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VIDEO GAMES BOOKS

Posted in Video Games (Thursday, August 28, 2008)

Written by Edward Castronova. By University Of Chicago Press. The regular list price is $18.00. Sells new for $10.00. There are some available for $8.63.
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5 comments about Synthetic Worlds: The Business and Culture of Online Games.
  1. Best book discussing online worlds that I've read.

    The author's background in economics makes for an interesting perspective. He goes to great lengths to point out where and how virtual worlds cross over into the "real" world.

    He doesn't, however, take things quite as far as I expected. For instance, he doesn't suggest that any interaction, social or otherwise, if conducted online might well be considered as having occurred in a virtual world. And he doesn't spend any effort exploring online to offline gestural equivalence.

    But I don't think he can be faulted. There's enough material in this area to fill several volumes. What he does cover, he makes accessible, interesting, and relevant.

    [...]


  2. To be honest I was expecting more on this book.It didnt tell all the info I wanted to know and the author focus too much on 2D games like Everquest and not so much in 3D games like Second Life.In most of the book the author is a little superficial in his analysis,he could go deeper.However the book is good for people who wanna have a general idea about on line games,specially Everquest,World of Warcraft and Star Wars.


  3. Were this book explicitly a marketing tool for virtual worlds, I would say job well done. But as a work of scholarship, it is downright embarrassing. The only thing I have to say for it is that the economic analysis in part II does not seem patently ridiculous, but the same cannot be said about the political analysis, and both are predicated on the validity of part I's predictions of the growth and impact of virtual worlds. His logic explaining this predicted growth can only be referred to as spurious.

    Published in 2006, this book is already dated, and in ways relevant to the author's predictions. His prediction that passive TV watching will decline in favor of virtual worlds is only half-true: instead, we have a flourishing YouTube where people interact with passive media by creating more passive media. The niche of on-line communication medium has been filled by social networking sites. The author predicts that people who grow up with technology will be drawn to virtual worlds, but this has not been the case. The adoption rate of virtual worlds among teenagers pales in comparison to the use of text messaging, social network sites, and other available technologies. This comes as a surprise given how inherently compelling he portrays these virtual worlds.

    Castronova does not seem to take into consideration the reality of differing preferences. He claims the "natural" place for getting together is cyberspace, and there's no reason to type when you can talk. This kind of thinking permeates his discussion of the future growth of synthetic worlds. Because they can offer, for a certain value of "offer", interaction with a potentially more pleasant world, this does not mean that everyone down on their luck will flock to them-- regardless of how realistic the worlds may get. I think it would be difficult to argue that even enough of a critical mass for the phenomena he describes in part II has the right kind of inclinations to "live" completely in virtual worlds.

    Castronova frequently employs the rhetorical device of referring to these worlds and everything about them as "real". Certainly, they are "real" in the sense that they are something that people occupy their actual time with, but this does not make them "real" in the sense of an equal alternative to actual life. Throughout the book he uses terminology to blur the line between the two meanings of "real", presumably with the goal of validating his claims about the importance of virtual worlds. He talks about it as a "way of life", about the players as "migrants", and that they have the "potential to become permanent homes for the conscious self" (p. 238). He claims game makers should allow avatars to have all the same human rights in-game as their players do in the real world. It's an argument that only makes sense if you accept that there's no fundamental difference between virtual worlds and the real worlds, and that's a claim that has a much higher burden of proof than his tricky rhetoric can meet.

    Virtual worlds are a hot topic, and the buzz surrounding them has allowed a scholar to put out absolute crap, assured that the audience will call it "stimulating", "important" and "insightful". If you're going to read this book, cut through the hype and read with an eye towards the logic of his argument. But other than as a first-hand view of the type of faulty reasoning used to convince people that virtual worlds are the Next Big Thing, it's not worth the read.


  4. It is impossible to change the address when you first have placed the purchase. It makes it difficult when you the moment you buy the book discover that you made an error (wrong address), and then it is already to late to change the address. What can you do? Probably nothing, other than accept that you lost your money, and buy the book elsewhere.


  5. This book was written for people who have heard about online "synthetic" (the author avoids using the over-hyped term "virtual") online worlds such as "World of Warcraft" or "Second Life", and are curious, but assume it's just some nerds in basements, not tens of millions of "ordinary" people engaged in near-billion dollar economies.

