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VIDEO GAMES BOOKS

Posted in Video Games (Tuesday, October 7, 2008)

Written by Mark Minasi and Faithe Wempen and Quentin Docter. By Sybex. The regular list price is $49.99. Sells new for $19.94. There are some available for $10.00.
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5 comments about The Complete PC Upgrade and Maintenance Guide, 16th Edition.
  1. Sybex and the authors have updated this long running and successful text with the 16th edition. The rapid changes in personal computer hardware mean that you might want to consider getting this book for its comprehensive advice of a wide range of hardware items.

    I should say that even with the changes in this industry, if you have the 14th or 15th editions, you may well want to stick with those. Not everything changes between consecutive editions, and those still hold considerable relevance.

    The book's remit extends across a broad range of hardware. Not just items that might be directly plugged into your computer. For example, there is discussion about routers for your local network. Where these might be wired or wireless devices.

    Typically, across all the hardware they describe, there is enough information to be able to install that hardware, even without the manufacturers' instructions. Sometimes, the book's instructions may even be clearer!


  2. Who want to work in computer repair then need this book.


  3. Minasi's earlier editions were good (and hardcover - what happened to that?). This one was apparently rushed out without any proofreading just to keep up with the Joneses (Mueller). There are so many errors in the first two chapters, it's unbelievable... Maybe the rest of the book actually got re-written and proofed, but the first part is very disappointing and makes me unlikely to grab this volume when I need an accurate answer.

    E.G.
    p.17 figure 1.5 shows connectors on back of PC, points to a Centronics 36 connector, labeling it a 25-pin parallel port. Same figure labels a DB-25 port (male? female?) as "External SCSI". (Could be, if a VERY old scsi card is in there... )

    p.17 "... be the expert on how many millions of polygons a particular sound card can render per second." Huh?? Since when did sound cards start rendering geometric shapes?

    p.22 "Quick Steps: Installing a CPU" gives 6 steps. No mention of heatsinks/fans. Just pop it in, button up the case, and get the marshmallows ready!


  4. I am not a very technically savvy guy with a computer. I was looking for a book to explain to me how I can upgrade my computer and keep it in fairly good maintenance. I saw this one and it seemed to have a good description. It turns out this book is massive, but most of it is devoted to computer peripherals. I was not impressed because it is not a very user friendly book and didn't have more of what it was titled to be. It would be an excellent book for someone that has a lot of time and already should know most of this stuff and what's to change their peripherals mostly.


  5. Ordered this new edition because of my experience with earlier ones.

    This edition lacks the CD which the other edition contained.

    The format of this edition is not done as well as the previous one.

    I am dissapointed in it's new format and lack of CD.


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Posted in Video Games (Tuesday, October 7, 2008)

Written by Ernest Adams. By McGraw-Hill Osborne Media. The regular list price is $26.99. Sells new for $7.99. There are some available for $7.98.
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5 comments about Break Into The Game Industry: How to Get A Job Making Video Games.
  1. Video Game design is a highly demanding, tireless, thankless, competative, ruthless, cuthroat profession, whose sucess stories wade in the sea of design hopefuls crushed by the neverending relentless expectations of this occupation. For those still interested, keep reading.
    If you think you are ready to give this a shot, then buy this book. While nothing will prepare you for video game design like your first week of work, ( so called " Hell Week" in the industry) Adams begins to lay the foundation for the tough road ahead. If only this book had been around before, for instance when I was a gopher over at EA Sports in the early 1990's, the heyday of NHL hockey and FIFA Soccer, the so called glory days when maverick designers created their own rules, coded at the seat of their pants and got paid the big bucks. I saw it all, saw the craziness, saw the mayhem, and then saw it get even worse. I would have been better off with this book, and so would anyone.

    In the past decade, things have changed. Its a travesty that there has been a "brain drain" from the video game design sector in the past couple of years. We need the best and the brightest to design the future placaters of the masses. Now they are no longer interested in the field because of the crazy hacks that have taken over, rescinded the protocol and the bucked the accountability. Buy this book now.



