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Richard Garriott è una delle più note personalità dell'industria dei videogame, e uno degli ultimi pionieri ancora in attività. Ultima, la sua rivoluzionaria serie di giochi di ruolo per computer, Origin Systems Inc., la compagnia da lui co-fondata nel 1983, sono indissolubilmente legati all'evoluzione dell'industria dei video giochi. Questa è la loro storia.
This must-have Beanie Boo collector's guide is full of fun facts and insider information about all 200+ plush Boos. Learn what Dotty, the multi-colored leopard, does in her spare time, or what Gilbert, the giraffe, eats for breakfast. Filled with pictures of these big-eyed beauties, this guidebook is perfect for anyone starting their own colorful collection.
Reviews over 400 seminal games from 1975 to 2015. Each entry shares articles on the genre, mod suggestions and hints on how to run the games on modern hardware.
Photographer Liam Wong’s debut monograph, a cyberpunk-inspired exploration of nocturnal Tokyo. Featuring evocative and stunning color photographs of contemporary Tokyo, this book brings together the images of an exciting new photographic talent, Liam Wong. Born and raised in Edinburgh, Scotland, Wong studied computer arts in college and, by the time he was twenty-five, was living in Canada and working as a director at one of the world’s leading video game companies. His job took him to Tokyo for the first time, where he discovered the ethereality of floating worlds and the lurid allure of Tokyo’s nocturnal scenes. “I got lost in the beauty of Tokyo at night,” he explains. A testament to the deep art of color composition, this publication brings together a refined body of images that are evocative, timeless, and completely transporting. This volume also features Wong’s creative and technical processes, including identifying the right scene, capturing the essence of a moment, and methods to enhance color values—insights that are invaluable to admirers and photography students alike.
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
A captain in the Obsidian Army discovers a magical sword that only he can use, and is purported to have been once used by the legendary Avatars.