The First Player (Altergame Book #1)


Book Description

THIS IS ALTERRA, where you can be the master of your own castle... or a field hand on a farm.And this is Jack, who wants to make his way to a different continent, hidden in the virtual mist.And this is an ancient quest line, buried under new versions of the game.Jack's goal: create his own guild. Buy a ship. And set off on the Great Journey. The journey of his life. The dangerous Gravediggers are not the only ones opposing him. Necromancers from sinister Nightmare, elite alpha-citizens, and relic hunters are only a small fraction of the enemies that the First Player will have to face.In the perilous Wasteland, the drifter Jack finds an abandoned truck, where an old-world game console is hidden. This moment marks the beginning of Jack's path to the lost continent, hidden in the virtual depths of the colossal Alterra. He still isn't aware of the enemies standing in his way. Not only are the guild of Gravediggers and the sinister necromancers of Nightmare against him, but also the secret masters of the game world themselves. The discoveries of ancient quest lines, long buried under new versions of the game, give Jack access to the Dark Service. This is a special branch of character development, which is no longer available in the modern version of the game. Now Jack, the messenger of a great Goddess, possesses a Night Weapon, and is venerated by an entire race of NPCs...Just how will this road end? And it does indeed have an end...




World of Sci-Fi & Fantasy


Book Description

A Full Immersion Reading Experience a boutique literary agency specializing in the genres of fantasy and science fiction with the focus on space opera, cyberpunk and LitRPG (video game-based fantasy and science fiction). The concept of fantasy embraces a vast variety of genres with settings varying from ancient to medieval, modern to futuristic. The main difference of fantasy from science fiction lies in the fact that fantasy worlds don't necessarily need to comply with the laws of the physical world as we know them. The universe of fantasy is ruled by magic and the author's imagination which readily waives the boundaries of the known for the sake of a good story.




Game Feel


Book Description

"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe




Six Sacred Swords


Book Description

It doesn't take a legendary sword to make a legendary swordsman, but it certainly helps.Keras Selyrian is already well on the way to cutting his name into the annals of legend. He's fought false divinities, thieving sorcerers, and corrupt demigods - and left them defeated in his wake. But he's a long way from home, and Kaldwyn offers a different brand of danger than he's used to.He's already got a sword of unfathomable power, but it's damaged and leaking world-annihilating mana, so he's in the market for a new one.Possibly six. The more the better, really.The Six Sacred Swords are Kaldwyn's most famous artifacts, forged as the only means to defeat the god beasts. Each sword must be earned by a worthy champion, and no single person has ever managed to collect them all.Not yet, at least.Keras is just getting started.Additional Info: Six Sacred Swords is a light-hearted fantasy adventure inspired by Japanese game series like The Legend of Zelda, Final Fantasy, and Fire Emblem. It takes place in the same universe as the Arcane Ascension novels, but years earlier and with a different protagonist. While the books are interconnected, they can be read on their own in any order




Recursive Macroeconomic Theory


Book Description

A significant new edition of a text that offers both tools and sample applications; extensive revisions and seven new chapters improve and expand upon the original treatment.




Possible Worlds in Video Games: From Classic Narrative to Meaningful Actions


Book Description

In current digital games, classic fictional worlds are transformed into ludofictional worlds, spaces rich in characters and emotions that are especially affected by the intervention of a player. In this book, we propose a model, inspired by the Semantics of Fiction and Possible Worlds, which is oriented to the analysis of video games as integrated systems.




Ultimate Game Design: Building Game Worlds


Book Description

Build games with techniques and insights from a pro.




Twisty Little Passages


Book Description

A critical approach to interactive fiction, as literature and game. Interactive fiction—the best-known form of which is the text game or text adventure—has not received as much critical attention as have such other forms of electronic literature as hypertext fiction and the conversational programs known as chatterbots. Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it. Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.




Dungeon Master's Guide II


Book Description

Building upon existing materials in the "Dungeon Master's Guide," this title was specifically designed to facilitate play, especially when the Dungeon Master has a limited amount of preparation time. Chapters include discussion on running a game, designing adventures, building and using prestige classes, and creating campaign settings.




Robustness


Book Description

The standard theory of decision making under uncertainty advises the decision maker to form a statistical model linking outcomes to decisions and then to choose the optimal distribution of outcomes. This assumes that the decision maker trusts the model completely. But what should a decision maker do if the model cannot be trusted? Lars Hansen and Thomas Sargent, two leading macroeconomists, push the field forward as they set about answering this question. They adapt robust control techniques and apply them to economics. By using this theory to let decision makers acknowledge misspecification in economic modeling, the authors develop applications to a variety of problems in dynamic macroeconomics. Technical, rigorous, and self-contained, this book will be useful for macroeconomists who seek to improve the robustness of decision-making processes.