Over his four-decade career, Sid Meier has produced some of the world's most popular video games, including Sid Meier's Civilization, which has sold more than 51 million units worldwide and accumulated more than one billion hours of play. Sid Meier's Memoir! is the story of an obsessive young computer enthusiast who helped launch a multibillion-dollar industry. Writing with warmth and ironic humor, Meier describes the genesis of his influential studio, MicroProse, founded in 1982 after a trip to a Las Vegas arcade, and recounts the development of landmark games, from vintage classics like Pirates! and Railroad Tycoon, to Civilization and beyond.
Articulating his philosophy that a video game should be "a series of interesting decisions," Meier also shares his perspective on the history of the industry, the psychology of gamers, and fascinating insights into the creative process, including his rules of good game design.
After more than thirty years of existence, the Zelda saga has been renewed from top to bottom with its last episode, so acclaimed, Breath of the Wild. Open world offering a total freedom of movement, this episode also charmed by its ingenuity and its atmosphere. It was enough to give a volume 2 to our best-seller History of a Legendary Saga, entirely devoted to Breath of the Wild. Creation of the game, explanation of its universe, decryption of its gameplay await you in this book event.
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture.
In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces.
Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)--including her attendance at an Everquest Fan Faire, with its blurring of online--and offline life--and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play--and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space--what happens when emergent player culture confronts the major corporation behind the game.
In Marx at the Arcade, acclaimed researcher Jamie Woodcock delves into the hidden abode of the gaming industry. In an account that will appeal to hardcore gamers, digital skeptics, and the joystick-curious, Woodcock unravels the vast networks of artists, software developers, and factory and logistics workers whose seen and unseen labor flows into the products we consume on a gargantuan scale. Along the way, he analyzes the increasingly important role the gaming industry plays in contemporary capitalism and the broader transformations of work and the economy that it embodies.
You have been awakened.
Floppy disk inserted, computer turned on, a whirring, and then this sentence, followed by a blinking cursor. So begins Suspended, the first computer game to obsess seven-year-old Michael, to worm into his head and change his sense of reality. Thirty years later he will write: "Computer games have taught me the things you can't learn from people."
Gamelife is the memoir of a childhood transformed by technology. Afternoons spent gazing at pixelated maps and mazes train Michael's eyes for the uncanny side of 1980s suburban Illinois. A game about pirates yields clues to the drama of cafeteria politics and locker-room hazing. And in the year of his parents' divorce, a spaceflight simulator opens a hole in reality.
In telling the story of his youth through seven computer games, Michael W. Clune captures the part of childhood we live alone.
Witness the concept and design behind the genre-defining science fiction military action and drama with The Art of Metal Gear Solid VChronicling the development of Kojima Productions's magnum opus, and featuring hundreds of pieces of never-before-seen art, this beautifully assembled volume is an essential addition to any gamer's collection. Dark Horse is proud to offer a piece of gaming history with The Art of Metal Gear Solid V
As the Great War wages, heretofore inconceivable engines of destruction shake the ground and pierce the sky. Cavalries charge across the smoky landscape, legions of riders and beasts locked in a fierce new form of combat. This is the war to end wars. This is Battlefield.Dark Horse Books is proud to present The Art of Battlefield, collecting hundreds of pieces of art chronicling the production of EA DICE's latest entry in the iconic first-person action series. Visit the scenes of the history-shaping conflicts of World War I and examine the gear of some the 20th century's most intimidating soldiers. This is a volume that will thrill gamers in a stylish package that collectors will adore. This official Art Book for EA DICE's Battlefield contains: - An intimate look into EA DICE's new Battlefield opus - The Battlefield franchise travels back in time to World War I - Featuring Hundreds of never-before-seen art
The Unreal game engine is a versatile system that has been used to power a variety of best-selling video games. In The Unreal Game Engine, environment artist Andrew Finch looks at how to create game levels using the free Unreal Development Kit, from modeling the environment and building objects to adding those objects to the scene, texturing, and lighting. If you've ever wondered what it would be like to be a level designer, then look no further
Andrew Finch works for Codemasters games studio as an environment artist and his credits include F1 2012 and Star Wars Battlefront: Elite Squadron.