The Player Slayer


Book Description

The Player Slayer is an outrageous and hilarious guide on how to defeat, reject and otherwise deflect the players in your life. It’s a real world revision of The Rules, an urban answer to He’s Just Not That Into You. With steel-sharp wit and cutting insight, “Ms. T” breaks down both the player and the game. Most importantly, she shows you how to turn yourself from a “mark”—alone, outraged and disappointed—to a “slayer” strong enough to withstand even the best game. Ms. T blows away the whole “don’t hate the player, hate the game” smokescreen to reveal what makes a player a player, what makes his game work, and why women get beaten up in the game. This down-and-dirty guide will leave you empowered with the knowledge to outwit, outlast, and outplay even the player’s player.




Runescape: The First 20 Years--An Illustrated History


Book Description

A full-colour hardcover companion tome that offers a look behind the scenes as the iconic online fantasy RPG celebrates its 20th birthday! In 2001, RuneScape transformed the world of MMORPGs with a magical world that was free-to-play in your browser. Assuming any number of fantasy roles, players carved their own adventures in a fantasy land filled with vibrant characters, daring adventure and mystery. In an industry where success can often be short lived, RuneScape has defied the odds by not just surviving, but thriving over an incredible two decades. Now you can get an insider's look at the tremendous talent and enormous effort that went into creating the land of Gielinor and the magical races who inhabit it. Jagex and Dark Horse present a guide to the history of the RuneScape franchise, exploring the detailed tapestry of RuneScape and Old School RuneScape through exciting and exclusive art and behind the scenes interviews!




Slayer


Book Description

“Will get Buffy fans up in their feels.” —Entertainment Weekly A New York Times and Publishers Weekly bestseller From bestselling author Kiersten White comes the first novel in a series set in the world of Buffy the Vampire Slayer that introduces a new Slayer as she grapples with the responsibility of managing her incredible powers that she’s just beginning to understand. Into every generation a Slayer is born… Nina and her twin sister, Artemis, are far from normal. It’s hard to be when you grow up at the Watcher’s Academy, which is a bit different from your average boarding school. Here teens are trained as guides for Slayers—girls gifted with supernatural strength to fight the forces of darkness. But while Nina’s mother is a prominent member of the Watcher’s Council, Nina has never embraced the violent Watcher lifestyle. Instead she follows her instincts to heal, carving out a place for herself as the school medic. Until the day Nina’s life changes forever. Thanks to Buffy, the famous (and infamous) Slayer that Nina’s father died protecting, Nina is not only the newest Chosen One—she’s the last Slayer, ever. Period. As Nina hones her skills with her Watcher-in-training, Leo, there’s plenty to keep her occupied: a monster fighting ring, a demon who eats happiness, a shadowy figure that keeps popping up in Nina’s dreams… But it’s not until bodies start turning up that Nina’s new powers will truly be tested—because someone she loves might be next. One thing is clear: Being Chosen is easy. Making choices is hard.




Game On, Hollywood!


Book Description

The 14 essays in Game on, Hollywood! take on several points of game and film intersection. They look at storylines, aesthetics, mechanics, and production. The book is about adaptation (video game to film, film to video game), but it is even more about narrative. The essays draw attention to the ways and possibilities of telling a story. They consider differences and similarities across modes of storytelling (showing, telling, interacting), explore the consequences of time, place and ideology, and propose critical approaches to the vastness of narrative in the age of multimedia storytelling. The video games and film texts discussed include The Warriors (1979 film; 2005 video game), GoldenEye (1995 film), GoldenEye 007 (1997 and 2011 video games), Buffy the Vampire Slayer (2000-2004, television show), Buffy the Vampire Slayer: Chaos Bleeds (2003 video game), Prince of Persia: The Sands of Time (2003 video game; 2010 film), the Star Wars franchise empire (1977 on), Afro Samurai (2009 video game), and Disney's Epic Mickey (2010 video game).




The Slayer's Guide to Hobgoblins


Book Description

The Slayer's Guide to Hobgoblins is the first in a series of invaluable source books for players and Games Masters alike. Fully compatible with Dungeons and Dragons 3rd Edition and released under the D20 System and Open Game Licences, it provides a wealth of original material that will add tremendous value to any gaming session.




Evolutionary Perspectives on Imaginative Culture


Book Description

This pioneering volume offers an expansive introduction to the relatively new field of evolutionary studies in imaginative culture. Contributors from psychology, neuroscience, anthropology, and the humanities probe the evolved human imagination and its artefacts. The book forcefully demonstrates that imagination is part of human nature. Contributors explore imaginative culture in seven main areas: Imagination: Evolution, Mechanisms and Functions Myth and Religion Aesthetic Theory Music Visual and Plastic Arts Video Games and Films Oral Narratives and Literature Evolutionary Perspectives on Imaginative Culture widens the scope of evolutionary cultural theory to include much of what “culture” means in common usage. The contributors aim to convince scholars in both the humanities and the evolutionary human sciences that biology and imaginative culture are intimately intertwined. The contributors illuminate this broad theoretical argument with comprehensive insights into religion, ideology, personal identity, and many particular works of art, music, literature, film, and digital media. The chapters “Imagination, the Brain’s Default Mode Network, and Imaginative Verbal Artifacts” and “The Role of Aesthetic Style in Alleviating Anxiety About the Future” are licensed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/).




Buffy the Vampire Slayer


Book Description

Now you can join the Slayer's world! This comprehensive rulebook contains: an introduction to roleplaying and the Buffyverse, a guide to character creation (including the entire regular cast), a primer on magic, a guide to Sunnydale, monster descriptions (including the Five Big Bads), a guide to "Buffyspeak, " instructions on how to create episodes, and an introductory episode (ready to play.) This hardcover is also packed with vivid, full color art and screen shots.




Halo and Philosophy


Book Description

Since the Doom series, First Person Shooter (FPS) videogames have ricocheted through the gaming community, often reaching outside that community to the wider public. While critics primarily lampoon FPSs for their aggressiveness and on-screen violence, gamers see something else. Halo is one of the greatest, most successful FPSs ever to grace the world of gaming. Although Halo is a FPS, it has a science-fiction storyline that draws from previous award-winning science fiction literature. It employs a game mechanic that limits the amount of weapons a player can carry to two, and a multiplayer element that has spawned websites like Red vs. Blue and games within the game created by players themselves. Halo’s unique and extraordinary features raise serious questions. Are campers really doing anything wrong? Does Halo’s music match the experience of the gamer? Would Plato have used Halo to train citizens to live an ethical life? What sort of Artificial Intelligence exists in Halo and how is it used? Can the player’s experience of war tell us anything about actual war? Is there meaning to Master Chief’s rough existence? How does it affect the player’s ego if she identifies too strongly with an aggressive character like Master Chief? Is Halo really science fiction? Can Halo be used for enlightenment-oriented thinking in the Buddhist sense? Does Halo's weapon limitation actually contribute to the depth of the gameplay? When we willingly play Halo only to die again and again, are we engaging in some sort of self-injurious behavior? What is expansive gameplay and how can it be informed by the philosophy of Michel Foucault? In what way does Halo’s post-apocalyptic paradigm force gamers to see themselves as agents of divine deliverance? What can Red vs. Blue teach us about personal identity? These questions are tackled by writers who are both Halo cognoscenti and active philosophers, with a foreword by renowned Halo fiction author Fred Van Lente and an afterword by leading games scholar and artist Roger Ngim.




Game Balance


Book Description

Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers. FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation Written by award-winning designers with decades of experience in the field Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006. Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.