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Books > Computing & IT > Computer software packages > Computer games
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.
Discover 40+ recipes like Mooshroom Burgers, Suspicious Stew, and
The Cake! Featuring recipes that are ideal for every skill level
(and player type), this cookbook is just what you need to bring a
touch of Minecraft into your kitchen. So, what are you waiting for?
It's time to gather, cook, and eat! Building can be hungry work.
And sometimes, you just need to take a break and enjoy the fruits
of your labor, whether that's a quick baked potato while you're
hunkered down, waiting for a creeper to quit skulking at your door,
or creating a celebratory feast for all your friends! Minecraft:
The Official Cookbook gives you everything you need to build
awesome meals, no matter your skill level.
The Expanded Edition Guide to The Legend of Zelda: Breath of the
Wild is a 512-page hardcover guidebook covering everything in the
main game as well as the two Expansion Pass DLC packs "The Master
Trials" and "The Champions' Ballad". Includes: Expansion Pass
concept art gallery; dedicated chapters covering both Expansion
Passes; Reference and Analysis chapter; Maps chapter; all-new
hardcover and an extensive 4-page Index. MAPS CHAPTER: a dedicated
36-page atlas of Hyrule showing the exact location of all Korok
seeds and treasure chests. REFERENCE & ANALYSIS CHAPTER:
contains a farming manual showing how to acquire all items of prime
interest efficiently; the best weapons and armor upgrades; the most
effective recipes; the most lucrative gemstone mining spots;
amiibo; merchants and much more. EXPANSION PASS CHAPTERS: 34 pages
dedicated to "The Master Trials" and "The Champions' Ballad". 100%
AUTHORITATIVE: all side quests, all shrines of Trials and all
information about collectible items fully mapped out; also includes
optional challenges, mini-games, unlockables, Easter eggs, and
more. At-A-GLANCE WALKTHROUGHS: annotated maps and screenshots show
the optimal way through every quest and dungeon. LARGE MAP POSTER:
two-sided and fully-annotated - covering the immense game area.
CONCEPT ART: direct from the development team and beautifully laid
out across two sections: 16 pages of concept art from "The Master
Trials" and "The Champions' Ballad" as well as a 16-page art tour
of the main game. PUZZLE MASTER: every single puzzle and riddle
unraveled with refined, visual solutions. EXPERT COMBAT STRATEGY:
practical, reproducible tactics to crush all enemies and bosses.
COMPREHENSIVE REFERENCES: exhaustive appraisals of all items and
monsters - including key parameters that are hidden in the game.
EASE OF USE: Instant searches, print navigation systems, extensive
4-page index and detailed map poster give you immediate access to
the information you need. PREMIUM HARDCOVER: with guide pages
printed on superior-quality art paper.
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.
A cultural history of digital gameplay that investigates a wide
range of player behavior, including cheating, and its relationship
to the game industry. The widely varying experiences of players of
digital games challenge the notions that there is only one correct
way to play a game. Some players routinely use cheat codes, consult
strategy guides, or buy and sell in-game accounts, while others
consider any or all of these practices off limits. Meanwhile, the
game industry works to constrain certain readings or activities and
promote certain ways of playing. In Cheating, Mia Consalvo
investigates how players choose to play games, and what happens
when they can't always play the way they'd like. She explores a
broad range of player behavior, including cheating (alone and in
groups), examines the varying ways that players and industry define
cheating, describes how the game industry itself has helped
systematize cheating, and studies online cheating in context in an
online ethnography of Final Fantasy XI. She develops the concept of
"gaming capital" as a key way to understand individuals'
interaction with games, information about games, the game industry,
and other players. Consalvo provides a cultural history of cheating
in videogames, looking at how the packaging and selling of such
cheat-enablers as cheat books, GameSharks, and mod chips created a
cheat industry. She investigates how players themselves define
cheating and how their playing choices can be understood, with
particular attention to online cheating. Finally, she examines the
growth of the peripheral game industries that produce information
about games rather than actual games. Digital games are spaces for
play and experimentation; the way we use and think about digital
games, Consalvo argues, is crucially important and reflects ethical
choices in gameplay and elsewhere.
