...Traces the evolution of interactive video games by examining 13 landmark titles that challenged convention and captured players' imaginations worldwide...the focus on those that tell stories...-cover.
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.
Virtual cities are places of often-fractured geographies, impossible physics, outrageous assumptions and almost untamed imaginations given digital structure. This book, the first atlas of its kind, aims to explore, map, study and celebrate them. To imagine what they would be like in reality. To paint a lasting picture of their domes, arches and walls. From metropolitan sci-fi open worlds and medieval fantasy towns to contemporary cities and glimpses of gothic horror, author and urban planner Konstantinos Dimopoulos and visual artist Maria Kallikaki have brought to life over forty game cities. Together, they document the deep and exhilarating history of iconic gaming landscapes through richly illustrated commentary and analysis. Virtual Cities transports us into these imaginary worlds, through cities that span over four decades of digital history across literary and gaming genres. Travel to fantasy cities like World of Warcraft’s Orgrimmar and Grim Fandango’s Rubacava; envision what could be in the familiar cities of Assassin’s Creed’s London and Gabriel Knight’s New Orleans; and steal a glimpse of cities of the future, in Final Fantasy VII’s Midgar and Half-Life 2’s City 17. Within, there are many more worlds to discover – each formed in the deepest corners of the imagination, their immense beauty and complexity astounding for artists, game designers, world builders and, above all, anyone who plays and cares about video games.
Maybe it was the recent Atari 2600 milestone anniversary that fueled nostalgia for the golden days of computer and console gaming. Every Game Boy must ponder his roots from time to time. But whatever is driving the current retro gaming craze, one thing is certain: classic games are back for a big second act, and they're being played in both old and new ways. Whether you've just been attacked by Space Invaders for the first time or you've been a Pong junkie since puberty, Chris Kohler's Retro Gaming Hacks is the indispensable new guide to playing and hacking classic games. Kohler has complied tons of how-to information on retro gaming that used to take days or weeks of web surfing to track down and sort through, and he presents it in the popular and highly readable Hacks style. Retro Gaming Hacks serves up 85 hard-nosed hacks for reviving the classic games. Want to game on an original system? Kohler shows you how to hack ancient hardware, and includes a primer for home-brewing classic software. Rather adapt today's equipment to run retro games? Kohler provides emulation techniques, complete with instructions for hacking a classic joystick that's compatible with a contemporary computer. This book also teaches readers to revive old machines for the original gaming experience: hook up an Apple II or a Commodore 64, for example, and play it like you played before. A video game journalist and author of Power Up: How Japanese Video Games Gave the World an Extra Life, Kohler has taught the history of video games at Tufts University. In Retro Gaming Hacks, he locates the convergence of classic games and contemporary software, revealing not only how to retrofit classic games for today's systems, but how to find the golden oldies hidden in contemporary programs as well. Whether you're looking to recreate the magic of a Robotron marathon or simply crave a little handheld Donkey Kong, Retro Gaming Hacks shows you how to set the way-back dial.
Video games can be "well played" in two senses. On the one hand, well played is to games as well read is to books. On the other hand, well played as in well done. This book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. 22 contributors (developers, scholars, reviewers and bloggers) look at video games through both senses of "well played." The goal is to help develop and define a literacy of games as well as a sense of their value as an experience. Video games are a complex medium that merits careful interpretation and insightful analysis
The Many Voices of Modern Physics follows a revolution that began in 1905 when Albert Einstein published papers on special relativity and quantum theory. Unlike Newtonian physics, this new physics often departs wildly from common sense, a radical divorce that presents a unique communicative challenge to physicists when writing for other physicists or for the general public, and to journalists and popular science writers as well. In their two long careers, Joseph Harmon and the late Alan Gross have explored how scientists communicate with each other and with the general public. Here, they focus not on the history of modern physics but on its communication. In their survey of physics communications and related persuasive practices, they move from peak to peak of scientific achievement, recalling how physicists use the communicative tools available—in particular, thought experiments, analogies, visuals, and equations—to convince others that what they say is not only true but significant, that it must be incorporated into the body of scientific and general knowledge. Each chapter includes a chorus of voices, from the many celebrated physicists who devoted considerable time and ingenuity to communicating their discoveries, to the science journalists who made those discoveries accessible to the public, and even to philosophers, sociologists, historians, an opera composer, and a patent lawyer. With their final collaboration, Harmon and Gross offer a tribute to the communicative practices of the physicists who convinced their peers and the general public that the universe is a far more bizarre and interesting place than their nineteenth-century predecessors imagined.
Ready Reader One explores the many ways literature depicts, engages with, and imagines videogames and gamers. The diverse group of authors included in this collection take an expansive view of “videogame literature,” with essays that consider written works ranging from life writing to speculative fiction to videogame guides created for the internet. In an age of ever-increasing gamification, in which gaming literacy is important to understanding popular culture and technological power, Ready Reader One examines the role of videogame literature in explaining not only how we play videogames, but how we read and write about them.
Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media." Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story—something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play. Second Person—so called because in these games and playable media it is "you" who plays the roles, "you" for whom the story is being told—first considers tabletop games ranging from Dungeons & Dragons and other RPGs with an explicit social component to Kim Newman's Choose Your Own Adventure-style novel Life's Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction—for the singular "you"—including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Façade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game). In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin's Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form.
Immerse yourself in 45 spectacularly imagined virtual cities, from Arkham City to Whiterun, in this beautifully illustrated unofficial guide. Spanning decades of digital history, this is the ultimate travel guide and atlas of the gamer imagination. Dimopoulos invites readers to share his vision of dozens of different gaming franchises like never before: discover Dimopoulos’s Half-Life 2’s City 17, Yakuza 0’s Kamurocho, Fallout’s New Vegas, Super Mario Odyssey’s New Donk City, and many more. Each chapter of this virtual travel guide consists of deep dives into the history and lore of these cities from an in-universe perspective. Illustrated with original color ink drawings and—of course—gorgeous and detailed maps, readers can explore the nostalgic games of their youth as well as modern hits. Sidebars based on the author’s research tell behind-the-scenes anecdotes and reveal the real-world stories that inspired these iconic virtual settings. With a combination of stylish original maps, illustrations, and insightful commentary and analysis, this is a must-have for video game devotees, world-building fans, and game design experts.
This book is an edited collection of essays in celebration of the centenary of Samuel Alexander’s Space, Time and Deity, published in 1920. Samuel Alexander (1859-1938) was a leading figure of British philosophy in the early twentieth century. He was partly responsible for the ‘new realism’ movement along with G.E. Moore and Bertrand Russell. However, his work has been overlooked in developments of twentieth century philosophy and yet his theories and style of theorising are in vogue. This book begins with three previously unpublished papers by Alexander that shed light on his metaphysical commitments about time, universals, God, knowledge of past truths, grounding, and inference in logic and science. There are also two important posthumous chapters by philosophers of the mid-twentieth century, who elaborate on his life and most significant contributions. The second half of the book contains new essays by current scholars, discussing Alexander on metaphysical realism, idealism, naturalism, space and time, process ontology, ontological categories, epistemology, perception, philosophy of history, emergentism, and empiricism.