  2. My quick review of Break Into the Game Industry - How to get a job making video games by Ernest Adams.

    This book is a very light read and aimed specifically at real neophytes who enjoy games and are giving a passing thought at doing something in games for a living without much knowledge of the industry. If you've grown up with the industry and are doing the indie or trying to break in thing, this isn't for you. Book can be pretty much read in one night, and for a lot of people there's a lot you can skim.

    However, I would recommend this book VERY STRONGLY as a purchase for high school or even primary school children researching this as a possible career path. It pretty much covers a lot of things you need to get started *early*. Don't wait till you hit "working age" to start like I did. It's the only book out there that really targets kids and not working professionals trying to get in. It spends an entire chapter (and more) on how you should plan your education, what to look for, courses that will help etc. This stuff is good stuff, not the usual BS from "How to choose a college" guides.

    There is also a very good summary of publishing contracts in there, that might be unfamiliar territory for a lot of people. Even though it wasn't new to me, I'm still photocopying it for something I can refer to if anything as a very good summary reference (I borrowed the book ).

    Some of the best stuff is at the end in the appendices. There are huge lists of game companies and schools for anybody that is looking to apply at either. Book mentions that they are available at gamasutra as well but it doesn't hurt to have a hard copy. There is also the IGDA curriculum framework in there too, something which I wish my current school would have spent more time taking to heart instead of just looking at buzzwords.

    Bottom line is, this is still a loaner for the most part. If you've been highly specialised in one area, this book can help catch you up from a more generalist perspective. There are some great war stories in there as well, but I can't recommend buying the book just for them. For anyone at primary school level, or looking at college this book should merit serious consideration as a purchase.


  3. This book is an excellent resource for those looking to learn about the business of making video games. Ernest Adams succeeds in becoming your trusted mentor. By the time you have finished reading this you will feel as if you can just drop by his cubicle and fire off a bunch of new questions and listen to some more war stories. The title is a bit misleading as the actual "how-to-get-a-job-in-the-industry" content is withheld until near the end. When finally delivered it seems a bit thin. Get the book anyway because the war stories, inside info, and comprehensive overviews of the numerous roles within the industry make it completely worthwhile.


  4. This book is a perfect edition for anyone who wants to know how a game industry works, inside and out. Between talking about game design docs in depth, going through each job and what you need for it, and the indexes in the back that give you links to get you on your way, I reccommend it to everyone who wants to be in the business.


  5. This is the third book I've read regarding breaking into the industry. I am a Career Advisor for Westwood College and am always looking for resources to share with my students. Ernest definitely knows what he is talking about and has numerous good ideas for anyone who wants to work in the game industry. The book can be a little dry at times, but the positives inside out weigh that negative aspect.


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Posted in Video Games (Tuesday, October 7, 2008)

Written by Eric Mylonas. By Prima Games. There are some available for $8.90.
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5 comments about Guild Wars (Prima Official Game Guide).
  1. I think the book is great with a lot of good info


  2. Is very helpful, but there is a lot missing, and it's hard to find what you're looking for in the book as opposed to the game... The maps are very helpful when you can find the one that applys to the game... I'd like to see an updated version of this book, I would definitely purchase it!!!


  3. This is by far the worst 'strategy guide' I have ever encountered. It was out of date before the game was even released, with much of its information seemingly taken from the game's beta testing. It has at the most 10 pages worth of accurate information, and you'll have to figure out which parts of the book are accurate for yourself.

    The rest is either out of date, wrong, or can be EASILY found for free on the internet by anyone with even the slightest bit of competence in using a search engine (if you can't figure out a search engine, I doubt you could even install Guild Wars, so the guide won't help you anyway). Most of the things that aren't out of date are HORRIBLE or TOTALLY INADEQUATE strategies that will cause hours of endless frustration.

    You would be much better off just playing the game and figuring things out for yourself than using this guide. Unless you plan on using it to fuel a fire, there is no reason to own this book. Don't waste your money.


