Pages

.

Showing posts with label book. Show all posts
Showing posts with label book. Show all posts

Blood, sweat, and pixels: the triumphant, turbulent stories behind how video games are made

In this moment I'm reading the excellent book "Blood, sweat, and pixels: the triumphant, turbulent stories behind how video games are made". True stories about how the work in the gaming industry could be full of anxiety and despair.

Jason Schreier (the author) interviewed more than 100 professionals from this field and the result is a book with many different views about the creative process behind a game, the difficulties, the mistakes and victories.

Schreier (2017) in the introduction of the book discusses about why is so hard to make games. The author points out that: 1) games are interactive; 2) technology is constantly changing; 3) the tools are always different; 4) scheduling is impossible; 5) it's impossible to know how "fun" a game will be until you've played it. From this point to the end, in each chapter, one game is used as an example to explain the how this area (as the title of the book says) is full of "blood, sweat, and pixels".



Excellent reading.

Click here to buy.



Reference:

SCHREIER, Jason. Blood, sweat, and pixels: the triumphant, turbulent stories behind how video games are made. New York: Harper, 2017.

reade more... Résuméabuiyad

To think about fun, play and games

"Fun is the aftermath of deliberately manipulating a familiar situation in a new way" ( BOGOST , 2016, p.57)



Source: BOGOST, Ian. Play anything: the pleasure of limits, the uses of boredom, & the secret of games. New York: Basic Books,2016.

reade more... Résuméabuiyad

Book: Levelling Up - The Cultural Impact of Contemporary Videogames

Wow! I want to share very good news in this last post of the year: in 2015, I presented the paper “Observing Iterative Design on the Game Dominaedro”, that I wrote for the Video Game Cultures & The Future of Entertainment conference (VG7).

Yesterday, I received awesome news from the organizers: all the papers from the conference were compiled in a fantastic book named "Levelling Up: The Cultural Impact of Contemporary Videogames". Edited by Brittany Kuhn and Alexia Bhéreur-Lagounaris, and published by Inter-Disciplinary Press (Oxford) the book is a wide discussion about gaming culture in the contemporary scenario. Check the cool cover below:



CLICK HERE to buy!

Below, you can read the book's synopsis:

"Videogames have come a long way from Super Mario Bros and Pong. After thirty years of technological advancements and academic criticisms, videogames have become a fertile ground for social change and virtual identity creation. Where big game companies like Bioware, Bethesda, and Rockstar Games have begun to include more inclusive narratives, independent game companies are beginning to delve into the field of ‘serious games,’ capitalising on the popularity and prevalence of social networking to inspire and assist non-game-related fields. While all of this is happening, a new subculture has become to dominate social media: that of the fanboy and the Let’s Play YouTube video phenomenon. It is a dynamic time in videogame studies, from the perspective of player, designer and theorist. However, with the advent of virtual reality, the question remains: where will videogames, and subsequently our society, ‘level up’ to next?"

#GoGamers
reade more... Résuméabuiyad

Book: Play Anything - the pleasure of limits, the uses of boredom, and the secret of games

I bought a new book for my ludic library: Play Anything - the pleasure of limits, the uses of boredom, and the secret of games. Written by the game designer and philosopher Ian Bogost, the book is an awesome discussion about limitation, boredom, games and fun.

You can buy on Amazon. Click here.



Check the synopsis below:

How filling life with play—whether soccer or lawn mowing, counting sheep or tossing Angry Birds—forges a new path for creativity and joy in our impatient age.

Life is no game. It’s demanding, boring, and rarely fun. But what if we’ve got games wrong? Playing anything—whether an instrument, a sport, or a video game—takes hard work and makes absurd demands. Where’s the fun in that?

In Play Anything, acclaimed philosopher and award-winning game designer Ian Bogost reveals that play isn’t a mindless escape from boring reality. Instead, play is what happens when we accept limitations, narrow our focus, and—consequently—have fun. Which is also how to live a good life. Manipulating cards to make a poker hand is no different than treating chores and obligations as tools but which we can discover new happiness.

Ranging from Internet culture to moral philosophy, from ancient poetics to modern consumerism, Play Anything reveals how today’s chaotic world can only be tamed—and enjoyed—when we first impose boundaries on ourselves.


#GoGamers

reade more... Résuméabuiyad

Book: Mapping the Digital - Cultures and Territories of Play

I want to share good news in this post: in 2014, I presented the paper “Health, consumption and entertainment: the Nike brand embodied as a playful experience”, that I wrote along with my friend Marcelo Vasconcellos for the Video Game Cultures & The Future of Entertainment conference (VG6).

This week, I received awesome news: all the papers from the conference were compiled in a fantastic book named Mapping the Digital - Cultures and Territories of Play. Edited by Lindsey Joyce and Brian Quinn, and published by Inter-Disciplinary Press (Oxford) the book is a wide discussion about the state of play and the state of games in contemporary culture.



This is what I call a level upgrade!

CLICK HERE to buy!