    If you already have a rough idea of what's going on (you don't need to be an active "citizen" in any of these worlds for that), then the book doesn't have all that much to offer, though there is a great chapter on economics that discusses strategies for avoiding inflation ("MUDflation"), and the chapter on politics may stimulate some thoughts.

    The book could have been more interesting if the author had been able to go into more detail and compare different online economies, and get an insider's perspective on why it is that things are the way the are (incl. failed experiments etc). I'd also have liked to see a less shallow discussion of the psychology behind all of this -- is the reason people kill each other online when they can just because that's the nature of humans, and is the reason South Koreans are way ahead online simply down to bandwidth rather than cultural differences?

    The book is also (inevitably) a bit outdated. The author frequently mentions how virtual items are traded on Ebay; Ebay prohibited sales of items from World of Warcraft and EverQuest beginning of 2007. There is no mention of the "farming" phenomenon. And I was surprised that the book didn't mention Second Life (which I'd imagine should be more interesting than most fantasy worlds from an economist's point of view) much except in passing.


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Posted in Video Games (Thursday, August 28, 2008)

Written by Capcom. By Udon Entertainment. The regular list price is $34.99. Sells new for $18.66. There are some available for $18.19.
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3 comments about Megaman Zero Official Complete Works.
  1. After so many moons of waiting and waiting for this book to come out it is finally here! To put into perspective how long I've been waiting for this book to come out I believe that the first pre-order I put with Amazon.com was on February 20th, 2007. That's over a year ago! I can safely say that this book delivers on all fronts and is well worth the wait.

    This book is 176 pages of filled with great art and information about the Megaman Zero Series. It provides inside information on the characters of the series as well as how some came about and more information about them that might not necessarily have been included in the games. It even provides great insight into characters that were cut from the final product of said series. Great art, great insight into the series and it's creators, what more could you ask for?

    There are actually two things that I could ask for and those come in the forms of errors. On page 169 leading into page 170 there is a sentence that seems to have been cut off. "Since we had left the first game with such an open ending, I think we manage to pull of the..." Pull what off? Pull of the correct way to open the second game? Pull of the best way to start the second game? What is it? As soon as you hit page 170 a new question is asked and the previous sentence is never finished.

    The second error comes in on page 153; there is a picture that was reused from page 152. The picture in question fits perfectly in 152 but not in 153 which a different scene is playing out entirely. You're reading scene after scene then you stop abruptly at this scene that doesn't even belong there!

    These two errors make me feel a bit disappointed in the book. For a book that was often delayed as this I feel like the book should have no errors in it what-so-ever. Very disappointing indeed.

    Still this book makes a great accompaniment to the video game series overall with beautiful artwork and a better insight into the creation and the things that were created in the game. If you love the Megaman Zero series then you'll love this book.


  2. This is a great book filled with tons of art, a nice amount of concept art never seen before(like phantom's second form which wasn't used in-game). My only complaint is the way the last sentence on Pg. 169 is left off "Since we had left the first game with such an open ending, I think we managed to pull of the...", I assume he was going to say sequel so I left it at that. Aside from that small flaw, which might not actually be a flaw and might just be what he had exactly said considering it's a translated interview, the book is great. I'd recommend it to anyone who loves Megaman Zero or great art.


  3. I am a fan of the Megaman Zero series. I love the hardcore gameplay and rating system and when I read about this book last year and saw it was sold out I was sadden but I kept checking to see if it restocked. Now after such a long, LONG time it is back and my goodness, I wasn't going to miss out a second time. This is a great book for the fans of the series. The art is what took me into the game as well, and there is TON of that in here. I love the reflective cover of the book and the interviews as well inside. If your a fan of the series, don't pass this up, a great buy!


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Posted in Video Games (Thursday, August 28, 2008)

Written by David Hodgson. By Prima Games. The regular list price is $16.99. Sells new for $9.90. There are some available for $5.74.
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5 comments about Star Wars Knights of the Old Republic II: The Sith Lords (Prima Official Game Guide).
  1. This guide was a HUGE help for me while playing the game. It provides a walkthrough with tips on how to defeat tough opponents, a guide to all items, and information on how to gain/lose influence with your party members, and what conversation choices will affect your Force alignment. I found this review to be a great help, although it's definitely not a necessity.


  2. great. tells you all the tip and take advantage of all the character.


  3. While this strategy guide can come in handy when you can't do the math for the computer puzzles, it fails to give an accurate description of where and what do to and see. The character guides and information is weak and often useless. If you played through the game once, the guide offers no additional use in changing your gameplay.