  4. This guide is not bad. It has a good general map and pointers to the baddies.. The problem with it is, it is outdated. It also focuses (as it mentions) on Tyria. You'll find a few things "off", but as a general guide, it isn't bad. You're better off looking at Guild Wars Wikis for more up-to-date information.


  5. This has a great book. It gives a good overview of all the missions. There isn't really any more info than you can find on the Wiki site however it is something I can hold in my hand! I like having it in print.


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Posted in Video Games (Tuesday, October 7, 2008)

Written by Stephen Stratton. By Prima Games. The regular list price is $19.99. Sells new for $6.39. There are some available for $7.15.
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5 comments about Command & Conquer 3 Tiberium Wars (Prima Official Game Guide).
  1. Nice game guide to help you out in a pinch or when your totally lost in game. It's good to get an inside idea of how to and where to go. Well worth the price to get the most out of the game.


  2. I thought I was buying a "Game Guide" as the title suggests. I received some crappy C&C 3 "novel".

    Lame


  3. I beat the game and Beat the last level of nod that had me stuck for 4 months and 30-50 retrys. I was that stuck Sure buying a book cuz of that one level seems a wast, but I WON!


  4. I got stuck in the campaign mode, and i bought this book, it really helped me out. The book looks extremely nice with enough info to help you in any details in the game. Fast delivery and cheap price. I give it 5 stars.


  5. Well worth the wait in the C&C world. Make sure your computer has the muscle to run this game. It does have problems with multiple processors(seperate). It does run well with dual core.


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Posted in Video Games (Tuesday, October 7, 2008)

Written by Mikhail Tal and Iakov Damsky. By MacMillan Publishing Company. The regular list price is $18.95. Sells new for $11.53. There are some available for $8.89.
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5 comments about Attack with Mikhail Tal.
  1. Even from reading the first few pages my abilities as an attacker on the board has gotten better. To those who ever wonder how he manages to find the right time to attack, this book will show you how. my only complaint is that the book does not discuss attacking on the queenside.


  2. This book is structured into nine chapters.
    1. Enemy King in the center - shows how to keep the king in the center and to attack it.
    2. Breakthrough in the Center - The theme still revolves around trapping the enemy king in the center for material sacrifice.
    3. The Assault Ratio - Shows how to tear apart the enemy fortress
    4. Invasion trajectories - Shows how to attack on the diagonals
    5. Lines of Communication - Shows how to break the enemies lines of communications to set up an attack.
    6 Outposts - Shows how a piece outpost beyond the 4th rank is a thorn in the enemies army.
    7. Eliminating Defenders - Shows how to get rid of those pesky defenders when attacking.
    8. At the Royal Court - Shows how to break apart a castled position.
    9. Destroying the Fortress walls - summs up with bxh7+ and double bishop sacrifices when the enemey pawn cover has not been touched. Also nxf7 and nxg7 sacrifices.
    There is a chapter missing on queenside sacrifices, but alas the magician from riga passed away before completing the book, so it's not his fault.


  3. There comes a point in a tournament chess player's development when they are familiar with the "standard" tactical [and positional] themes: they know to go for the kill on, say, f7/f2 against a king stranded in the center (to me a "stranded" king is a stronger precondition for an early attack than an "uncastled" one). They can find (or at least know when to look for) "King's Field" sacrifices and combinations. They can find "Mate in X" when the position requires it.

    To me, this brilliant work is about COMPENSATION for sacrificed material in the form of much greater COORDINATION of one's forces than the opponent has of his. And often, the disparity of coordination that pops up is not immediate; rather, the attacking side has a greater ABILITY to develop/coordinate their pieces in the ensuing battle. The opponent's pieces may find themselves sealed off on one flank, or unable to rush to the defense in time.

    The thread running through Rudolph Spielmann's THE ART OF SACRIFICE IN CHESS (which I reveiewed previously) is the notion of COMPENSATION when the sacrifices are not of a decisive nature. Upon looking at his examples, the reader can rationalize the material investment as being entirely justified.

