Honoring the code: conversations with great game designers
Honoring the Code. If you're reading this book, then I'm guessing you feel like I do about videogames. They're fantastic, awesome, great, amazing, spectacular, the best damn thing in the universe. They have just as much (if not more) cultural importance to me than any book, movie, or...
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Boca Raton [u.a.]
Taylor & Francis
2013
|
Schriftenreihe: | An A K Peters book
|
Schlagworte: | |
Online-Zugang: | http://jacketsearch.tandf.co.uk/common/jackets/covers/websmall/978146656/9781466567535.jpg Inhaltsverzeichnis |
Zusammenfassung: | Honoring the Code. If you're reading this book, then I'm guessing you feel like I do about videogames. They're fantastic, awesome, great, amazing, spectacular, the best damn thing in the universe. They have just as much (if not more) cultural importance to me than any book, movie, or album. Videogames aren't a waste of time. Time is a waste of videogames. I encourage you to adopt a similar attitude. Next time someone scolds you for all the time you spend gaming, please thank them sincerely for wasting theirs. Are videogames art? Considering some people still ask the same of a Picasso or a Pollock, I really don't think I'm going to be changing anybody's mind about Pac-Man. Fortunately, I don't need to do that here. I can already tell you're on my side about all this. We can appreciate videogames because we've been playing them since were old enough to roll a quarter into a slot or press play on a tape. But I want you to take one further step, and go from being a simple consumer of videogames and metamorphose into a connoisseur. As with any field of creative endeavor, there are those who wish to do more than simply experience the art. We want to know something about how it was made, and by whom, and for what reason. We wish to get into the head of the artist; understand the confluence of energy, passion, and craziness that somehow results in a masterpiece. No normal person has ever created a great videogame. Just talk to them. They think we're nuts for actually paying them to make these things. Now, that's not to say they wouldn't like more money. Then they could make more games! Oh, and eat!"-- |
Beschreibung: | Includes bibliographical references and index Honoring the code -- John Romero, architect of Doom -- Rebecca Heineman, Archmage -- Tim Cain, game designer X -- Brian Fargo, patron of Wizards -- Chris Avellone, the unconventional -- Chris Taylor, the problem solver -- Howard Scott Warshaw, the sad clown -- Jon Hare, the rock and roller -- Ralph Baer, the father of videogames -- David Fox, the mindbender -- George Sanger, the fat man -- Mark Soderwall, mentor of graphic artists -- Megan Gaiser and Rob Riedl, gamemaking for girls -- Paul Reiche and Fred Ford, the toymakers of gaming |
Beschreibung: | IX, 230 S. Ill. |
ISBN: | 9781466567535 |
Internformat
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500 | |a Honoring the code -- John Romero, architect of Doom -- Rebecca Heineman, Archmage -- Tim Cain, game designer X -- Brian Fargo, patron of Wizards -- Chris Avellone, the unconventional -- Chris Taylor, the problem solver -- Howard Scott Warshaw, the sad clown -- Jon Hare, the rock and roller -- Ralph Baer, the father of videogames -- David Fox, the mindbender -- George Sanger, the fat man -- Mark Soderwall, mentor of graphic artists -- Megan Gaiser and Rob Riedl, gamemaking for girls -- Paul Reiche and Fred Ford, the toymakers of gaming | ||
520 | |a Honoring the Code. If you're reading this book, then I'm guessing you feel like I do about videogames. They're fantastic, awesome, great, amazing, spectacular, the best damn thing in the universe. They have just as much (if not more) cultural importance to me than any book, movie, or album. Videogames aren't a waste of time. Time is a waste of videogames. I encourage you to adopt a similar attitude. Next time someone scolds you for all the time you spend gaming, please thank them sincerely for wasting theirs. Are videogames art? Considering some people still ask the same of a Picasso or a Pollock, I really don't think I'm going to be changing anybody's mind about Pac-Man. Fortunately, I don't need to do that here. I can already tell you're on my side about all this. We can appreciate videogames because we've been playing them since were old enough to roll a quarter into a slot or press play on a tape. But I want you to take one further step, and go from being a simple consumer of videogames and metamorphose into a connoisseur. As with any field of creative endeavor, there are those who wish to do more than simply experience the art. We want to know something about how it was made, and by whom, and for what reason. We wish to get into the head of the artist; understand the confluence of energy, passion, and craziness that somehow results in a masterpiece. No normal person has ever created a great videogame. Just talk to them. They think we're nuts for actually paying them to make these things. Now, that's not to say they wouldn't like more money. Then they could make more games! Oh, and eat!"-- | ||
650 | 4 | |a Computer games / Authorship | |
650 | 4 | |a Computer programmers / Interviews | |
650 | 4 | |a Computer games / Design | |
650 | 7 | |a COMPUTERS / Computer Graphics |2 bisacsh | |
650 | 7 | |a COMPUTERS / Programming / Games |2 bisacsh | |
650 | 0 | 7 | |a Computerspiel |0 (DE-588)4010457-6 |2 gnd |9 rswk-swf |
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Datensatz im Suchindex
_version_ | 1804150318839103488 |
---|---|
adam_text | Contents
Acknowledgments,
vii
Web Materials,
ix
Chapter
1 ■
Honoring the Code
Chapter
2 .
