Dungeons and Dreamers


Book Description

Part I. The rise of digital gaming. Together -- Machines at play -- Building community, building business -- Brave new worlds -- Part II. Networked gaming age. Log on, shoot down -- Homebrewed gamers -- Losing the game -- Part III. The era of gamers. Gamers, interrupted -- Unleashed -- Herding gamers.




Dungeons and Dreamers


Book Description

Before the multibillion computer game industry, there was Dungeons & Dragons, a tabletop game created by Gary Gygax and Dave Arneson in 1974. D&D captured the attention of a small but influential group of players, many of whom also gravitated to the computer networks that were then appearing on college campuses around the globe. With the subsequent emergence of the personal computer, a generation of geeky storytellers arose that translated communal D&D playing experiences into the virtual world of computer games. The result of that 40-year journey is today's massive global community of players who, through games, have forged very real friendships and built thriving lives in virtual worlds. Dungeons & Dreamers follows the designers, developers, and players who built the virtual games and communities that define today's digital entertainment landscape and explores the nature of what it means to live and thrive in virtual communities.




Dungeons and Dreamers


Book Description

Two dark pasts. One bond beyond their control. For a month, Coal has tried to stay away from the beautiful cadet who makes him feel things he shouldn't, each day of separation spiraling him deeper into worsening nightmares. Already on edge, it takes Coal one split second to plunge into violence--and find himself in shackles once more. Lera has finally struck a tentative peace with the stone-cold deputy headmaster--that is, until she disobeys River's direct orders and inserts herself into Coal's troubles. Now, locked away in the academy's dungeon, Lera's darkest memories come to life. And someone else's along with them. As the magical bond between Lera and Coal awakens, there's nowhere to run--and nowhere to hide. DUNGEONS AND DREAMERS is the fifth episode in the GREAT FALLS ACADEMY novella series, featuring the same reverse-harem cast as Alex Lidell's internationally bestselling POWER OF FIVE series. (Reading the POWER OF FIVE novels is not necessary to enjoy GREAT FALLS ACADEMY.)




Virtually Sacred


Book Description

Millions of users have taken up residence in virtual worlds, and in those worlds they find opportunities to revisit and rewrite their religious lives. Robert M. Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with devoted communities, opportunities for ethical reflection, a meaningful experience of history and human activity, and a sense of transcendence. Using interviews, surveys, and his own first-hand experience within the virtual worlds, Geraci shows how World of Warcraft and Second Life provide participants with the opportunity to rethink what it means to be religious in the contemporary world. Not all participants use virtual worlds for religious purposes, but many online residents use them to rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using World of Warcraft and Second Life as case studies, this book shows that many residents now use virtual worlds to re-imagine their traditions and work to restore them to "authentic" sanctity, or else replace religious institutions with virtual communities that provide meaning and purpose to human life. For some online residents, virtual worlds are even keys to a post-human future where technology can help us transcend mortal life. Geraci argues that World of Warcraft and Second Life are "virtually sacred" because they do religious work. They often do such work without regard for-and frequently in conflict with-traditional religious institutions and practices; ultimately they participate in our sacred landscape as outsiders, competitors, and collaborators.




Slaying the Dragon


Book Description

Dungeons & Dragons. It’s the fantasy role-playing game first conceived over fifty years ago by the now-legendary company TSR ,which has enthralled millions of devoted gamers around the world for generations. It’s a test of skill, intelligence, audacity, and survival. But no D&D game ever played could compare to the stunning behind-the-scenes melee for power and dominance that was the true story of TSR. Slaying the Dragon chronicles the rise and fall of TSR (Tactical Studies Rules), how the brilliant and wild minds of the legendary Gary Gygax and his co-creator Dave Arneson gave birth to a game that would capture the imagination of outsiders and underdogs throughout the world. From its humble beginnings in the small town of Lake Geneva, Wisconsin to its emergence as a cultural phenomenon, TSR soon spawned an unlikely empire of games and geekdom—with Dungeons & Dragons leading the way—that was decades ahead of its time, inviting both hyper-devoted fans as well as hysteria surrounding the game’s supposed corrupting influence on America’s youth. TSR was in the news, in the money, and on top of the world. But success soon took its toll, with creative control and rivalries within the firm threatening the stability of TSR. Former allies grew apart personally and professionally, and the formerly fun, freewheeling firm founded by a band of misfits collapsed into a desperate struggle for survival. Despite attempts to grow in a changing market, setbacks and management decisions put TSR in a downward spiral in the 1990s which resulted in the company's death and then resurrection by the most unlikely of saviors. With author access to previously unreleased documents and insider stories, and interviews with former TSR employees and associates who witnessed the high-stakes machinations and maneuvering that would eventually seal the company’s fate, Slaying the Dragon is a fascinating, revealing tale of friends turned enemies, success and failure, and loyalty and betrayal that no roll of the die could predict... "Riggs has written a fascinating and dishy account of the business hits and whistling misses of a band of dreamers, writers, artists, and geeks... A must-read for fighters, magic-users, and even bards -- and everyone else, too." — Brad Ricca, Edgar-nominated author of Mrs. Sherlock Holmes and True Raiders"Far from a fluff piece on a beloved hobby, this book goes behind the GM's screen to take a hard-nosed look at the people and circumstances that first gave rise to D&D, then nearly killed it -- twice. Riggs takes you on a roller-coaster from boom to near bankruptcy, but never loses sight of the individuals involved, the good, the bad, and the geeky." — Marie Brennan, Hugo-Award nominated author of the Memoirs of Lady Trent series




