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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > General
Spell name and important info is easy to find for quick reference.
Descriptive/mechanical text is written in full wherever possible. When it isn't, a Player's handbook page reference is given.
Scaling spells have an additional section with details on how they improve.
Card backs prominently display spell level for easy sorting.
The spell cards are highly durable and are made to last. Each card has a coating that protects them and makes them safe to use with dry erase markers.
The definitive guide for anyone with a game idea who wants to know
how to get it published from a Game Design Manager at Wizards of
the Coast, the world's largest tabletop hobby game company. Do you
have an idea for a board game, card game, role-playing game or
tabletop game? Have you ever wondered how to get it published? For
many years Brian Tinsman reviewed new game submissions for Hasbro,
the largest game company in the US. With The Game Inventor's
Guidebook: How to Invent and Sell Board Games, Card Games,
Role-playing Games & Everything in Between! he presents the
only book that lays out step-by-step advice, guidelines and
instructions for getting a new game from idea to retail shelf.
While the Western was dying a slow death across the cultural
landscape, it was blazing back to life as a video game in the early
twenty-first century. Rockstar Games' Red Dead franchise, beginning
with Red Dead Revolver in 2004, has grown into one of the most
critically acclaimed video game franchises of the twenty-first
century. Red Dead Redemption: History, Myth, and Violence in the
Video Game West offers a critical, interdisciplinary look at this
cultural phenomenon at the intersection of game studies and
American history. Drawing on game studies, western history,
American studies, and cultural studies, the authors train a
wide-ranging, deeply informed analytic perspective on the Red Dead
franchise-from its earliest incarnation to the latest, Red Dead
Redemption 2 (2018). Their intersecting chapters put the series in
the context of American history, culture, and contemporary media,
with inquiries into issues of authenticity, realism, the meaning of
play and commercial promotion, and the relationship between the
game and the wider cultural iterations of the classic Western. The
contributors also delve into the role the series' development has
played in recent debates around working conditions in the gaming
industry and gaming culture. In its redeployment and reinvention of
the Western's myth and memes, the Red Dead franchise speaks to
broader aspects of American culture-the hold of the frontier myth
and the "Wild West" over the popular imagination, the role of gun
culture in society, depictions of gender and ethnicity in mass
media, and the increasing allure of digital escapism-all of which
come in for scrutiny here, making this volume a vital, sweeping,
and deeply revealing cultural intervention.
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