Below, you can read the book's synopsis:

"Mappings the Digital: Cultures and Territories of Play is an interdisciplinary discussion about the state of play and the state of games in contemporary culture. This volume takes a critical look and how our cultures and territories are being renegotiated through our engagement with digital media, games, and tools. This volume argues broadly that our tangible world, and our understanding of it, are being renegotiated and remapped by the digital worlds with which we engaged. Specifically, the chapters in this volume analyse linguistic changes; unique in-game cultures and behaviours; and new methods for communicating across real and perceived boundaries, for understanding cultural experiences, and for learning through play. Drawing from the global expertise of scholars within the fields of Cultural Studies, Game Studies, Foreign Language, Science and more, this volume bridges academic boarders to assemble a cohesive and authoritative resource on digital culture and play".

#GoGamers
reade more... Résuméabuiyad

SHARING THE GOOD NEWS

Cengage Learning has just launched my new book in Brazil, today. GAME CULTURA: COMUNICAÇÃO, ENTRETENIMENTO E EDUCAÇÃO (GAMING CULTURE: COMMUNICATION, ENTERTAINMENT AND EDUCATION) is a study addressing educational aspects, narratives, questions and marketing strategies involving games. The final words were written by Uruguayan game designer and researcher Gonzalo Frasca (¡Gracias!, @frascafrasca!).



CLICK HERE TO BUY!

#GoGamers
reade more... Résuméabuiyad

What we can learn from the old RPG solo adventure books

If you are an old school gamer and a RPG fan like me, you have probably played in the 80’s or 90’s some of the classic solo adventure books created by Steve Jackson and Ian Livingstone, named Fighting Fantasy Collection. These authors disseminated a very unique kind of entertainment in the form of books. Using the idea of non-linear narrative they materialized some stories where the reader (or the player) could take decisions, combat enemies (rolling dice) and obtain different kinds of equipment for his/her journey (that could be controlled using a special character sheet). One of my favorite books from this collection is The Temple of Terror (LIVINSTONE, 1985).



This narrative fits in the idea of ergodic literature, proposed by Aarseth (1997, p.1), because of the unusual effort readers/players must put in text to advance in the story (roll die, take notes, read the pages without logical order etc.). In Temple of Terror the player will be a warrior entering an adventure inside the Temple of Skelos to fight the evil sorcerer Malbordus. Using a clever system based on choices and number of pages, players must use their memory, solve puzzles and get lucky in the dice to defeat the monsters until reaching the dungeon of Malbordus.



Entertainment aside, rests a question: what lessons this kind of ludic experience can teach to us to develop or study games? Here are some points to think about:

1) This kind of book is perfect to deconstruct. To learn from failures is essential to draw a map. This map is the game’s script. Through it, it’s possible to understand the complex “decision trees” created by the author.

2) After playing the same adventure a number of times, you’ll see strong points and weaknesses of the narrative. You can mark the frequency of combat, dialogues and achievements to have a notion of how to balance your game between different features.

3) Temple of Terror, specifically, is an exercise of suspension of disbelief. Can you imagine a dungeon full of goblins, demons, skeletons, dragons and other fantastic beings living in a healthy way? Makes no sense if you think rationally, but in this format it makes all the sense. The script is a little bit naïve, but, on the other hand, it is an exercise of fantasy fiction for young audiences.

4) There’s a crisscrossing between how a book like this is created and how a complex videogame script is created. Basically, both are narratives. So studying different formats will help you have “fuel” to compose new ideas for new games.

5) IT’S FUN! So don’t waste time. If you have never played a solo adventure game, buy a book and try now. During the experience, ask yourself: why books like this one made such success in the past? Where’s the fun factor in them? How we can use them to create games for mobile phones, consoles or board games?



The challenge is yours.

#GoGamers



Reference:

AARSETH, Espen. Cibertext: Perspectives on Ergodic Literature. The Johns Hopkins University Press: Maryland, 1997.

reade more... Résuméabuiyad

A new book for my ludic library: Death by Video Game

I bought this one in Oxford during the The Videogame Cultures Project: 7th Global Meeting following the recommendation of my hungarian friend Attila.

It's interesting. A little bit morbid for me. Nevertheless, the book has a very good investigative work done by the author. I'm reading the chapter 2 in this moment. I think it will be good to understand new ideas from the gaming universe.



Synopsis:

Whether it's Space Invaders, Candy Crush Saga or Grand Theft Auto, video games draw us in and don't let go. In Taiwan, a spate of deaths at gaming cafes is raising a question: why is it that some of us are playing games beyond the limits of our physical wellbeing? Death by Video Game uncovers the real stories behind our video game obsession. Along the way, award-winning journalist Simon Parkin meets the players and game developers at the frontline of virtual extremism, including the New York surgeon attempting to break the Donkey Kong world record; the Minecraft player three years into an epic journey towards the edge of the game's vast virtual world and the German hacker who risked prison to discover the secrets behind Half-Life 2. Investigating the impact of video games on our lives, Death by Video Game will change the way we think about our virtual playgrounds.

Reference:

PARKIN, Simon. Death by videogame: tales of obsession from the virtual frontline. London: Serpent’s Tail, 2015.

Click here to buy.

reade more... Résuméabuiyad