Gameplay Mode


Book Description

Understanding the military logics that created and continue to inform computer games




Fundamentals of Game Design


Book Description

To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade




Gaming Matters


Book Description

In Gaming Matters, McAllister and Ruggill turn from the broader discussion of video game rhetoric to study the video game itself as a medium and the specific features that give rise to games as similar and yet diverse as Pong, Tomb Raider, and Halo.




Gaming and Gamers in Times of Pandemic


Book Description

This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phones allowed wider than ever participation. Gaming and Gamers in Times of Pandemic studies how the COVID-19 pandemic affected game players, game developers, game journalists and game scholars alike in many other ways, starting with the most direct – illness, and sometimes death. Some effects are temporary, others are here to stay.




Castlevania Series


Book Description




Investigating Rollenwahrnehmung, Perspective and Space through Virtual Reality related Game Interfaces


Book Description

This book is the publication of my PhD dissertation and is written in the corresponding style. The included research provides explorations and investigative reflections on Rollenwahrnehmung (a newly coined phrase meaning role perception/fulfillment), Perspective and Space through Virtual Reality (VR) game interfaces. A number of important topics will be addressed, like the creation of new experiences in the context of VR, the extension and new development of various interaction paradigms, various User Experience (UX) aspects and user guidance in a sophisticated new medium. Placed in the field of design practice, this research focuses on the creation of digital gaming artifacts, while extrapolating insights and guidelines concerning VR interfaces. Hence, this practice-based research is derived from a portfolio of specifically developed interactive artifacts, following the methodological approach of Constructive Design Research. These include the VR related games Nicely Dicely, LizzE - And the Light of Dreams and Gooze. They were used for various Lab experiments and Showroom presentations, while continually being refined throughout an iterative process. Nicely Dicely is an abstract game based on physics. In Local Multiplayer, up to four players are able to compete or collaborate. It is not a VR game per se, but features both, Monoscopic and 3D Stereoscopic Vision modes, which were tested in an experiment on their effect on Player Immersion. LizzE - And the Light of Dreams is a Singleplayer 3rd Person Hack and Slay game based in a fantasy universe. In an experiment, the game was used to primarily investigate in which ways 3rd Person VR games can work for a broad audience, regarding camera behavior. Gooze is a 1st Person VR puzzle game, taking place in a realistic horror environment with supernatural aspects. It was designed with diverse VR interaction technologies in mind and offers users different options to play the game, depending on available hardware and preferences. The Locomotion and Virtual Object Interaction mechanics were tested in an experiment regarding their UX. In summary, this book illustrates various game, interface and VR designs, informing the emerging field of VR game development of the relationship between UX, interfaces and gameplay. Furthermore, guidelines for designing and developing specific aspects of VR games were identified and each single artifact can be used as a design and development precedent for practice and academia.




Literary Gaming


Book Description

A new analytical framework for understanding literary videogames, the literary-ludic spectrum, illustrated by close readings of selected works. In this book, Astrid Ensslin examines literary videogames—hybrid digital artifacts that have elements of both games and literature, combining the ludic and the literary. These works can be considered verbal art in the broadest sense (in that language plays a significant part in their aesthetic appeal); they draw on game mechanics; and they are digital-born, dependent on a digital medium (unlike, for example, conventional books read on e-readers). They employ narrative, dramatic, and poetic techniques in order to explore the affordances and limitations of ludic structures and processes, and they are designed to make players reflect on conventional game characteristics. Ensslin approaches these hybrid works as a new form of experimental literary art that requires novel ways of playing and reading. She proposes a systematic method for analyzing literary-ludic (L-L) texts that takes into account the analytic concerns of both literary stylistics and ludology. After establishing the theoretical underpinnings of her proposal, Ensslin introduces the L-L spectrum as an analytical framework for literary games. Based on the phenomenological distinction between deep and hyper attention, the L-L spectrum charts a work's relative emphases on reading and gameplay. Ensslin applies this analytical toolkit to close readings of selected works, moving from the predominantly literary to the primarily ludic, from online hypermedia fiction to Flash fiction to interactive fiction to poetry games to a highly designed literary “auteur” game. Finally, she considers her innovative analytical methodology in the context of contemporary ludology, media studies, and literary discourse analysis.




The Ultimate Player's Guide to Minecraft


Book Description

&> The Ultimate Player’s Guide to Minecraft Second Edition Minecraft: These worlds are YOURS! Minecraft is WAY more than a game: it’s an alternate universe of creation, exhilaration, survival, adventure, passion! Don’t enter that universe alone. Take an experienced guide who’ll help you constantly as you learn the secrets of Minecraft! Stephen O’Brien has been obsessing over Minecraft since its earliest betas. He’s seen it all! Now, he’ll take you deep inside craft and mine, cave and menagerie, farm and village. He’ll reveal combat traps and tricks you need to know... teach you enchantments of unimaginable power... help you survive where few dare to go... help you OWN the infinite worlds of Minecraft! Quick-start guide for first-night survival Customize your experience: monstrous, peaceful, and more Harvest resources, craft tools and shelters—let there be light Grab your pickaxe: mine iron, gold, diamonds, and redstone Escape (or defeat!) 14 types of hostile mobs Get friendly mobs on your side and build automated farms Brew potions to cure ills, gain superpowers, and throw at enemies Transform your shelter into a palace (or a secret underwater base) Create new worlds and master the fine art of terraforming Learn the secrets of redstone devices, and build incredible rail systems Play safely through The Nether and The End Minecraft is a trademark of Mojang Synergies / Notch Development AB. This book is not affiliated with or sponsored by Mojang Synergies / Notch Development AB. Stephen O’Brien is an Australian-born writer and entrepreneur now residing in Sydney after too many years in Silicon Valley. He has written 27 books, including several best-sellers. O’Brien founded Typefi, the world’s leading automated publishing system, and in his spare time invented a new type of espresso machine called mypressi. He’s a perpetual innovator who remains astounded at the unparalleled creativity Minecraft can engender.




Narrative Design for Mobile and Live Games


Book Description

Provides unique guidance on how to craft narrative for mobile and live games. Includes practical exercises to help readers apply the knowledge gained within to their own games and design processes. Covers both development and production processes for open-ended and seasonal storytelling.




Xenoblade Chronicles: Definitive Edition - Strategy Guide


Book Description

The guide for Xenoblade Chronicles: Definitive Edition features all there is to see and do including a walkthrough featuring coverage of all Chapters, Quests, Affinity Charts, and much more. Including an in-depth walkthrough of Future Connected, the new story and all of the new changes that Definitive Edition brings. Inside this guide you will find: - A Complete Walkthrough - Taking you through the main story and side quests. - An in-depth Quests section - All the side quests found in the different cities and regions. - Extensive Tour Guide section - Annotated maps and details on enemies found in each region. - Full coverage of Future Connected - Everything you need to know about the new DLC! - Detailed information on all Characters - Pages dedicated to Arts and Skill Trees for each character. - And guides on so much more: Equipment, Gems, Affinity Charts, Records, Trials.