    With ATTACK WITH MIKHAIL TAL, however, this notion of COMPENSATION is much less clear for, I suspect, most of us. The 8th World Champion (1960) was adept at "Making it Work." The defensive resistance put up by Morphy's opponents was, generally, pathetic. By contrast, Tal stormed his way to the top by hacking to pieces many of the greatest chess players the world has ever seen (for example, he went 4-0 against Bobby Fischer in the 1959 Candidates Tournament, and beat Mikhail Botvinnik by 4 points in the 1960 World Championship Match).

    The attacking prowess of the Magician from Riga becomes understandable when reading this work, because he and Damsky explain the thought process behind it so well. All of this said, it takes a great amount of study and boldness to try and integrate this into one's own play! I know I certainly haven't been able to do it yet, but will continue to try!


  4. First id like to say that my opinion on this book is quite emotional. This book is simply beautifull in the way it shows so clearly the main elements necesary to carry and attack on the king from one of the greatest attackers if not the greatest. To give some objective information for the buyer the book is divide by stages ( as much as an attack can be divided in stages ) and carrys the reader through them quite clearly , even if you didnt understood the explanations , you would get the knowledge from doing your homework of analisying yourself along with the analisys of the authors. Mikhail Tal died before finishing this book and therefore theres one chapter missing on queen sacrifices , but nevertheless the book is great , specially if you find yourself toothless when the matter in hand is carrying an efective attack on the king and in general. To be honest i had to read the book twice , the second time i read it backwards ( it simply clicked when i did it that way ). I carry the book most of the time with me to do some quick reviewing when ever i can. At the time i read the book i was already the champion on my club , but mostly in account of the poor positional and tactical decisions of my oponents , now im just bringing them to their knees. Last game i played ( against a german player ) i threw an attack on the kingside ,even though there was no outposts or lines (based on the assault ration concept Tal exposes in the book ), and then after making my oponent become completely passive i redirected an attack on the weakenesses left on the queen side and winning an important piece and the game. The diference in that game is that i was so clear and what was there and was not that i was able to come up with a more complete plan and enjoy more thorough understanding of my attack posibilities. Enjoy


  5. This book is broken down into sections covering a variety of attacking themes and prerequisites for launching decisive attacks on your opponent's king. By playing through the many fantastic examples presented in the book, one sees over and over the beauty of sacrificial, tactical chess. I enjoyed this book very much and would recommend it to anyone who loves the game.


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Posted in Video Games (Tuesday, October 7, 2008)

Written by David Knight. By Prima Games. The regular list price is $16.99. Sells new for $2.99. There are some available for $1.68.
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4 comments about Tom Clancy's Rainbow Six Vegas (Prima Official Game Guide).
  1. An utter waste of your hard earned dollars, this guide continues the slide in quality of the Prima guide series seen over the past couple of years.

    While stating on the cover it is for PC and console versions of the game, it is clear the only thing in the book that is PC specific isn't in the book - it's the proclamation on the cover. A minor detail, since after all the controls in the game are so simple one really doesn't need a key guide for the PC, but it continues the 'write-once reuse often' strategy that seems to have taken over the prima guides. When I pay this many clams for a paperback, I'd expect more than a rehashing of what you can find in the manual that comes with the game, mixed in with some pretty pictures and maps.

    There is *nothing* here that you can't get from the included manual, or on-line game guides and forums, except perhaps the brilliant glimpses of the obvious from the 'hag dolls', I mean 'frag dolls', like this gem:

    "Aim your reticle where you want your grenade to go...". Wow, I'm glad I read that, I thought I was supposed to aim where I *didn't* want it to go...

    Perhaps if Prima spent more time actually playing the game on different platforms, and less time at photo-shoots, they could produce a guide that added value to the free resources already available.


  2. Been playing this game for the last month or so only for a few hours at a time. My first gripe was with the inability to better control your team (i.e.; deploy grenades, flashbangs, etc.) But then again that is a good thing as it keeps the controls fairly simple. I'd recommend this to anyone who enjoys FPS's.