  4. The game guide was in excellent condition, brand new even though it was no longer in print, and the poster was in brand new condition as well. It arrived quickly and the family is now enjoying it!


  5. I wanted the one for the PC , but this one would have do just fine. very helpful


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Posted in Video Games (Thursday, August 28, 2008)

Written by Blizzard Entertainment. By Pocket Star. The regular list price is $7.99. Sells new for $3.95. There are some available for $4.00.
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4 comments about Scales of the Serpent (Diablo: The Sin War, Book 2).
  1. This book was awesome, I waited so long to find out what happened to my dear friend Uldyssian....now I have to wait again for the third book xD


  2. I found out that the sin war series could have been finished in two books. The 2nd book is nothing more than an extention of the first. The plot just continues, there are no new surprises along the way. Essentially the heroes do more of their stuff in the 2nd one like destroying temples etc.
    I would say this book is a lot weaker than the first one. Lets hope the pace picks up in the 3rd book though.
    Frankly I really liked Knaak's other Diablo books especially Moon of the Spider and the Kingdom of Shadow. The sin war series seems less than a equal to the previous titles.
    Get it if you like me love Diablo.


  3. This book really sets some pace into the story line, although dont bother reading if you have not read the first.

    I could rabbit on all day but if you enjoyed the first book you must read this as the character development continues and the war begins! And when you finish this book you will be scratching at the wood-work to find out WHAT HAPPENS NEXT!!!


    Jack.


  4. I enjoyed reading it, it's very good written and not any worse than some other fantasy books.


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Posted in Video Games (Thursday, August 28, 2008)

Written by Brian A. White. By Que. The regular list price is $34.99. Sells new for $21.66. There are some available for $21.70.
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5 comments about Second Life: A Guide to Your Virtual World.
  1. This is a superbly done, informative, beautifully illustrated (and printed), densely packed yet easy-to-understand, highly informative, tour-de-force introduction to everything you want or need to know about Second Life. They don't get any better than this. If you are interested in SL, you've got to get this book!

    All the best,

    will


  2. I love this book!! It rocks!! It really helps you get around in Second Life (SL) as a struggling "Newbie" those first few days and weeks. The book is beautifully presented, with high quality illustrations, great tips, and the author's Avatar; "Ansel Gasparini" is a cool dude : ) It really enhanced my whole SL experience.
    After you read the book and get on Second Life, go visit the in-world site where you can see some of the stuff in Brian White's book. I highly recommend this book to anyone wanting to start their Second Life adventures..! Let's get this party started... let the adventures begin!!

    See you in Second Life!! : )


  3. A good intro that is well illustrated. Almost all the tutorials work like they are supposed to. Much better than the Official Guide.


  4. This book is very helpful when you are trying to learn how to use Second Life.


  5. This is an excellent first book for those who have signed on to Second Life, fooled around some, and have lots of questions. My advice is put a few hours into Second Life, then read this book. The presentation level was just right for me as an intro. But start by going on Second Life, THEN read the book.


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Posted in Video Games (Thursday, August 28, 2008)

Written by Daniel Terdiman. By Sybex. The regular list price is $29.99. Sells new for $5.53. There are some available for $4.63.
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4 comments about The Entrepreneur's Guide to Second Life: Making Money in the Metaverse.
  1. Entrepreneur's Guide to Second Life: Making Money in the Metaverse

    I figured this would be a useful book because when I was interviewed for it the questions were in-depth, thoughtful, and non-fluffy. And it turns out that the book is even better than I expected. This is a GREAT book for anyone who wants to start an in-world Second Life business, or for someone who wants to improve their existing business. I would have turned a profit quicker if I'd had it when I was a newbie!


  2. This book is a great way to learn about the many financial opportunities that await you in Second Life. The layout is clean and colorful, the examples shown are interesting and inspiring, and it is a good examination of Second Life overall. The lessons ignite the imagination...where would I like to concentrate my efforts as an entrepreneur? What does it really take to make a business successful? How have others done it, and what can I learn from their experiences? Terdiman did his homework on this project and the guide provides a realistic look at what it would take to create your dream career.


  3. outstanding. this step-by-step guide is well-written, informative, and easy to navigate. the structure of the book allowed me to get straight to the topics i was interested in - it's clearly laid out and having first-hand advice from residents/experts was extremely useful and gave me confidence - there's a great chapter on Setting Up Shop, for example. It's a comprehensive how-to that makes the metaverse accessible to everyone.


