An engaging and entertaining read for veteran gamers and curious newcomers alike,A MindForever Voyaging traces the evolution of interactive video games by examining 13 landmarktitles that challenged convention and captured players' imaginations worldwide. Alternativegaming blogger Dylan Holmes focuses on games that tell stories in innovative and fascinatingways and examines the opportunities—and challenges—presented when players are giventhe ability to direct how a story plays out. From the text-based adventure ofPlanetfall andthe interactive cinema of Heavy Rain to the one-act play ofFaçade and the simulated world ofShenmue, Holmes showcases the diversity of video game stories that have emerged in the last30 years. Along the way, he addresses such questions as: •How did the introduction of moral choices in video games change the playing field? •What film techniques have enhanced (or detracted from!) the gaming experience? •Can video games aspire to be art? [Hint: Yes!] •What are the benefits, pitfalls, and unintended consequences of players' "right tochoose"? •Will the robot Floyd make you cry? Critical analysis, historical perspective, and a gently opinionated personal touch makeA MindForever Voyaging an enlightening read that captures the best that video games have to offer.
From the text-based adventure of Planetfall andthe interactive cinema of Heavy Rain to the one-act play of Façade and the simulated world ofShenmue, Holmes showcases the diversity of video game stories that have emerged in the last30 years ...
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.
purposes), Maze War (1973) designed by Steve Colley, Greg Thompson, and Howard Palmer (a precursor to later first-person shooters), and the early toy game Space Travel (1969) designed by Ken Thompson. Meanwhile, MUD— the ancestor of ...
A reprint of volume 3 of the four-volume edition originally published by Simon and Schuster in 1956. Annotation c. Book News, Inc., Portland, OR (booknews.com).
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.
... A Mind Forever Voyaging uses the expanded memory to breathtaking effect, creating a richly imagined anti-Utopian future-world. AMFV isn't 1984, but in some ways it's even scarier.” A Mind Forever Voyaging was a sales disappointment in ...
Never again would birds' song be the same. ... we. share. the. same. moon? 9.4.1 Moon and business communication Once at a friend's home in Switzerland, we recognized that it's the evening of the Mid-Autumn Festival.
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.
... resides; Zoë, who can dream herself in other realities, and who saved both Stark and Arcadia from enslavement. ... hooked up to dream machines, while the less desperate enjoy their lucid dreaming in Traum Raum or 1001 Dreams and ...
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 ...