  3. Because i am a very mediocre player at best, the negative review above doesn't apply to me. The person that wrote the above is probably very good at gaming and doesn't need the help offered by this guide.
    Lots of good info on weapons and tactics. Good info on where the bad guys may appear. Lots of good (tho small) photos of situations.
    Because i am so lousy at shooters, i hesitate to go online, but the multiplayer section gave me some confidence to do so.
    If you are looking for help, this is a good buy. The internet free sites are few and inferior at this point, so save yourself considerable aggravation and get this book. I am glad i did.


  4. The Prima strategy guides are always thorough
    If you are stuck in a game and you need a tip or a hint you are always able to find and answer in the Prima Strategy guides
    Great if you are stuck
    I look through them only if I am stuck or why I didn't get a certain achievement.
    Great Reference!
    Thanks Prima and Amazon for carrying the guides when the game store doesn't have them!


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Posted in Video Games (Tuesday, October 7, 2008)

Written by Winnie Forster. By Magdalena Gniatczynska. The regular list price is $34.95. Sells new for $21.48. There are some available for $22.86.
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5 comments about The Encyclopedia of Game Machines.
  1. lot of photos, good design-layout, composition and information, easy to read.

    this serie has 3 book.
    this is the 1.5 (revise from Deutsch)
    (no info about Nintendo Wii & Sony Playstation3)

    the 2nd is about controlers "Joystick" just released in Deutsch, i want to see it in english ASAP.


  2. Very enjoyable read, nice use of colour, compact, some nice stats. Something you would use often as a resource. Covers absolutely everything. Only a couple of gripes - some of the computers only get brief mention, while others offer a 'lite' history of the company. But I would very much recommend this book.


  3. I'm an American gamer from the old days. I started programming on a CBM PET, used Apple II, C64, Vic-20, Atari 400 and 800, Amiga, etc. and have used many game consoles (SNES, Xbox, PS2, etc.). One thing about this book is the very brief coverage of some areas. Things are not referenced, so when the author states that the PET was poor quality - it seems a jab. The original chicklet PETs were problematic, but the full-size keyboard ones (of which I had one) were extremely robust, and why they were in many schools in the US - you couldn't break them. Also, sound was easy to add via a $20 speaker but the book says they failed gamewise because without sound nobody made games for it (huh? I was just playing DeathPlanet with sound on my PET emulator!). Also, the text was apparently originally German, and translations are poor, for example Intellivision "at you fingerprints" should be "at your fingertips". Also, Fort Apocaplyse added 'depht' to Choplifter is an editing mistake, and furthermore Fort Apocalypse added 'depth' but was just made difficult by tight caverns and never achieved the fame of Choplifter (which was on every system and even the arcade). Computer screens were apparently added later. So Karateka is upside down on the monitor - hard to believe that Mount Fuji is upside down - is it really a cave game and that is a giant stalagmite? No, and for someone who played Karateka to the end and also Prince of Persia, it's more famous cousin, this lack of attention to detail is bad. Sometimes things are not noted, like an apple game screen shot of an adventure/RPG of stairs, does not mention what game that is (I went through my Apple emulator and it is Mystery House by Sierra On-Line). For SNES, C64 and Apple II should really have had much larger sections (yes, they get 4 pages and some systems get 1, but why can't the encyclopedia be comprehensive?). The C64 revolutionized home computing by offering (eventually) a $299 computer at K-mart (discount store in N. America - now supplanted by Wal-Mart). This made color computing, gaming and a real computer accessible. And the huge owner base encouraged thousands of games to be developed for it. Also, they ask Gordon Jump which machine was best to program on and he said C64, but they should have a whole page devoted to his Jumpman game which set a new standard for clever (30 unique levels), and high playability. Likewise, perhaps more profiles of developers like Sid Meier and others would have be a good addition. I was highly interested in the subject matter of this book but this book has gaps and editing problems.


  4. Very cool book with cool photos and information about the classic gaming systems. It's not a "in depth" reading, but it's very fun.


  5. Basically goes over 450 home consoles, (rounded to 420 full console reviews -- since the more obscure 30 are semi explained in the back with no photos) with full photos, descriptions, last game published until, complete models, and how well they sold amongst the competition at the time.

