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When Worlds Collide
  • Language: en
  • Pages: 282

When Worlds Collide

What could possibly happen when two cultures meet for the first time? In WHEN WORLDS COLLIDE, anything. WHEN WORLDS COLLIDE presents fourteen original stories where two different societies intersect and deal with the aftermath of that meeting. Will the conflicting cultures merge and adapt and find peace? Or will they clash, unable to either accept their differences or acknowledge their commonalities? Who will survive when the last of the Fae battles a world-killing AI? What happens when a being who is part of a vast collective-consciousness is forced to face their own individuality? Can a werewolf ever break free of the unholy pact its fae creator has made with humanity? Will Earth really ma...

Year Book
  • Language: en
  • Pages: 872

Year Book

  • Type: Book
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  • Published: 1972
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  • Publisher: Unknown

List of members in each volume.

Rules of Play
  • Language: en
  • Pages: 680

Rules of Play

  • Type: Book
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  • Published: 2003-09-25
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  • Publisher: MIT Press

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an ...

The Modern Deity's Guide to Surviving Humanity
  • Language: en
  • Pages: 262

The Modern Deity's Guide to Surviving Humanity

The old gods are still with us. The world is constantly changing, evolving, growing. In order to stay relevant, deities must change with the times as well. In this anthology, fifteen science fiction and fantasy authors tackle how gods and goddesses have adapted to the surge in technology and the mercurial beliefs of humanity. So sit back and watch Hera try her hand at marriage counseling, while Macuilxochitl conquers the world of online gaming. Buy a ticket to Anubis’ magic act or roam the back tents at the local carnival and catch Doc Saturday’s medicine show. Take a sip of wine at Dionysus’ winery or grab some potato pancakes at Baba Yaga’s café. Whatever your taste, here you will find interesting twists on how deities have found their way in our modern world from Crystal Sarakas, Juliet E. McKenna, Tanya Huff, Edward Willett, Daniel Roman, Jennifer Dunne, Jean Marie Ward, Mike Marcus, A.L. Tompkins, Daryl Marcus, Alma Alexander, Kari Sperring, A.J. Cunder, Irene Radford, and N.R. Lambert. And remember to beware. You never know who...or what...you will meet next. And don’t miss THE MODERN FAE’S GUIDE TO SURVIVING HUMANITY!

Theory of Fun for Game Design
  • Language: en
  • Pages: 292

Theory of Fun for Game Design

Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it’s the most vital element in any game. Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further. You’ll discover that: Games play into our innate ability to seek patterns and solve puzzles Most successful games are built upon the same elements Slightly more females than males now play games Many games still teach primitive survival skills Fictional dressing for modern games is more developed than the conceptual elements Truly creative designers seldom use other games for inspiration Games are beginning to evolve beyond their prehistoric origins

The Art of Game Design
  • Language: en
  • Pages: 604

The Art of Game Design

  • Type: Book
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  • Published: 2014-11-06
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  • Publisher: CRC Press

Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.

Empathy Engines
  • Language: en
  • Pages: 88

Empathy Engines

In this guide, Elizabeth Sampat teaches designers to reach out to others by reaching through themselves. Drawing on influences as varied as history, politics, psychology and theater, EMPATHY ENGINES sketches a complex network of interaction and community, and shows that system design is at its beating heart. With thorough breakdowns of a multitude of games (blockbuster and indie) and thought-provoking exercises at the end of each chapter, EMPATHY ENGINES will make any game designer think more closely about how to wield systems with intention. Chapter List: Introduction Systems Make Statements Extinguishing Neutrality Minimalism & Autobiography Cognitive & Emotional Empathy Real-World Emulation Games Are Broken; Reality's Fine Designing For Cognitive Empathy The Problem With Winnability Afterword

The Financial Report for the Year Ending ....
  • Language: en
  • Pages: 1358

The Financial Report for the Year Ending ....

  • Type: Book
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  • Published: 1906
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  • Publisher: Unknown

None

Temporally Out of Order
  • Language: en
  • Pages: 403

Temporally Out of Order

It’s frustrating when a gadget stops working. But what if the gadget is working fine, it’s just “temporally” out of order? What would you do if you discovered your cell phone linked you to a different time? Or that your camera took pictures of the past? In this collection, seventeen leading science fiction authors share their take on what happens when gadgets run temporally amok. From past to future, humor to horror, there’s something for everyone. Join Seanan McGuire, Elektra Hammond, David B. Coe, Chuck Rothman, Faith Hunter, Edmund R. Schubert, Steve Ruskin, Sofie Bird, Laura Resnick, Amy Griswold, Laura Anne Gilman, Susan Jett, Gini Koch, Christopher Barili, Stephen Leigh, Juliet E. McKenna, and Jeremy Sim as they investigate how ordinary objects behaving temporally out of order can change our everyday lives.

Temporally Deactivated
  • Language: en
  • Pages: 287

Temporally Deactivated

What does it mean to be “temporally deactivated?” Experience a historical moment through the intervention of a time travel agency. Be trapped inside a time bubble—willingly—so that you can save the universe from Darkness over and over again. Step outside of time at the order of your queen in order to stop a traitor...or to keep an assassin from destroying the future. Or travel forward into the future in order to kill off timelines to save your son...or backwards to halt an accident to save your relationship. Join fantasy and science fiction authors Ken Altabef, Alex Gideon, Stephen Leigh, D.B. Jackson, Faith Hunter, C.S. Friedman, Emily Randall, Gini Koch, Misty Massey, Rhondi Salsitz, Edmund R. Schubert, R.K. Nickel, Marie DesJardin, and Christine Lucas as they defy time and warp space in order to define what it means to be “temporally deactivated.” So get ready and hold on tight. It’s time to step outside of time.