Creating Adventure Games on Your Computer
Author : Tim Hartnell
Publisher :
Page : 212 pages
File Size : 18,82 MB
Release : 1984
Category : Games & Activities
ISBN : 9780345318831
Author : Tim Hartnell
Publisher :
Page : 212 pages
File Size : 18,82 MB
Release : 1984
Category : Games & Activities
ISBN : 9780345318831
Author : Andrew Kolb
Publisher :
Page : 0 pages
File Size : 38,87 MB
Release : 2020
Category : Games & Activities
ISBN : 9781524860202
Journey into the world of Peter Pan and its mysterious inhabitants. The book is a feature-length hex crawl campaign, filled with endless adventure, adapted from the tales of Peter Pan, and tailored for an older audience.
Author : Kim Schuette
Publisher : Book Company
Page : 341 pages
File Size : 28,88 MB
Release : 1984-01-01
Category : Adventure games
ISBN : 9780912003085
Author : BITMAP BOOKS.
Publisher :
Page : pages
File Size : 26,30 MB
Release : 2020
Category :
ISBN : 9781838019112
Author : Anastasia Salter
Publisher : University of Iowa Press
Page : 217 pages
File Size : 26,12 MB
Release : 2014-11-01
Category : Games & Activities
ISBN : 1609382757
What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play. One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community. The interactions between storytellers and readers, between programmers and creators, and among fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them.
Author : Tana Pigeon
Publisher : Independently Published
Page : 124 pages
File Size : 20,8 MB
Release : 2019-03-05
Category : Games & Activities
ISBN : 9781794243262
Create Adventure outlines, seeds, and events for any RPG, in advance or on the spot! The Adventure Crafter adds to the Crafter series of Game Master tools a system for randomly generating an unfolding story that you can use as the framework for a custom built adventure or for solo role-play. Using a system of randomly generated story tropes, combined with Character and Storyline management and creative interpretation, the Adventure Crafter can create the structure for an entire adventure, the idea for an adventure that you can develop, an opening scene to an adventure to get you started, or it can be used as a tool to generate inspiration and ideas for your own adventures. Unlimited worlds of adventure await!
Author : Minerva Siegel
Publisher : Insight Editions
Page : 128 pages
File Size : 42,83 MB
Release : 2021-10-19
Category : Performing Arts
ISBN : 9781647221829
Let Jareth, Sarah, Hoggle, and other beloved characters from Jim Henson's Labyrinth guide your tarot practice with the official Labyrinth Tarot Deck. Characters from Jim Henson’s beloved classic Labyrinth try their hand at tarot in this whimsical take on a traditional 78-card tarot deck, which reimagines Jareth, Sarah, Hoggle, and other denizens of Goblin City in original illustrations based on classic tarot iconography. Featuring both the Major and Minor Arcana, the set also comes with a helpful guidebook with explanations of each card’s meaning, as well as simple spreads for easy readings. Packaged in a sturdy, decorative gift box, this stunning deck of tarot cards is the perfect gift for Labyrinth fans and tarot enthusiasts everywhere.
Author : Shaun McClure
Publisher :
Page : 579 pages
File Size : 34,86 MB
Release : 2021-10-28
Category :
ISBN :
This book is a guide to ZX Spectrum adventure games released between 1982 to 1985. It includes all of the hit games, plus many that you've probably never even heard of (188 games in total), complete with screenshots, covers and some adverts from the era... Plus oodles of new artwork from Robin Grenville-Evans. This thick tome (over 575 pages) has an introduction from Mike Gerrard (Your Sinclair adventure game columist), plus interviews with developers Don Woods (Colossal Caves), Mel Croucher (Automata), Charles Cecil (Artic Computing), Scott Adams (Adventure International), Tim Gilberts (Gilsoft), Trevor Hall (Mikro Gen), Terry Greer (Interceptor Micros), Tony Barber (Phipps Associates, RamJam Corporation), Pete Austin (Level 9 Computing) and Roy Carnell (Carnell Software). You can download free maps from www.retro-spective-books.co.uk
Author : Decipher
Publisher : Decipher Incorporated
Page : 0 pages
File Size : 45,61 MB
Release : 2002
Category :
ISBN : 9781582369501
Author : Aaron A. Reed
Publisher : Bloomsbury Academic
Page : 241 pages
File Size : 17,62 MB
Release : 2020-02-20
Category : Games & Activities
ISBN : 1501346547
The genre of adventure games is frequently overlooked. Lacking the constantly-evolving graphics and graphic violence of their counterparts in first-person and third-person shooters or role-playing games, they are often marketed to and beloved by players outside of mainstream game communities. While often forgotten by both the industry and academia, adventure games have had (and continue to have) a surprisingly wide influence on contemporary games, in categories including walking simulators, hidden object games, visual novels, and bestselling titles from companies like Telltale and Campo Santo. In this examination of heirs to the genre's legacy, the authors examine the genre from multiple perspectives, connecting technical analysis with critical commentary and social context. This will be the first book to consider this important genre from a comprehensive and transdisciplinary perspective. Drawing upon methods from platform studies, software studies, media studies, and literary studies, they reveal the genre's ludic and narrative origins and patterns, where character (and the player's embodiment of a character) is essential to the experience of play and the choices within a game. A deep structural analysis of adventure games also uncovers an unsteady balance between sometimes contradictory elements of story, exploration, and puzzles: with different games and creators employing a multitude of different solutions to resolving this tension.