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.
The worldwide video game console market surpassed $10 billion in
2003. Current sales of new consoles is consolidated around 3 major
companies and their proprietary platforms: Nintendo, Sony and
Microsoft. In addition, there is an enormous installed "retro
gaming" base of Ataria and Sega console enthusiasts. This book,
written by a team led by Joe Grand, author of "Hardware Hacking:
Have Fun While Voiding Your Warranty," provides hard-core gamers
with they keys to the kingdom: specific instructions on how to
crack into their console and make it do things it was never
designed to do.
By definition, video console game players like to have fun. Most of
them are addicted to the adrenaline rush associated with "winning,"
and even more so when the "winning" involves beating the system by
discovering the multitude of "cheats" built into most video games.
Now, they can have the ultimate adrenaline rush---actually messing
around with the soul of the machine and configuring it to behave
exactly as the command. This book builds on the motto of "Have Fun
While Voiding Your Warranty" and will appeal to the community of
hardware geeks who associate unscrewing the back of their video
console with para-jumping into the perfect storm.
* Providing a reliable, field-tested guide to hacking all of the
most popular video gaming consoles.
* Written by some of the most knowledgeable and recognizable names
in the hardware hacking community.
* Game Console Hacking is the first book on the market to show game
enthusiasts (self described hardware geeks) how to disassemble,
reconfigure, customize and re-purpose their Atari, Sega, Nintendo,
Playstation and Xbox systems.
This stunning book explores the rich mythology of Assassin's Creed,
featuring the art and history of the series from the first
groundbreaking game through the graphic novels to the DLCs.
Highlighting the lush and vibrant art that has become a hallmark of
the series, this luxury coffee-table book brings the game's famous
historical locations and figures to life and explores the evolution
of each iconic Assassin and Templar.
Looking to become more efficient using Unity? How to Cheat in Unity
5 takes a no-nonsense approach to help you achieve fast and
effective results with Unity 5. Geared towards the intermediate
user, HTC in Unity 5 provides content beyond what an introductory
book offers, and allows you to work more quickly and powerfully in
Unity. Packed full with easy-to-follow methods to get the most from
Unity, this book explores time-saving features for interface
customization and scene management, along with
productivity-enhancing ways to work with rendering and
optimization. In addition, this book features a companion website
at www.alanthorn.net, where you can download the book's companion
files and also watch bonus tutorial video content. Learn bite-sized
tips and tricks for effective Unity workflows Become a more
powerful Unity user through interface customization Enhance your
productivity with rendering tricks, better scene organization and
more Better understand Unity asset and import workflows Learn
techniques to save you time and money during development
In recent years, digital technologies have become more ubiquitous
and integrated into everyday life. While once reserved mostly for
personal uses, video games and similar innovations are now
implemented across a variety of fields. Transforming Gaming and
Computer Simulation Technologies across Industries is a pivotal
reference source for the latest research on emerging simulation
technologies and gaming innovations to enhance industry performance
and dependency. Featuring extensive coverage across a range of
relevant perspectives and topics, such as user research, player
identification, and multi-user virtual environments, this book is
ideally designed for engineers, professionals, practitioners,
upper-level students, and academics seeking current research on
gaming and computer simulation technologies across different
industries. Topics Covered: Digital vs. Non-Digital Platforms Ludic
Simulations Mathematical Simulations Medical Gaming Multi-User
Virtual Environments Player Experiences Player Identification User
Research
Forty original contributions on games and gaming culture What does
Pokemon Go tell us about globalization? What does Tetris teach us
about rules? Is feminism boosted or bashed by Kim Kardashian:
Hollywood? How does BioShock Infinite help us navigate
world-building? From arcades to Atari, and phone apps to virtual
reality headsets, video games have been at the epicenter of our
ever-evolving technological reality. Unlike other media
technologies, video games demand engagement like no other, which
begs the question-what is the role that video games play in our
lives, from our homes, to our phones, and on global culture writ
large? How to Play Video Games brings together forty original
essays from today's leading scholars on video game culture, writing
about the games they know best and what they mean in broader social
and cultural contexts. Read about avatars in Grand Theft Auto V, or
music in The Legend of Zelda: Ocarina of Time. See how Age of
Empires taught a generation about postcolonialism, and how
Borderlands exposes the seedy underbelly of capitalism. These
essays suggest that understanding video games in a critical context
provides a new way to engage in contemporary culture. They are a
must read for fans and students of the medium.