Dungeons, Dragons, and Digital Denizens


Book Description

Dungeons, Dragons, and Digital Denizens is a collection of scholarly essays that seeks to represent the far-reaching scope and implications of digital role-playing games as both cultural and academic artifacts. As a genre, digital role playing games have undergone constant and radical revision, pushing not only multiple boundaries of game development, but also the playing strategies and experiences of players. Divided into three distinct sections, this premiere volume captures the distinctiveness of different game types, the forms of play they engender and their social and cultural implications. Contributors examine a range of games, from classics like Final Fantasy to blockbusters like World of Warcraft to obscure genre bending titles like Lux Pain. Working from a broad range of disciplines such as ecocritism, rhetoric, performance, gender, and communication, these essays yield insights that enrich the field of game studies and further illuminate the cultural, psychological and philosophical implications of a society that increasingly produces, plays and discourses about role playing games.




Seven Sublimes


Book Description

A reconception of the sublime to include experiences of disaster, war, outer space, virtual reality, and the Anthropocene. We experience the sublime—overwhelming amazement and exhilaration—in at least seven different forms. Gazing from the top of a mountain at a majestic vista is not the same thing as looking at a city from the observation deck of a skyscraper; looking at images constructed from Hubble Space Telescope data is not the same as living through a powerful earthquake. The varieties of sublime experience have increased during the last two centuries, and we need an expanded terminology to distinguish between them. In this book, David Nye delineates seven forms of the sublime: natural, technological, disastrous, martial, intangible, digital, and environmental, which express seven different relationships to space, time, and identity. These forms of the sublime can be experienced at historic sites, ruins, cities, national parks, or on the computer screen. We find them in beautiful landscapes and gigantic dams, in battle and on battlefields, in images of black holes and microscopic particles. The older forms are tangible, when we are physically present and our senses are fully engaged; increasingly, others are intangible, mediated through technology. Nye examines each of the seven sublimes, framed by philosophy but focused on historical examples.




Behold the Dreamers


Book Description

A compulsively readable debut novel about marriage, immigration, class, race, and the trapdoors in the American Dream—the unforgettable story of a young Cameroonian couple making a new life in New York just as the Great Recession upends the economy New York Times Bestseller • Winner of the PEN/Faulkner Award • Longlisted for the PEN/Open Book Award • An ALA Notable Book NAMED ONE OF THE BEST BOOKS OF THE YEAR BY NPR • The New York Times Book Review • San Francisco Chronicle • The Guardian • St. Louis Post-Dispatch • Chicago Public Library • BookPage • Refinery29 • Kirkus Reviews Jende Jonga, a Cameroonian immigrant living in Harlem, has come to the United States to provide a better life for himself, his wife, Neni, and their six-year-old son. In the fall of 2007, Jende can hardly believe his luck when he lands a job as a chauffeur for Clark Edwards, a senior executive at Lehman Brothers. Clark demands punctuality, discretion, and loyalty—and Jende is eager to please. Clark’s wife, Cindy, even offers Neni temporary work at the Edwardses’ summer home in the Hamptons. With these opportunities, Jende and Neni can at last gain a foothold in America and imagine a brighter future. However, the world of great power and privilege conceals troubling secrets, and soon Jende and Neni notice cracks in their employers’ façades. When the financial world is rocked by the collapse of Lehman Brothers, the Jongas are desperate to keep Jende’s job—even as their marriage threatens to fall apart. As all four lives are dramatically upended, Jende and Neni are forced to make an impossible choice. Praise for Behold the Dreamers “A debut novel by a young woman from Cameroon that illuminates the immigrant experience in America with the tenderhearted wisdom so lacking in our political discourse . . . Mbue is a bright and captivating storyteller.”—The Washington Post “A capacious, big-hearted novel.”—The New York Times Book Review “Behold the Dreamers’ heart . . . belongs to the struggles and small triumphs of the Jongas, which Mbue traces in clean, quick-moving paragraphs.”—Entertainment Weekly “Mbue’s writing is warm and captivating.”—People (book of the week) “[Mbue’s] book isn’t the first work of fiction to grapple with the global financial crisis of 2007–2008, but it’s surely one of the best. . . . It’s a novel that depicts a country both blessed and doomed, on top of the world, but always at risk of losing its balance. It is, in other words, quintessentially American.”—NPR “This story is one that needs to be told.”—Bust “Behold the Dreamers challenges us all to consider what it takes to make us genuinely content, and how long is too long to live with our dreams deferred.”—O: The Oprah Magazine “[A] beautiful, empathetic novel.”—The Boston Globe “A witty, compassionate, swiftly paced novel that takes on race, immigration, family and the dangers of capitalist excess.”—St. Louis Post-Dispatch “Mbue [is] a deft, often lyrical observer. . . . [Her] meticulous storytelling announces a writer in command of her gifts.”—Minneapolis Star Tribune




Virtual Ascendance


Book Description

Video gaming is wildly popular and getting even more so as interfaces and devices improve. This popular account of the rise of gaming offers insight into its popularity and place in our culture as well as the impact it has on our daily lives – from the doctor’s office to the family room sofa.




Quests


Book Description

Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design. The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design: • level design • quest item creation • NPC and dialogue construction • scripting This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way. The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com