  4. This book gave me a lot of great ideas for the Second Life platform. I had no idea of the type of businesses that were in Second Life. Now that I have an idea of how to purchase land and have seen the various software applications being used to create product, I plan on experimenting with it for the next 90 days or so. From there, I'm going to continue using the platform to launch my Second Life business. This Book is fabulous!

    Lanesa Stubbs


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Posted in Video Games (Thursday, August 28, 2008)

Written by Kaizen Media Group. By Prima Games. The regular list price is $19.99. Sells new for $13.59. There are some available for $11.96.
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5 comments about Lost Odyssey: Prima Official Game Guide (Prima Official Game Guides).
  1. Really helps with hidden treasures etc. Sometimes I wish it was a little clearer but all in all a great help.


  2. Very complete guide, easy to follow and very usefull maps. it may need a little more follow up with some of the items of the game, since there is an achievement for this task. Nevertheless they are listed and it`s easy to know how to get them.


  3. This guide is actually very good, it can really get you to acomplish 100% achivements. Recomended.


  4. My favorites games are Chrono Trigger, Final Fantasy VI, VII, Xenogears and Vagrant Story. If you share my taste maybe enjoy this one. Good story and the main character (Kaim) it's great.


  5. well the game is ok not the best rpg i have played. will sell this on ebay


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Posted in Video Games (Thursday, August 28, 2008)

Written by David Hodgson and Stephen Stratton. By Prima Games. The regular list price is $19.99. Sells new for $13.55. There are some available for $10.35.
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5 comments about The Legend of Zelda - Twilight Princess (GameCube Version) (Prima Authorized Game Guide).
  1. I bought this because I have a girlfriend up state and a daughter across the country. When they are having problems with their webcams I am not. The automatic lighting and built in microphone make this plug and play very easy to use. The clipping mechanism could be improved on, but all in all worth the money.



  2. This was a gift and by buying it here i got it a lot Cheaper and its almost new.


  3. I bought this guide with the game and thanks to this guide I am actually making it through the game. Its a great guide and is able to get you everything while not distracting you to much from your journey. I'd highly recommend it


  4. I am having a hard time with this guide. Some of it is helpful but there are parts that just go on and on. I'm completely lost at this point and time with the game because I have no idea where to go and I can't see where I am in the book. I should have just paid extra for the Nintendo game guide!


  5. If you are the kind of gamer who likes to do things on their own and simply look at a guide for occasional hints, be wary of buying this guide. The writers take paragraphs to describe a course of action that can be summed up in two sentences, which gets very frustrating and honestly, annoying. The biggest downside to this guide is that it doesn't have charts on where to locate certain items such as heart pieces, golden bugs, and poes. So, if you miss something, good luck trying to find it again somewhere in the 432ish pages of fury.

    Despite my criticism of this guide, I am actually glad I bought it. The battle tactics are effective and the maps are great. It really isnt a bad guide all in all, it is just too long.


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Posted in Video Games (Thursday, August 28, 2008)

Written by Nancy Carlsson-Paige. By Hudson Street Press. The regular list price is $23.95. Sells new for $8.58. There are some available for $8.73.
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2 comments about Taking Back Childhood: Helping Your Kids Thrive in a Fast-Paced, Media-Saturated, Violence-Filled World.
  1. I heard this author discuss her book on NPR. I immediately bought a copy for my daughter, a new mother. She is very pleased with it. I hope it will be widely appreciated.


  2. Dr. Carlsson-Paige's "Taking Back Childhood" is a profoundly affecting and gripping read. Reading this eye-and heart-opening book should be mandated for all parents and caregivers of children 0 - 10. Short of that, I highly recommend this compassionate and sensitive tome for anyone hoping to see the world through a child's eyes. Children are not creatures of logic and thus parents and caregivers need the insights presented here in order to assure our children of the (relatively simple and readily available) tools they need to flourish as upstanding human beings.

    If we don't like the changes we see in the world it is incumbent upon us as adults to institute the changes we want to see. There's no time like the present and no better place to start than with our "greatest natural resource": our babies and children. Dr. Carlsson-Paige gives us the tools to do just that with her straightforward advice and real-life examples. This may be more than just a good read; it could be a wake-up call and godsend for humanity. Bravo!


