs) challenge what players understand as
"real." Alternate Reality Games and the Cusp of Digital Gameplay is
the first collection to explore and define the possibilities of
ARGs. Though prominent examples have existed for more than two
decades, only recently have ARGs come to the prominence as a unique
and highly visible digital game genre. Adopting many of the same
strategies as online video games, ARGs blur the distinction between
real and fictional. With ARGs continuing to be an important and
blurred space between digital and physical gameplay, this volume
offers clear analysis of game design, implementation, and
ramifications for game studies. Divided into three distinct
sections, the contributions include first hand accounts by leading
ARG creators, scholarly analysis of the meaning behind ARGs, and
explorations of how ARGs are extending digital tools for analysis.
By balancing the voices of designers, players, and researchers,
this collection highlights how the Alternate Reality Game genre is
transforming the ways we play and interact today.
Feast on all of the delicious offerings found in the world of
Skyrim in this beautifully crafted cookbook based on the
award-winning game The Elder Scrolls V: Skyrim Immerse yourself in
the diverse cuisine of Skyrim with these recipes inspired by food
found in the Old Kingdom and across Tamriel. With over seventy
delicious recipes for fan-favorite recipes including Apple Cabbage
Stew Sunlight Souffle, Sweetrolls, and more, The Elder Scrolls V:
Skyrim: The Official Cookbook will delight every hungry Dragonborn.
This book provides a comprehensive and practically minded
introduction into serious games for law enforcement agencies.
Serious games offer wide ranging benefits for law enforcement with
applications from professional trainings to command-level decision
making to the preparation for crises events. This book explains the
conceptual foundations of virtual and augmented reality,
gamification and simulation. It further offers practical guidance
on the process of serious games development from user requirements
elicitation to evaluation. The chapters are intended to provide
principles, as well as hands-on knowledge to plan, design, test and
apply serious games successfully in a law enforcement environment.
A diverse set of case studies showcases the enormous variety that
is possible in serious game designs and application areas and
offers insights into concrete design decisions, design processes,
benefits and challenges. The book is meant for law enforcement
professionals interested in commissioning their own serious games
as well as game designers interested in collaborative pedagogy and
serious games for the law enforcement and security sector.
Featuring stunning concept art and visual details, this is the
first in the definitive series on the cinematics that bring World
of Warcraft vividly to life. World of Warcraft redefined online
gaming, and over the last fifteen years each new chapter has
delivered new and incredible cinematics. The Cinematic Art of World
of Warcraft goes behind the scenes with the Warcraft cinematic
team. With never-before-seen concept art and accounts of the
creative and technical process, this is the definitive visual
gallery of how countless artists brought the world of Azeroth to
life in incredible detail and motion.
Many designers, policy makers, teachers, and other practitioners
are beginning to understand the usefulness of using digital games
beyond entertainment. Games have been developed for teaching,
recruiting and to collect data to improve search engines. This book
examines the fundamentals of designing any game with a serious
purpose and provides a way of thinking on how to design one
successfully.
The reader will be introduced to a design philosophy called
Triadic Game Design.; a theory that all games involve three worlds:
the worlds of Reality, Meaning, and Play. Each world is affiliated
with aspects. A balance needs to be found within and between the
three worlds. Such a balance is difficult to achieve, during the
design many tensions will arise, forcing designers to make
trade-offs. To deal with these tensions and to ensure that the
right decisions are made to create a harmonic game, a frame of
reference is needed. This is what "Triadic Game Design" offers.
Amid the restless evil of Sanctuary, only the Horadrim-an ancient
order of heroes and scholars-wield the knowledge needed to light
the way for humanity. In the Book of Lorath, join Lorath Nahr, one
of the last of the dwindling Horadrim, on a journey through
Sanctuary's most powerful relics and the stories behind them. It is
Lorath's hope that this volume will preserve his knowledge for all
time . . . and pass it down to those who will inherit the fight
against the Prime Evils. Direct from the Diablo (R) development
team and award-winning author Matthew J. Kirby, this immersive,
must-have compendium with all-new illustrations showcases the
artifacts that have often been-and might yet be-the key to tipping
the fate of the world.
What lies beyond the veil of death? Journey past this mortal coil
and discover the secrets of the Shadowlands. Study the practices
around death and dying on Azeroth, then follow a Broker through the
groves of Ardenweald, over the gleaming towers of Bastion, and into
the depths of the Maw for a detailed voyage unlike any other.
Featuring gorgeous artwork never before glimpsed by mortal eyes, a
stunning fold-out map, and secrets straight from the game team,
Grimoire of the Shadowlands and Beyond is made to be treasured for
eternity. In his authorial debut, Blizzard Entertainment historian
Sean Copeland teams up with World of Warcraft's Lead Narrative
Designer, Steve Danuser, to open the vaults of hidden knowledge for
all curious souls.
Game Sound Technology and Player Interaction: Concepts and
Developments researches both how game sound affects a player
psychologically, emotionally, and physiologically, and how this
relationship itself impacts the design of computer game sound and
the development of technology. This compilation also applies beyond
the realm of video games to other types of immersive sound, such as
soundscape design, gambling machines, emotive and fantastical sound
to name a few. The application for this research is wide-ranging,
interdisciplinary, and of primary importance for academics and
practitioners searching for the right sounds.
Basics of Game Design is for anyone wanting to become a
professional game designer. Focusing on creating the game mechanics
for data-driven games, it covers role-playing, real-time strategy,
first-person shooter, simulation, and other games. Written by a
25-year veteran of the game industry, the guide offers detailed
explanations of how to design the data sets used to resolve game
play for moving, combat, solving puzzles, interacting with NPCs,
managing inventory, and much more. Advice on developing stories for
games, building maps and levels, and designing the graphical user
interface is also included.
Celebrate the holidays in Tamriel with this 25-day advent calendar!
Inspired by the hit video game series, The Elder Scrolls: The
Official Advent Calendar features 25 days of exclusive surprises
including keychains, high-quality stickers, recipe cards, mini
booklets, and more unique keepsakes. The perfect gift for gamers of
all ages, The Elder Scrolls: The Official Advent Calendar brings
the epic world of Tamriel to your holiday celebrations!
As audiences are increasingly no longer solely listeners but also
active producer-consumers, and as video games and other interactive
systems increasingly permeate our daily lives, understanding
interactivity and its impact on the audience has never been more
important. A collection of newly commissioned chapters on
interactivity in music and sound edited by preeminent scholars in
the field, this book marks the beginning of a journey into
understanding the ways in which we interact with sound, and offers
a new set of analytical tools for the growing field of interactive
audio. What does it mean to interact with sound? How does
interactivity alter our experience as creators and listeners? What
makes interactive audio different from non-interactive audio? Where
does interacting with audio fit into our understanding of sound and
music? What does the future hold for interactive media when it
comes to our musical and sonic experiences? And how do we begin to
approach interactive audio from a theoretical perspective? The
Oxford Handbook of Interactive Audio answers these questions by
exploring the full range of interactive audio in video games,
performance, education, environmental design, toys, and artistic
practice. Examining these questions from a range of approaches -
technological, emotional, psychological, and physical - the book
provides a thorough overview of the fascinating experience of
interactive sound.
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.
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