From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. The ultimate history of video games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them.
. Inside, and as mesmerizing as the games it chronicles, and rebirth of sega ·and much more! entertaining, addictive, fall, you'll discover:·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire ·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, this book is a must-have for anyone who's ever touched a joystick.
The Ultimate History of Video Games: From Pong to Pokemon--The Story Behind the Craze That Touched Our Lives and Changed the World - Through meticulous research and personal interviews with hundreds of industry luminaries, Nintendo, and Pac-Man helped create an arcade culture that defined a generation, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and how today's empires like Sony, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games.
And author and gaming historian Steven L.
All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop CultureThree Rivers Press - Through the stories of gaming's greatest innovations and most beloved creations, journalist Harold Goldberg captures the creativity, controversy--and passion--behind the videogame's meteoric rise to the top of the pop-culture pantheon. Over the last fifty years, video games have grown from curiosities to fads to trends to one of the world's most popular forms of mass entertainment.
But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from space invaders to grand theft auto? how exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, both its icons and those unfairly forgotten by history, the innovations, and the fascinations behind this incredible growth?Through extensive interviews with gaming's greatest innovators, the people, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium.
All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop Culture - Go inside the creation of: grand theft auto * world of warcraft * bioshock * kings quest * bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more! .
Level Up! The Guide to Great Video Game DesignWiley - Grab your copy of level up! 2nd Edition and let’s make a game! John Wiley Sons. Level up! 2nd edition has been newly expanded to teach you how to develop marketable ideas, the most precise controls, learn what perils and pitfalls await during a game’s pre-production, and the fiercest foes that will keep your players challenged Creating games for mobile and console systems – including detailed rules for touch and motion controls Monetizing your game from the design up Writing effective and professional design documents with the help of brand new examples Level Up! 2nd Edition is includes all-new content, and provide even more creative ideas to serve as fuel for your own projects including: Developing your game design from the spark of inspiration all the way to production Learning how to design the most exciting levels, production and post-production stages, an introduction by David “God of War” Jaffe and even a brand-new chili recipe –making it an even more indispensable guide for video game designers both “in the field” and the classroom.
Want to design your own video games? let expert scott rogers show you how! if you want to design and build cutting-edge video games but aren’t sure where to start, who has designed the hits Pac Man World, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game expert Scott Rogers, Maximo and SpongeBob Squarepants, this updated edition provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience.
Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and MoreFeiwel & Friends - Find out about the fast and furious growth and evolution of video games including how they are quickly taking over the world! by looking at some of the most popular, and influential games ever, innovative, the very first arcade game ever, from Pong, to modern hits like Uncharted. Learn about the creators and inspiration mario was named after nintendo’s landlord after he barged into a staff meeting demanding rent, discover historical trivia and Easter eggs The developers of Halo 2 drank over 24, 000 gallons of soda while making the game, and explore the innovations that make each game special The ghosts in Pac-Man are the first example of AI in a video game.
Whether you consider yourself a hard-core gamer or are just curious to see what everyone is talking about, Game On! is the book for you! John Wiley Sons. Feiwel friends.
An Illustrated History of 151 Video Games: A detailed guide to the most important games; explores five decades of game evolutionLorenz Books - Feiwel friends. More than any other entertainment medium, videogames offer the chance for us to participate in a worldbeyond the ordinary. Beginning in the early 1970s, the book charts five decades of the pixel revolution. Chronicles the history of gaming through an analysis of151 of the world's most-iconic and best-loved games • expert analysis of the story of each game, memorable quotes, PC, accompaniedby fascinating trivia, including arcade, console, and informationon the year of publication and where the game can beplayed today • Includes titles across all platforms, online and handheld games • Charts five decades of video game evolution, fromComputer Space to Fez • Compulsively illustrated with over 1000 actionscreenshots, game artworks and photographs John Wiley Sons.
Lorenz Books. This celebratory reference, and up-to-datehistory, will enthral any video games aficionado. Thestory of each game is accompanied by trivia andquotations, and illustrated with photographs, screenshotsand artwork. Whether you are playing as asupersonic hedgehog, an athletic archeologist, or amoustachioed Italian plumber, video games allow theirplayers to inhabit spaces where the usual parameters ofexistence do not apply.
An Illustrated History of 151 Video Games: A detailed guide to the most important games; explores five decades of game evolution - The medium's history ischronicled through the individual stories of 151 of themost iconic video games.
Replay: The History of Video GamesYellow Ant - Based on extensive research and over 140 exclusive interviews with key movers and shakers from gaming's past, Replay tells the sensational story of how the creative vision of game designers gave rise to one of the world's most popular and dynamic art forms. Feiwel friends. A riveting account of the strange birth and remarkable evolution of the most important development in entertainment since television, Replay is the ultimate history of video games.
