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Can games be art or is all art a kind of game? A philosophical investigation of play and imaginary things.
As computer games become more and more like Hollywood productions, the need for good story lines increases. Research shows that stories are highly valued by game players, so today's studios and developers need good writers. Creating narrative - a traditionally static form - for games is a major challenge. Games are at their heart dynamic, interactive systems, so they don't follow the guidelines and rules of film or T.V. writing. Game Writing: Narrative Skills for Videogames addresses these issues and is the first book written to demystify this emerging field. Through the insights and experiences of practicing game writers, the book captures a snapshot of the narrative skills employed in toda...
This book liberates evolution from misrepresentative scientific myths to find a more nuanced vision of life that shows how advantages persist, trust is beneficial, and the diversity of species emerges.
Principles of interface design; game world abstraction; avatar abstraction; game structures; genres; and the evolution of games. Annotation 2005 Book News, Inc., Portland, OR (booknews.com).
Balance has no meaning for a politics that is merely the continuation of war by other means. Both religious zealots and defenders of scientific fact declare a monopoly on truth and the moral law, while radicals are powerless to resist since they have lost faith that ethics can be anything but arbitrary. Meanwhile, insane bureaucracy devastates life while nations fall into dishonor as they abandon their promises of justice. If the moral law cannot save us, perhaps it is time to try moral chaos. Chaos Ethics collides philosophers such as Kant, Nietzsche, Levinas, Mary Midgley, Alasdair MacInytre, Alain Badiou, Isabelle Stengers, and Bruno Latour with everything from cyberpunk science fiction and the fantasy novels of Michael Moorcock to Google, gay marriage, drone assassinations, and the ethics of cats and dogs. A strange and wondrous journey through morality viewed as a facet of imagination that offers a new perspective in which the diversity of ethics is a strength not a weakness, hesitation is more noble than certainty, and virtue can be expressed in both law and chaos.
As the videogame industry has grown up, the need for better stories and characters has dramatically increased, yet traditional screenwriting techniques alone cannot equip writers for the unique challenges of writing stories where the actions and decisions of a diverse range of players are at the centre of every narrative experience. Game Writing: Narrative Skills for Videogames was the first book to demystify the emerging field of game writing by identifying and explaining the skills required for creating videogame narrative. Through the insights and experiences of professional game writers, this revised edition captures a snapshot of the narrative skills employed in today's game industry an...
Written for anyone who wants to learn how to create better video games, this book is a series of essays by industry experts aimed at helping readers improve their game design skills. Covering game design, marketing, and theory, the book deals with the full spectrum of issues related to how and why players enjoy certain games. The book reveals the psychology behind game play and also explores untapped audiences of players with the goal of discovering how to make games that everyone will want to play.
In 1986, seven young men were shot and killed by police in Gugulethu in Cape Town. The nation was told they were part of a 'terrorist' MK cell plotting an attack on a police unit. An inquest followed, then a dramatic trial in 1987 and a second inquest in 1989 that again exonerated the police. Finally, ten years later, Eugene de Kock's Vlakplaas unit was exposed at the Truth and Reconciliation Commission for having planned and executed the cold-blooded killings. Yet their real agenda remained a mystery. In Hunting the Seven, Beverley Roos-Muller reveals her own decades-long connection to the case and her search for the truth of their deaths that has been shrouded in lies and mystery. Sifting through the evidence, and interviewing many of those involved, Roos-Muller reveals that it was Vlakplaas's only operation in the Western Cape and behind it lay a shocking secret.
Can games be art? When film critic Roger Ebert claimed in 2010 that videogames could never be art it was seen as a snub by many gamers. But from the perspective of philosophy of art this question was topsy turvey, since according to one of the most influential theories of representation all art is a game. Kendall Walton's prop theory explains how we interact with paintings, novels, movies and other artworks in terms of imaginary games, like a child's game of make-believe, wherein the artwork acts as a prop prescribing specific imaginings, and in this view there can be no question that games are indeed a strange and wonderful form of art. In Imaginary Games, game designer and philosopher Chris Bateman expands Walton's prop theory to videogames, board games, collectible card games like Pokémon and Magic: the Gathering, and tabletop role-playing games like Dungeons & Dragons. The book explores the many different fictional worlds that influence the modern world, the ethics of games, and the curious role the imagination plays in everything from religion to science and mathematics.
Most famous for the dambusting raid in the darkest days of the Second World War, the No 617 Sqn were a vastly experienced crew, yet little has been written about the unit's later operations. Formed in 1943 and trained to learn new and unused bombing techniques, the squadron pioneered various experimental weapons throughout the entirety of the war, using both Mosquitoes and Mustangs in addition to standard and non-standard Lancasters. It was also the first and only squadron to use certain equipment and weapons (22,000 lb Tallboy bomb, for example) in combat. Covering the complete history of the No 617 Squadron, including before, during, and after the Dambusters Raid, this study draws on previously unpublished information to explain the men, aircraft, weapons and operations of this experimental squadron. Color plates of the planes and uniforms bring this history to life, including a never-before seen squadron badge which was rejected and never made it onto the uniforms of the squadron.