Number Quest


Book Description




On Soulsring Worlds


Book Description

The first book-length study devoted to FromSoftware games, On Soulsring Worlds explores how the Dark Souls series and Elden Ring are able to reconcile extreme difficulty in both gameplay and narrative with broad appeal. Arguing that the games are strategically positioned in relation to contemporary audiences and designed to tap into the new forms of interpretation afforded by digital media, the author situates the games vis-à-vis a number of current debates, including the posthuman and the ethics of gameplay. The book delivers an object lesson on the value of narrative (and) complexity in digital play and in the interpretive practices it gives rise to. Cross-fertilizing narrative theory, game studies, and nonhuman-oriented philosophy, this book will appeal to students and scholars of game studies, media studies, narratology, and video game ethnography.




Balance Quest


Book Description

Balance Quest is a numeric progression puzzle consisting of a set of rectangles arranged within a hierarchical grid. Some of the rectangles contain positive or negative integers, while others are blank. The objective is to fill in each blank rectangle with an integer in a way that “balances” the puzzle mathematically. The puzzle features three skill levels (Easy, par, and challenging) with three grid sizes: BQ Sixteen (small-grid), BQ Thirty-two (medium-grid), and BQ Sixty-four (large-grid). Solve time can range from 5 minutes for the "easy" small puzzles to hours for the "challenging" large puzzles. This puzzle is for ages 10+.







The Game Culture Reader


Book Description

In The Game Culture Reader, editors Jason C. Thompson and Marc A. Ouellette propose that Game Studies—that peculiar multi-, inter-, and trans-disciplinary field wherein international researchers from such diverse areas as rhetoric, computer science, literary studies, culture studies, psychology, media studies and so on come together to study the production, distribution, and consumption of games—has reached an unproductive stasis. Its scholarship remains either divided (as in the narratologists versus ludologists debate) or indecisive (as in its frequently apolitical stances on play and fandom). Thompson and Ouellette firmly hold that scholarship should be distinguished from the repetitively reductive commonplaces of violence, sexism, and addiction. In other words, beyond the headline-friendly modern topoi that now dominate the discourse of Game Studies, what issues, approaches, and insights are being, if not erased, then displaced? This volume gathers together a host of scholars from different countries, institutions, disciplines, departments, and ranks, in order to present original and evocative scholarship on digital game culture. Collectively, the contributors reject the commonplaces that have come to define digital games as apolitical or as somehow outside of the imbricated processes of cultural production that govern the medium itself. As an alternative, they offer essays that explore video game theory, ludic spaces and temporalities, and video game rhetorics. Importantly, the authors emphasize throughout that digital games should be understood on their own terms: literally, this assertion necessitates the serious reconsideration of terms borrowed from other academic disciplines; figuratively, the claim embeds the embrace of game play in the continuing investigation of digital games as cultural forms. Put another way, by questioning the received wisdom that would consign digital games to irrelevant spheres of harmless child’s play or of invidious mass entertainment, the authors productively engage with ludic ambiguities.




The Numbers Game


Book Description

The Numbers Game is the first-ever history of baseball statistics - the keeping of them, the study of them, the people who devised them, the cultural phenomenon of them, from 1845 until today. Most baseball fans, players and even team executives assume that the National Pastime's infatuation with statistics is simply a byproduct of the information age, a phenomenon that blossomed only after the arrival of Bill James and computers in the 1980s. They couldn't be more wrong. In this unprecedented new book, Alan Schwarz - whom bestselling Moneyball author Michael Lewis calls "one of today's best baseball journalists" - provides the first-ever history of baseball statistics, showing how baseball and its numbers have been inseparable ever since the pastime's birth in 1845. He tells the history of this obsession through the lives of the people who felt it most: Henry Chadwick, the 19th-century writer who invented the first box score and harped endlessly about which statistics mattered and which did not; Allan Roth, Branch Rickey's right-hand numbers man with the late-1940s Brooklyn Dodgers; Earnshaw Cook, a scientist and Manhattan Project veteran who retired to pursue inventing the perfect baseball statistic; John Dewan, a former Strat-O-Matic maven who built STATS Inc. into a multimillion-dollar powerhouse for statistics over the Internet; and dozens more. Almost every baseball fan for 150 years has been drawn to the game by its statistics, whether through newspaper box scores, the backs of Topps baseball cards, The Baseball Encyclopedia, or fantasy leagues. Today's most ardent stat scientists, known as "sabermetricians," spend hundreds of hours coming up with new ways to capture the game in numbers, and engage in holy wars over which statistics are best. Some of these men--and women --are even being hired by major league teams to bring an understanding of statistics to a sport that for so long shunned it. Taken together, Schwarz paints a history not just of baseball statistics, but of the soul of the sport itself. The Numbers Game will be an invaluable part of any fan's library and go down as one of the sport's classic books.




Write Your Way into Animation and Games


Book Description

Launch your career in writing for video games or animation with the best tips, tricks, and tutorials from the Focal press catalog--all at your fingertips. Let our award-winning writers and game developers show you how to generate ideas and create compelling storylines, concepts, and narratives for your next project. Write Your Way Into Animation and Games provides invaluable information on getting into the game and animation industries. You will benefit from decades of insider experience about the fields of animation and games, with an emphasis on what you really need to know to start working as a writer. Navigate the business aspects, gain unique skills, and develop the craft of writing specifically for aniamtion and games. Learn from the cream of the crop who have shared their knowledge and experience in these key Focal Press guides: Digital Storytelling, Second Edition by Carolyn Handler Miller Animation Writing and Development by Jean Ann Wright Writing for Animation, Comics, and Games by Christy Marx Story and Simulations for Serious Games by Nick Iuppa and Terry Borst Writing for Multimedia and the Web, Third Edition by Timothy Garrand




Game Preview


Book Description

A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc. While many different subdivisions have been proposed, anthropologists classify games under three major headings, and have drawn some conclusions as to the social bases that each sort of game requires. They divide games broadly into, games of pure skill, such as hopscotch and target shooting; games of pure strategy, such as checkers, go, or tic-tac-toe; and games of chance, such as craps and snakes and ladders. A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc.




Quest Game Book


Book Description

Quest is the roleplaying game for everyone. It's about going on a thrilling journey with your friends in a world of fantasy. This book will help you create a unique character and teach you how to play.