    The book is split up into 4 segments. First, explains the different storage of each console (floppy disk, Hudson's Hu Card, GDROM ect) briefly. Second goes over first computer/arcade built. Then branches off into 4 eras.. Beginning (Atari, C64, MSX ect) until the crash, return of 8-bit (Nintendo, PCE, SMS ect), 32/64-bit + handheld - (Saturn, Nuon, 3DO ect) until Today: which is Xbox and Nintendo DS since it was published in 2003.

    But I would fully recommend picking up a copy 5/5


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Posted in Video Games (Tuesday, October 7, 2008)

Written by Chris Crawford. By New Riders Games. The regular list price is $34.99. Sells new for $15.75. There are some available for $14.70.
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5 comments about Chris Crawford on Interactive Storytelling (New Riders Games).
  1. This book opened up a whole new pattern of thinking for me. The information Mr. Crawford conveys in this publication is invaluable to any writer seeking to break into new areas-particularly gaming and other applications utilizing interactive storytelling. Writing for this genre requires a whole different mindset from traditional genres and Mr. Crawford succeeds at moving the reader towards that mindset.

    Time and again I see in game reviews how a particular game has "awesome graphics and great gameplay but the story and dialogue" were severely lacking. With Mr. Crawford's extensive experience in the gaming industry, he very capable gives aspiring writers every tool he or she will need to get a very good start in the industry. Throughtout the book, he stresses how important it is for the "artsie" thinkers (the writers & artists) to work together with the "techie" thinkers (the programmers) and I think this is a valuable lesson that many current game producers have yet to learn. Mr. Crawford reminds the entire programming industry that one sector of development cannot succeed without the other. He more than adequately investigates and chronicles how the different development teams can work together and bridge the "communication" gap between the "artsies" and the "techies."

    This book, while not exactly a tutorial piece, offers many examples and exercises to move the writer along in thinking like an interactive storyteller. The only real drawback may be the detail Mr. Crawford goes into. While I personally don't have a problem with this, I work with several young people who, while they are very keen on gaming development, probably wouldn't spend an adequate amount of time studying the information contained in the book unless it were required reading in a course.

    Personally I feel that any writer who wants to pursue and develop stories for interactive programming should study this book. It's not enough to read it through once, twice or even three times. This is a book which needs to be worked through section by section, until writing for this relatively new genre becomes second nature. This book will have a permanent home in my library; it is very rich in information-hats off to Mr. Crawford for producing a very timely manual.
    -Adaera-



  2. In this book, Chris Crawford presents his teachings, thoughts and feelings on Interactive Storytelling, the topic that he has courageously committed the last thirteen years of his life to researching, understanding and developing.

    This book struck many chords with me and opened up many avenues of thought, presenting me with inspirational ideas that kept me thinking about Interactive Storytelling for the many months that followed. I own a reasonable collection of books on game development and related academic topics, and I believe this to be the single most important book in my collection. Many of the ideas within are worth the price tag alone.

    I whole-heartedly recommend this book to anybody even remotely interested in Interactive Storytelling, and especially designers and developers within the games industry. It simply deserves to be read.


  3. In the spirit of full and open disclosure, I have known Chris Crawford for over twenty years. We are close friends and colleagues. So instead of providing a review, I'd like to comment on some of the things brought up in the other reviews.

    In two reviews, it is indicated that the book is not tutorial and doesn't provide specific examples. These are absolutely correct. "Chris Crawford on Interactive Storytelling" is a distillation and documentation of all that Chris has learned and created on interactive storytelling over the last thirteen plus year. He explores areas where none have gone before and he also explores areas where others have been adding insights that are new. There is definitely material here you won't find in any previously written book. However, this is a not a document of a completed journey. A couple of simple stories have been built-as proof of concept for the early working versions of the Erasmatron-but they mostly demonstrated the need for better tools. Interactive storytelling requires a new set of skills and tools. This book is heavy on theory and process, but light on examples because the theory and processes must precede the examples-and we're just getting a handle on the theory and processes. Expect to see examples in Chris' next book, which I expect he'll write once the Erasmatron is out the door and pumping out interactive stories. (I'm guessing here, Chris has never mentioned doing another book, but there will definitely be a need for a book on Erasmatron storybuilding and who better to write it than Chris Crawford and/or Laura Mixon?)