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Posted in Video Games (Thursday, August 28, 2008)

Written by Aaron Rosenberg. By Pocket Star. The regular list price is $7.99. Sells new for $3.95. There are some available for $3.87.
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5 comments about Warcraft: World of Warcraft: Tides of Darkness: World of Warcraft (Worlds of Warcraft).
  1. I picked up this book with great hopes. For those who are a fan of the online game, or the rpg game, or the card game (yes there are so many!), you should realize that there is a funny, adult sense of humor that pervades everything.


    With this novel, I was left with the impression that it was written for 5th-6th graders. There were many opportunities to flesh out the characters that went unrealized, but more importantly, it seemed that the author had a list of things he needed to include in the book and he checked them off one by one.

    It felt that the author was relating the "lore" of warcraft not by creating it, but by instead paraphrasing other material. I realize that yea, someone else is in charge of the property, and all that, but this book does not stand on its own and you can really see where it falls apart.

    I think the people writing the warcraft novels need to keep in mind their target demographic is not < 13 years of age. If it is, please put this and the next ones in the early reader section so at least your adult fans of warcraft will know what they are getting.


  2. Tides of darkness,

    Takes off right after the book 'Rise of the horde' by christie golden. It is about the events that take place when the horde first attacked azeroth, the book is not written in any complicated language so if you find yourself a critical reader you will have to remind yourself this is no 'Davinchi Code'.

    The book is well written considering the author seems to have aimed the book at an audience of about 14 and up. I enjoyed this book as it was just a nice well written piece focusing on warcraft, its lore and really bringing the hordes invasion to life.

    Great book, Great read look foward to more

    regards

    Jack


  3. While I concede that this book was probably written with 14 year olds in mind, the utter lack of original dialog and detail make this book undeserving of any recognition in the Warcraft canon. The protagonists exchange speeches reminiscent of conversations between He-Man and Skeletor, only without the obligatory commercial break to sell the toys. No this is a Christmas special, so its extra long and extra 'fun', and if you want to know what "really" happened when Doomhammer invaded Lordaeron you'll just have to put up with chapters of it. I didn't pick up the book expecting David Gemmell or Steven Erikson, but I did expect a glimpse into the Warcraft mythos that is typically unavailable through in game quests or source material. Blizz seems to be falling into the same trap TSR did during 2nd edition; allowing bad writing to represent their brand to the public.


  4. I'm new to Rosenberg, but definitely not to the Warcraft world and it's lore. Rosenberg takes the story of the game, Warcraft II: Tides of Darkness and does a solid job of putting it into a gripping novel that serves as a solid refresher on events that happened years before the setting of World of Warcraft. It also gives you a glimpse into some of the characters that you'll find in the World of Warcraft and give you an idea why there are statues of some of them outside of Stormwind.
    For timeline purposes, this book takes place right after the first war between the humans and orcs. It's best to be read after Christie Golden's Rise of the Horde which ends as the horde are starting their initial invasion into Azeroth, and also after Jeff Grubb's The Last Guardian which shows what happens on the human side during the first war. This will give introduce you to a few of the major characters on both sides of the war in Tides of Darkness.
    If you're a fan of the Warcraft universe, you should enjoy this novelization of one of the major chapters in the World's history. If not, then chances are this book isn't going to be for you.


  5. This is a great book, it's great to be able to read about the heroes and rulers, and then go online and play in the world you were reading about, along with all the other Warcraft Novels, I strongly suggest getting this one.


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Synthetic Worlds: The Business and Culture of Online Games
Megaman Zero Official Complete Works
Star Wars Knights of the Old Republic II: The Sith Lords (Prima Official Game Guide)
Scales of the Serpent (Diablo: The Sin War, Book 2)
Second Life: A Guide to Your Virtual World
The Entrepreneur's Guide to Second Life: Making Money in the Metaverse
Lost Odyssey: Prima Official Game Guide (Prima Official Game Guides)
The Legend of Zelda - Twilight Princess (GameCube Version) (Prima Authorized Game Guide)
Taking Back Childhood: Helping Your Kids Thrive in a Fast-Paced, Media-Saturated, Violence-Filled World
Warcraft: World of Warcraft: Tides of Darkness: World of Warcraft (Worlds of Warcraft)

Copyright © 2005
*Amazon.com prices and availability subject to change.
Last updated: Thu Aug 28 22:08:31 EDT 2008