Love the game? Then you'll love this Annual. It's packed with essential tips, secrets and info guaranteed to up your skill level and help you build an undefeatable crew. Read about each Legend and discover their unique personality, strengths and abilities. Get ready for action and excitement on every page!
Games and simulations have emerged as new and effective tools for
educational learning by providing interactivity and integration
with online resources that are typically unavailable with
traditional educational resources. Design, Utilization, and
Analysis of Simulations and Game-Based Educational Worlds presents
developments and evaluations of games and computer-mediated
simulations in order to showcase a better understanding of the role
of electronic games in multiple studies. This book is useful for
researchers, practitioners, and policymakers to gain a deeper
comprehension of the relationship between research and practice of
electronic gaming and simulations in the educational environment.
As games become increasingly embedded into everyday life,
understanding the ethics of their creation and use, as well as
their potential for practicing ethical thinking, becomes more
relevant. Designing Games for Ethics: Models, Techniques and
Frameworks brings together the diverse and growing community of
voices and begin to define the field, identify its primary
challenges and questions, and establish the current state of the
discipline. Such a rigorous, collaborative, and holistic foundation
for the study of ethics and games is necessary to appropriately
inform future games, policies, standards, and curricula.
Thirty-nine essays explore the vast diversity of video game history
and culture across all the world's continents. Video games have
become a global industry, and their history spans dozens of
national industries where foreign imports compete with domestic
productions, legitimate industry contends with piracy, and national
identity faces the global marketplace. This volume describes video
game history and culture across every continent, with essays
covering areas as disparate and far-flung as Argentina and
Thailand, Hungary and Indonesia, Iran and Ireland. Most of the
essays are written by natives of the countries they discuss, many
of them game designers and founders of game companies, offering
distinctively firsthand perspectives. Some of these national
histories appear for the first time in English, and some for the
first time in any language. Readers will learn, for example, about
the rapid growth of mobile games in Africa; how a meat-packing
company held the rights to import the Atari VCS 2600 into Mexico;
and how the Indonesian MMORPG Nusantara Online reflects that
country's cultural history and folklore. Every country or region's
unique conditions provide the context that shapes its national
industry; for example, the long history of computer science in the
United Kingdom and Scandinavia, the problems of piracy in China,
the PC Bangs of South Korea, or the Dutch industry's emphasis on
serious games. As these essays demonstrate, local innovation and
diversification thrive alongside productions and corporations with
global aspirations. Africa * Arab World * Argentina * Australia *
Austria * Brazil * Canada * China * Colombia * Czech Republic *
Finland * France * Germany * Hong Kong * Hungary * India *
Indonesia * Iran * Ireland * Italy * Japan * Mexico * The
Netherlands * New Zealand * Peru * Poland * Portugal * Russia *
Scandinavia * Singapore * South Korea * Spain * Switzerland *
Thailand * Turkey * United Kingdom * United States of America *
Uruguay * Venezuela
The third volume of The Art of Hearthstone chronicles the artistic
achievements that infused the Year of the Mammoth with charm,
character, and beauty. Through vivid illustrations and
behind-the-scenes interviews with artists and game designers, The
Art of Hearthstone draws back the curtain to a massive creative
undertaking, showing how a huge team came together to deliver one
of Hearthstone's most impressive years ever.
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