    William Ogles comments on Chris' writing style, which is decidedly conversational. His writing style, combined with his strong convictions, often polarizes readers and the attacks against him can be as vicious as the praise is glowing. Chris was a teacher early in his career and lessons learned from those early days drive much of his writing and speaking style. He will present gray area subjects in stark black and white and he writes provocatively. This is his method for making a point and generating thought and discussion.

    Indeed, it was his recent article about Women and Gaming in "the Escapist" (an on-line magazine) that provoked the single negative review of this book. The best clue to this is that the reviewer is complaining about Chris' views on women and gaming, yet that subject isn't covered in this book. Also the quotes are from his article, not from the book. Chris' point was that sales of romance novels (especially of the "bodice rippers" genre) and soap opera show that women were the primary customers and that they were immensely popular and that games that appeals to the same needs would be more successful with women than "Doom" clones. It appears to me this is rather obvious-the trick, of course, is figuring out what such games might be. The reviewer's characterization of the above as "blatant gender stereotyping" is a hard trail to follow and suggests that Chris triggered a hot button for the reviewer.

    Also, unlike Chris' other book "Chris Crawford on Game Design", this book is not for aspiring "game" designers-it's for aspiring "interactive storytelling" designers (of all ages) or for game designers that want to move into an entirely new and exciting field.


  4. Crawford's take on Interactive Storytelling, that is the maturation of a medium which will become the dominant form on art and entertainment in the 21st century, provides a foundation upon which future efforts will either be based off of or at least reference in intellectual homage. The breakdown of the modes of human thought in the early chapters provides a sturdy, cognitive lense which game designers can use to understand challenge. This book focuses primarily on social reasoning and the challenge which could be derived from that important facet of human experience, so far unexplored in traditional video and computer games.

    In late 2005 Mr. Crawford wrote an article for The Escapist, and online publication which is highly recommended to anyone interested in the cutting edge of the interactive medium. The article addressed appealing to the female demographic of possible players from the angle of utilizing social challenge to meet women on a common ground. The problem with this article was that it used a controversial science to make this point, and it was possible to infer a sense of sexism, where women are inherenlty social and therefore drawn to interactive soap operas, while men are inherently spatial and drawn to games similar to hunting. The real point is that social challenge will put games on a whole new playing field which both men and women can appreciate as art and popular entertainment. Thats the lesson taught by "Chris Crawford on Interactive Storytelling", along with some useful approaches to the design problems. Don't let politics stop you from glimpsing a revolution.


  5. One day the games industry will look at Chris Crawford the same way the film industry looks at Joseph Campbell. He sets out the first few steps of a path that could revolutionize gaming - if only it is taken to heart. Some of his ideas are radical, some are controversial, but all are insightful. The only criticism I have of this book is that Crawfords brash and grungy tongue-in-cheek delivery might rub some people the wrong way (although, I personally found it refreshing). And that the book is too short.


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Posted in Video Games (Tuesday, October 7, 2008)

Written by Rough Guides. By Rough Guides. The regular list price is $9.99. Sells new for $5.33. There are some available for $5.71.
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Purchase Information
3 comments about The Rough Guide to the PSP 1 (Rough Guide Reference).
  1. I bought my PSP a while ago and love it, but never explored beyond the basics. I've bought a couple other Rough Guides in the past and liked them, so I thought I'd check this one out, and I highly recommend it. It feels like I have a whole new PSP. I spent all day yesterday loading movies and music onto my PSP, and now know how to really use it for wireless web browsing. Lots of stuff. If you have a PSP, check it out.


