The Sims 4


Book Description

Front cover: "MAXIS & EA reviewed and approved".




Encyclopaedia Vampirica


Book Description

A character sourcebook for Vampire: The Masquerade




Players Unleashed!


Book Description

A compelling examination of the practice and implications of modding as they apply to the best-selling computer game The Sims.




Short Sims


Book Description

Short Sims: A Game Changer explores the design concepts, dialogue, and formatting of interactive simulations. Interactivity is the key to effective educational media in schools, corporations, the military, and government. However, challenges like ineffective linear content or expenses can derail the product. This book provides a proven methodology to guide anyone through the steps of quickly creating highly engaging and responsive content. The process combines decades of research and implementations with leading organizations (Bill & Melinda Gates Foundation, Harvard Business School Publishing, Visa, State Department) with new tools that have just emerged. Key Features This book provides numerous code examples to illustrate how to put the techniques into practice. It includes expanded introductions to mathematics fundamental to computer graphics and game development. Graphics and physics are covered in introductory overviews. Author Bio Clark Aldrich is an education technology thought leader—the author of six books and developer of patent and award-winning projects. He currently builds custom Short Sims for organizations using a revolutionary methodology he has pioneered, or helps them build their own, through www.shortsims.com. He is also the host of an audio series called Education X Media (www.edbymedia.com) about evolving pedagogy in academics, corporations, and the military. ​ He has been called a "guru" by Fortune Magazine and a "maverick" by CNN. Aldrich and his work have been featured in hundreds of other sources, including CBS, ABC, The New York Times, USA Today, the Associated Press, Wall Street Journal, NPR, CNET, Business 2.0, BusinessWeek, and U.S. News and World Report. He has written monthly columns for Training Magazine and Online Learning Magazine. Previously, he was the founder and former director of research for Gartner’s e-learning coverage. Earlier in his career, he worked on special projects for Xerox' executive team. He also served for many years as the Governor's representative on the education task force Joint Committee on Educational Technology, volunteered on several non-profit organizations aimed at child advocacy, and has served on numerous boards. He earned from Brown University a degree in cognitive science (during which he also taught at a leading environmental education foundation). He grew up in Concord, Massachusetts, and is the ninth great-grandson of Governors John Winthrop and Thomas Dudley, first and second governors of the Massachusetts Bay Colony, and Captain Walter Neale, the first colonial governor of lower New Hampshire.




The Sims


Book Description

Learn about The Sims and how to build a home, get a job, and interact with family. Explore the history of The SIMS and peer into the future of one of the world's most popular games. The Sims will give you a behind-the-scenes look at a great game, with features that include: a glossary, index, and bibliography for further reading.




About The Sims


Book Description

""About The Sims"" explores the cultural phenomenon of one of the most successful life simulation video game franchises in history. The book delves into how a game centered on everyday activities has captivated millions worldwide, examining its history, gameplay mechanics, and sociological implications. From its origins as an ""architectural design simulator"" to its evolution into a comprehensive life simulation game, The Sims revolutionized the gaming industry with its unique blend of creativity, storytelling, and social commentary. The book guides readers through the Sims universe, analyzing its core concepts, development, and broader impact on gaming culture and societal values. It highlights how the game's open-ended nature allows players to explore personal narratives and societal norms in a virtual environment, tapping into human desires for control and escapism. Drawing on interviews, player testimonials, and academic studies, the book offers insights into the game's widespread appeal and cultural significance. What sets this book apart is its interdisciplinary approach, combining game design analysis with sociological insights to provide a holistic understanding of The Sims' importance. It addresses both the franchise's achievements and controversies, offering readers a comprehensive exploration of a gaming phenomenon that has left an indelible mark on popular culture.




The Unofficial Sims Cookbook


Book Description

"Sure, you've honed your Sims' cooking skills, but how are your skills IRL? Now, you can perfect the baked Alaska and lobster thermidor you've been watching your Sims make with The Unofficial Sims Cookbook. Learn the steps behind the classic simulated recipes: Chili Con Carne; Silly Gummy Bear Pancakes; Grandma's Comfort Soup; Minty Mocha Cupcakes; and more! Your hunger will be satisfied, and you may even start your career path towards becoming a famous chef! Dive straight in with the delicious recipes in The Unofficial Sims Cookbook"--




Encyclopedia of Video Games [3 volumes]


Book Description

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.




Women and Video Game Modding


Book Description

The world of video games has long revolved around a subset of its player base: straight, white males aged 18-25. Highly gendered marketing in the late 1990s and early 2000s widened the gap between this perceived base and the actual diverse group who buy video games. Despite reports from the Entertainment Software Association that nearly half of gamers identify as female, many developers continue to produce content reflecting this imaginary audience. Many female gamers are in turn modifying the games. "Modders" alter the appearance of characters, rewrite scenes and epilogues, enhance or add love scenes and create fairy tale happy endings. This is a collection of new essays on the phenomenon of women and modding, focusing on such titles as Skyrim, Dragon Age, Mass Effect and The Sims. Topics include the relationship between modders and developers, the history of modding, and the relationship between modding and disability, race, sexuality and gender identity.




Procedural Storytelling in Game Design


Book Description

This edited collection of chapters concerns the evolving discipline of procedural storytelling in video games. Games are an interactive medium, and this interplay between author, player and machine provides new and exciting ways to create and tell stories. In each essay, practitioners of this artform demonstrate how traditional storytelling tools such as characterization, world-building, theme, momentum and atmosphere can be adapted to full effect, using specific examples from their games. The reader will learn to construct narrative systems, write procedural dialog, and generate compelling characters with unique personalities and backstories. Key Features Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways World’s finest guide for how to begin thinking about procedural design