Vintage Games 2.0
CRC Press (Verlag)
978-1-138-89913-1 (ISBN)
Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon.
Credit for the cover belongs to Thor Thorvaldson.
Matt Barton
Chapter I The Innovators
1.1 Spacewar!: It’s Rocket Science
1.2 Pong: Easy to Learn, Hard to Master
1.3 Space Invaders: The Japanese Invasion
1.4 Zork: Sticking Graphics Where the Sun Don’t Shine
1.5 MUD: Swords with Friends
1.6 Rogue: Procedural Generation
1.7 Maze War: The First First-Person Shooter?
Chapter 2 The Early Adopters
2.1 Pac-Man: Gamers Just Want to Have Lunch
2.2 Donkey Kong: Miyamoto’s 800-Pound Gorilla
2.3 Pole Position: Where the Raster Hits the Road
2.4 Pitfall!: Activision’s Fearless Fortune Hunter
2.5 Flight Simulator: The Sky’s the Limit
2.6 Elite: The Stellar Sandbox
2.7 Pinball Construction Set: The Game of Games
2.8 King’s Quest: From Peanuts to Palaces
2.9 Wizardry: A New Perspective on Computer
Role Playing
2.10 Ultima: The Virtues of an Avatar
Chapter 3 The Early Majority
3.1 Super Mario Bros.: Mario and the Mushroom Kingdom
3.2 The Legend of Zelda: A Link to the Future
3.3 Final Fantasy: Console Games Get a Level Up
3.4 Tetris: The Perfect Video Game?
3.5 Street Fighter II: The Arcade Comes Back Swinging
3.6 SimCity: A City of Silicon
3.7 Civilization: Just One More Turn
3.8 Pool of Radiance: The Gold Box Games
3.9 Wasteland: Hot, Mean, and Radioactive
Chapter 4The Late Majority
4.1 Dungeon Master: Real Time Hits the Big Time
4.2 Myst: Creating Worlds, One Tent at a Time
4.3 Doom: Profound Carnage
4.4 John Madden Football: The Greatest Play
4.5 Sonic the Hedgehog: Faster than a Portly Plumber
4.6 The Sims: The World’s Most Profitable Ant Farm
4.7 Diablo: Click Click Boom
4.8 Starcraft: The ESport Zerg Rush
4.9 Pokémon: Gotta Catch’em All
4.10 Ultima Online: Persistence Pays Off
4.11 Super Mario 64: No Disc, No Problem
4.12 Tomb Raider: A 3D Platformer with Legs
4.13 Final Fantasy VII: The Legend of the Square Disc
4.14 Metal Gear Solid: Lights, Camera, Inaction!
4.15 Ocarina of Time: Miyamoto’s Finest Hour
Chapter 5 The Laggards
5.1 Dance Dance Revolution: Konami Shakes Its Money Maker
5.2 Grand Theft Auto III: The Industry’s Bad Boy
5.3 Halo: Combat Evolved: Spartans Never Die
5.4 Call of Duty: Wars with Friends
5.5 Half-Life 2
5.6 World of Warcraft: An MMORPG for the Masses
5.7 Wii Sports: Let Grandpa Teach You
5.8 Angry Birds: Slingshot to the Top
5.9 Minecraft: Let Them Build It, and They Will Play
Zusatzinfo | 242 Illustrations, color |
---|---|
Verlagsort | London |
Sprache | englisch |
Maße | 178 x 229 mm |
Gewicht | 723 g |
Themenwelt | Informatik ► Grafik / Design ► Film- / Video-Bearbeitung |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
ISBN-10 | 1-138-89913-5 / 1138899135 |
ISBN-13 | 978-1-138-89913-1 / 9781138899131 |
Zustand | Neuware |
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