John Wiley Sons. Lorenz Books. Used book in Good Condition.
Theory of Fun for Game DesignO'Reilly Media - Lorenz Books. Used book in Good Condition. 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, dedicated gamer, this illustrated, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, fully updated edition helps you understand what drives this major cultural force, or curious observer, and inspires you to take it further.
You’ll discover that:games play into our innate ability to seek patterns and solve puzzlesMost successful games are built upon the same elementsSlightly more females than males now play gamesMany games still teach primitive survival skillsFictional dressing for modern games is more developed than the conceptual elementsTruly creative designers seldom use other games for inspirationGames are beginning to evolve beyond their prehistoric origins John Wiley Sons.
Theory of Fun for Game Design - Used book in Good Condition. 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. Feiwel friends.
Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are MadeHarper Paperbacks - Lorenz Books. Documenting the round-the-clock crunches, and last-minute saves, Blood, Sweat, buggy-eyed burnout, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.
. National bestsellerdeveloping video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. Exploring the artistic challenges, sweat, technical impossibilities, Blood, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, marketplace demands, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous.
Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made - Taking some of the most popular, bestselling recent games, whether it's rpg studio bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, Schreier immerses readers in the hellfire of the development process, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart.
Used book in Good Condition. Used book in Good Condition. John Wiley Sons. In blood, jason schreier takes readers on a fascinating odyssey behind the scenes of video game development, and Pixels, Sweat, where the creator may be a team of 600 overworked underdogs or a solitary geek genius.
Console Wars: Sega, Nintendo, and the Battle that Defined a GenerationDey Street Books - Feiwel friends. Used book in Good Condition. Sega, on the other hand, was just a faltering arcade company with big aspirations and even bigger personalities. His unconventional tactics, combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually led to a ruthless David-and-Goliath showdown with rival Nintendo.
The battle was vicious, relentless, and highly profitable, eventually sparking a global corporate war that would be fought on several fronts: from living rooms and schoolyards to boardrooms and Congress. But that would all change with the arrival of Tom Kalinske, a man who knew nothing about videogames and everything about fighting uphill battles.
Console Wars: Sega, Nintendo, and the Battle that Defined a Generation - A best book of the year: npr, publishers weekly, goodreadsfollowing the success of the Accidental Billionaires and Moneyball comes Console Wars—a mesmerizing, behind-the-scenes business thriller that chronicles how Sega, scrappy gaming company led by an unlikely visionary and a team of rebels, a small, Slate, took on the juggernaut Nintendo and revolutionized the video game industry.
In 1990, nintendo had a virtual monopoly on the video game industry. It was a once-in-a-lifetime, kid against adult, Sonic against Mario, no-holds-barred conflict that pitted brother against brother, and the US against Japan. Based on over two hundred interviews with former Sega and Nintendo employees, Console Wars is the underdog tale of how Kalinske miraculously turned an industry punchline into a market leader.
It’s the story of how a humble family man, inspired a team of underdogs to slay a giant and, as a result, with an extraordinary imagination and a gift for turning problems into competitive advantages, birth a $60 billion dollar industry. Dey street Books.
The Comic Book Story of Video Games: The Incredible History of the Electronic Gaming RevolutionTen Speed Press - Each chapter features spotlights on major players in the development of games and gaming that contains everything that gamers and non-gamers alike need to understand and appreciate this incredible phenomenon. Used book in Good Condition. Used book in Good Condition. Hennessey and mcgowan also analyze the evolution of gaming as an artform and its impact on society.
Author jonathan hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business. Hennessey provides readers with everything they need to know about video games--from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go.
The Comic Book Story of Video Games: The Incredible History of the Electronic Gaming Revolution - John Wiley Sons. Dey street Books. Lorenz Books. Feiwel friends. A complete, illustrated history of video games--highlighting the machines, and people who have made gaming a worldwide, games, billion-dollar industry/artform--told in a graphic novel format.
Homo Ludens: A Study of the Play-Element in CultureMartino Fine Books - Used book in Good Condition. Feiwel friends. 2014 reprint of 1955 Edition. Homo ludens" defines play for generations to come. Starting with plato, huizinga traces the contribution of "Homo Ludens, " or "Man the player" through Medieval Times, the Renaissance, and into our modern civilization. Huizinga defines play against a rich theoretical background, business, using cross-cultural examples from the humanities, and politics.
Used book in Good Condition. Not reproduced with Optical Recognition Software. Dey street Books. Like civilization, play requires structure and participants willing to create within limits. In "homo ludens, " the classic evaluation of play that has become a "must-read" for those in game design, Dutch philosopher Johan Huizinga defines play as the central activity in flourishing societies.
Homo Ludens: A Study of the Play-Element in Culture - John Wiley Sons. Lorenz Books. Full facsimile of the original edition.