  2. I am new to the PSP and was looking for a guide which goes beyond the instruction manual which comes with the unit. The Rough Guide to the PSP fits the bill, it is a great reference guide and explains how to use the PSP in a easy to understand way, it also goes beyond the basic operation of the PSP. The authors give plenty of ideas of where to get additional inforamtion, I can highly recommend this book.


  3. As a newbie to PSP - this was a definite MUST HAVE - really shows you what the PSP is capable of, and how to do it. Clear, concise, easy to understand. I feel like this $$ was well spent.


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Posted in Video Games (Tuesday, October 7, 2008)

Written by David Cassady. By BRADY GAMES. The regular list price is $14.99. Sells new for $55.00. There are some available for $24.75.
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Purchase Information
5 comments about Xenogears Official Strategy Guide (Bradygames Strategy Guides).
  1. Some strategy guides are vague and are a waste of money. They leave a gamer wondering where exactly to find an item or a location, learn a certain ability, or how to defeat an enemy. The Xenogears Strategy Guide blew these flawed strategy guides out of the water and proved that there are guides with all the answers to your questions! I strongly recommend this to anyone that owns Xenogears!


  2. This is a lot like other walkthroughs that I have used before, it is easy to go through and understand and makes it extremely beneficial for a player to have. It may not be the best for the first time playing through the game because of some of the spoilers that it has throughout (mainly screen caps of the anime sceens), but I would highly recomend it to anyone


  3. There are online walkthroughs available that are more helpful than this guide. However, this is a must-have for those who love to collect video game strategy guides. Personally, I liked the artwork. Also, the guide is made of quality materials, unlike more recent strategy guides. The cover and the pages seem to be made of thicker paper. I highly recommend this for those who loved Xenogears.


  4. I'm probably the only one here who is going write a review bashing on this guide for it's quality. I don't mind the plot spoilers in the guide because...well it's a guide. Every guide has spoilers (and yes I actually DID get my hands on an FFVII guide by VERSUS BOOKS so don't tell me "well you should see THAT guide" I KNOW, but even that one had a few spoilers...just not plot spoilers).

    A guide is meant to do just that guide you. The reason I gave it a three was because the guide misses a lot of secrets, the bestiary lacks and there are no maps in the walkthrough.

    Let me start off by saying this, at least we can all agree on this, Maps are ESSENTIAL to a strategy guide and ESPECIALLY RPG guides. That goes without saying and for that I couldn't let the guide come within a mile of five stars. Second, a guide should NEVER spoil the ending. Plot I'm okay with but the ending is the whole reason you play a game in the first place. Sure it's no fun when you know the plot but if you know how the game ends then that just plain stinks! So I don't mind the plot spoilers but the fact of the ending being spoiled really made me mad.

    The walkthrough is dim too. The screens are blurry and out of context and the content that the guide contains is not always clear. The directions they give you in dungeons are only going to help you in getting lost. The bestiary doesn't detail a monsters weakness instead the only good thing we really get is how much HP they have.

    So in short, the guide isn't the best buy for you. It has a complete walkthrough and it actually isn't all that bad. Boss strategies are nice and you get the general idea of what they're telling you to do. But again, I didn't give this guide a considerably low score for the plot spoilers. I never actually even read the plot spoilers since I was using the guide as a reference book and not a magazine.



  5. For a new company this is a great way to start out by never over rating an item for sale. I can say I am happy with my purchase,since it was in better condition than what I percieved.


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The Complete PC Upgrade and Maintenance Guide, 16th Edition
Break Into The Game Industry: How to Get A Job Making Video Games
Guild Wars (Prima Official Game Guide)
Command & Conquer 3 Tiberium Wars (Prima Official Game Guide)
Attack with Mikhail Tal
Tom Clancy's Rainbow Six Vegas (Prima Official Game Guide)
The Encyclopedia of Game Machines
Chris Crawford on Interactive Storytelling (New Riders Games)
The Rough Guide to the PSP 1 (Rough Guide Reference)
Xenogears Official Strategy Guide (Bradygames Strategy Guides)

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Last updated: Tue Oct 7 23:12:06 EDT 2008