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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.
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.
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).
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.
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...
Set to the melody of “Over in the Meadow,” readers will love reading, counting, and singing along with the creatures that live in the swamp. Count from one otter pup and his mother, two little turtles and their mama snapping turtle, three little chicks and their mother flame bird, all the way up to ten baby crayfish in their underwater den. With lush illustrations from the award-winning Brian Lies, the habitats come to life with vibrant color and detail, as they show all the plants and animals that make the swamp their home. For more advanced readers, backmatter includes fun facts about all the flora and fauna named in this story, set in the Okefenokee Swamp.
Bret Easton Ellis’s American Psycho is one of the most controversial and talked-about novels of all time. A multi-million-copy bestseller hailed as a modern classic, it is a violent and outrageous black comedy about the darkest side of human nature. With an introduction by Irvine Welsh, author of Trainspotting. I like to dissect girls. Did you know I’m utterly insane? Patrick Bateman has it all: good looks, youth, charm, a job on Wall Street, and reservations at every new restaurant in town. He is also a psychopath. A man addicted to his superficial, perfect life, he pulls us into a dark underworld where the American Dream becomes a nightmare . . . Part of the Picador Collection, a series showcasing the best of modern literature.
This textbook provides the first foundational introduction to the practice of analysing multimodality, covering the full breadth of media and situations in which multimodality needs to be a concern. Readers learn via use cases how to approach any multimodal situation and to derive their own specifically tailored sets of methods for conducting and evaluating analyses. Extensive references and critical discussion of existing approaches from many disciplines and in each of the multimodal domains addressed are provided. The authors adopt a problem-oriented perspective throughout, showing how an appropriate foundation for understanding multimodality as a phenomenon can be used to derive strong methodological guidance for analysis as well as supporting the adoption and combination of appropriate theoretical tools. Theoretical positions found in the literature are consequently always related back to the purposes of analysis rather than being promoted as valuable in their own right. By these means the book establishes the necessary theoretical foundations to engage productively with today’s increasingly complex combinations of multimodal artefacts and performances of all kinds.