John
Romero, Architect of Doom
Chapter
3 ■
Rebecca Heineman, Archmage
27
Chapter
4 ■
Tim Cain, Game Designer X
45
Chapter
5 ■
Brian Fargo, Patron of Wizards
61
Chapter
6 ■
Chris Avellone, the Iconoclast
75
Chapter
7 ■
Chris Taylor, the Problem Solver
83
Chapter
8 ■
Howard Scott Warshaw, the Sad Clown
97
Chapter
9 ■
Jon Hare, the Rock n Roller
105
Chapter
10 ■
Ralph Baer, the Father of Videogames
129
Chapter
11 .
David Fox, the Mindbender
137
Chapter
12 ■ George Sänger,
The Fat Man
155
Chapter
13 .
Mark Soderwall, Mentor to Graphic Artists
173
Chapter
14 ·
Megan Gaiser and Rob
Riedl, Gamemakers
for Girls
191
Chapter
15 ■
Paul
Reiche
and Fred Ford, the Toymakers of Gaming
203
INDEX,
219
|
any_adam_object | 1 |
author | Barton, Matt |
author_facet | Barton, Matt |
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author_sort | Barton, Matt |
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building | Verbundindex |
bvnumber | BV040994612 |
classification_rvk | ST 324 |
classification_tum | DAT 758f DAT 070f |
ctrlnum | (OCoLC)854709471 (DE-599)BVBBV040994612 |
discipline | Informatik |
format | Book |
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spelling | Barton, Matt Verfasser aut Honoring the code conversations with great game designers Matt Barton Boca Raton [u.a.] Taylor & Francis 2013 IX, 230 S. Ill. txt rdacontent n rdamedia nc rdacarrier An A K Peters book Includes bibliographical references and index Honoring the code -- John Romero, architect of Doom -- Rebecca Heineman, Archmage -- Tim Cain, game designer X -- Brian Fargo, patron of Wizards -- Chris Avellone, the unconventional -- Chris Taylor, the problem solver -- Howard Scott Warshaw, the sad clown -- Jon Hare, the rock and roller -- Ralph Baer, the father of videogames -- David Fox, the mindbender -- George Sanger, the fat man -- Mark Soderwall, mentor of graphic artists -- Megan Gaiser and Rob Riedl, gamemaking for girls -- Paul Reiche and Fred Ford, the toymakers of gaming Honoring the Code. If you're reading this book, then I'm guessing you feel like I do about videogames. They're fantastic, awesome, great, amazing, spectacular, the best damn thing in the universe. They have just as much (if not more) cultural importance to me than any book, movie, or album. Videogames aren't a waste of time. Time is a waste of videogames. I encourage you to adopt a similar attitude. Next time someone scolds you for all the time you spend gaming, please thank them sincerely for wasting theirs. Are videogames art? Considering some people still ask the same of a Picasso or a Pollock, I really don't think I'm going to be changing anybody's mind about Pac-Man. Fortunately, I don't need to do that here. I can already tell you're on my side about all this. We can appreciate videogames because we've been playing them since were old enough to roll a quarter into a slot or press play on a tape. But I want you to take one further step, and go from being a simple consumer of videogames and metamorphose into a connoisseur. As with any field of creative endeavor, there are those who wish to do more than simply experience the art. We want to know something about how it was made, and by whom, and for what reason. We wish to get into the head of the artist; understand the confluence of energy, passion, and craziness that somehow results in a masterpiece. No normal person has ever created a great videogame. Just talk to them. They think we're nuts for actually paying them to make these things. Now, that's not to say they wouldn't like more money. Then they could make more games! Oh, and eat!"-- Computer games / Authorship Computer programmers / Interviews Computer games / Design COMPUTERS / Computer Graphics bisacsh COMPUTERS / Programming / Games bisacsh Computerspiel (DE-588)4010457-6 gnd rswk-swf Entwickler (DE-588)4209056-8 gnd rswk-swf (DE-588)4027503-6 Interview gnd-content Computerspiel (DE-588)4010457-6 s Entwickler (DE-588)4209056-8 s DE-604 http://jacketsearch.tandf.co.uk/common/jackets/covers/websmall/978146656/9781466567535.jpg Digitalisierung UB Bamberg application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=025972340&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Barton, Matt Honoring the code conversations with great game designers Computer games / Authorship Computer programmers / Interviews Computer games / Design COMPUTERS / Computer Graphics bisacsh COMPUTERS / Programming / Games bisacsh Computerspiel (DE-588)4010457-6 gnd Entwickler (DE-588)4209056-8 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4209056-8 (DE-588)4027503-6 |
title | Honoring the code conversations with great game designers |
title_auth | Honoring the code conversations with great game designers |
title_exact_search | Honoring the code conversations with great game designers |
title_full | Honoring the code conversations with great game designers Matt Barton |
title_fullStr | Honoring the code conversations with great game designers Matt Barton |
title_full_unstemmed | Honoring the code conversations with great game designers Matt Barton |
title_short | Honoring the code |
title_sort | honoring the code conversations with great game designers |
title_sub | conversations with great game designers |
topic | Computer games / Authorship Computer programmers / Interviews Computer games / Design COMPUTERS / Computer Graphics bisacsh COMPUTERS / Programming / Games bisacsh Computerspiel (DE-588)4010457-6 gnd Entwickler (DE-588)4209056-8 gnd |
topic_facet | Computer games / Authorship Computer programmers / Interviews Computer games / Design COMPUTERS / Computer Graphics COMPUTERS / Programming / Games Computerspiel Entwickler Interview |
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