Author:
Publisher: Industrial Dream Mills Inc
ISBN:
Category :
Languages : en
Pages : 128
Book Description
Steamfortress Victory: The Player's Workshop
Author:
Publisher: Industrial Dream Mills Inc
ISBN:
Category :
Languages : en
Pages : 128
Book Description
Publisher: Industrial Dream Mills Inc
ISBN:
Category :
Languages : en
Pages : 128
Book Description
Doyle Brunson's Super System
Author: Doyle Brunson
Publisher: Cardoza Publishing
ISBN: 1580424759
Category : Games & Activities
Languages : en
Pages : 418
Book Description
This classic book is considered by the pros to be the best book ever written on poker! Jam-packed with advanced strategies, theories, tactics and money-making techniques no serious poker player can afford to be without this hard-hitting information. Includes fifty pages of the most precise poker statistics ever published. Features chapters written by pokers biggest superstars, such as Dave Sklansky, Mike Caro, Chip Reese, Bobby Baldwin, and Doyle two world champions and three master theorists. Essential strategies, advanced play, and no-nonsense winning advice on making money at 7-card stud (razz, high-low split, cards speak, and declare), draw poker, lowball, and hold'em (limit and no-limit).This is a must-read. 605 pages
Publisher: Cardoza Publishing
ISBN: 1580424759
Category : Games & Activities
Languages : en
Pages : 418
Book Description
This classic book is considered by the pros to be the best book ever written on poker! Jam-packed with advanced strategies, theories, tactics and money-making techniques no serious poker player can afford to be without this hard-hitting information. Includes fifty pages of the most precise poker statistics ever published. Features chapters written by pokers biggest superstars, such as Dave Sklansky, Mike Caro, Chip Reese, Bobby Baldwin, and Doyle two world champions and three master theorists. Essential strategies, advanced play, and no-nonsense winning advice on making money at 7-card stud (razz, high-low split, cards speak, and declare), draw poker, lowball, and hold'em (limit and no-limit).This is a must-read. 605 pages
I Have No Mouth & I Must Scream
Author: Harlan Ellison
Publisher: Open Road Media
ISBN: 1497609615
Category : Fiction
Languages : en
Pages : 167
Book Description
Seven stunning stories of speculative fiction by the author of A Boy and His Dog. In a post-apocalyptic world, four men and one woman are all that remain of the human race, brought to near extinction by an artificial intelligence. Programmed to wage war on behalf of its creators, the AI became self-aware and turned against humanity. The five survivors are prisoners, kept alive and subjected to brutal torture by the hateful and sadistic machine in an endless cycle of violence. This story and six more groundbreaking and inventive tales that probe the depths of mortal experience prove why Grand Master of Science Fiction Harlan Ellison has earned the many accolades to his credit and remains one of the most original voices in American literature. I Have No Mouth and I Must Scream also includes “Big Sam Was My Friend,” “Eyes of Dust,” “World of the Myth,” “Lonelyache,” Hugo Award finalist “Delusion for a Dragon Slayer,” and Hugo and Nebula Award finalist “Pretty Maggie Moneyeyes.”
Publisher: Open Road Media
ISBN: 1497609615
Category : Fiction
Languages : en
Pages : 167
Book Description
Seven stunning stories of speculative fiction by the author of A Boy and His Dog. In a post-apocalyptic world, four men and one woman are all that remain of the human race, brought to near extinction by an artificial intelligence. Programmed to wage war on behalf of its creators, the AI became self-aware and turned against humanity. The five survivors are prisoners, kept alive and subjected to brutal torture by the hateful and sadistic machine in an endless cycle of violence. This story and six more groundbreaking and inventive tales that probe the depths of mortal experience prove why Grand Master of Science Fiction Harlan Ellison has earned the many accolades to his credit and remains one of the most original voices in American literature. I Have No Mouth and I Must Scream also includes “Big Sam Was My Friend,” “Eyes of Dust,” “World of the Myth,” “Lonelyache,” Hugo Award finalist “Delusion for a Dragon Slayer,” and Hugo and Nebula Award finalist “Pretty Maggie Moneyeyes.”
DOTA 2: The Comic Collection
Author: Valve Corporation
Publisher: Dark Horse Comics
ISBN: 1506703488
Category : Comics & Graphic Novels
Languages : en
Pages : 164
Book Description
The heroes of Dota 2 forge eternal legacies amidst the chaos of battle as they ward off assaults on their Ancient and push ever closer to the destruction of the enemy's. Now glimpse beyond mere allegiance to Radiant or Dire into the storied lives of these legendary warriors with Dota 2: The Comic Collection. Valve and Dark Horse are proud to present eight premier comics—collected in print for the first time—that delve into the characters and universe of the most played game on Steam. Offering a glimpse into the origins of the Ancients and the deeper workings of the world they inhabit, Dota 2: The Comic Collection is a chronicle that celebrates the passion of Dota 2 players everywhere.
Publisher: Dark Horse Comics
ISBN: 1506703488
Category : Comics & Graphic Novels
Languages : en
Pages : 164
Book Description
The heroes of Dota 2 forge eternal legacies amidst the chaos of battle as they ward off assaults on their Ancient and push ever closer to the destruction of the enemy's. Now glimpse beyond mere allegiance to Radiant or Dire into the storied lives of these legendary warriors with Dota 2: The Comic Collection. Valve and Dark Horse are proud to present eight premier comics—collected in print for the first time—that delve into the characters and universe of the most played game on Steam. Offering a glimpse into the origins of the Ancients and the deeper workings of the world they inhabit, Dota 2: The Comic Collection is a chronicle that celebrates the passion of Dota 2 players everywhere.
SteamFortress Victory: The Player's Workshop
Author:
Publisher: Industrial Dream Mills Inc
ISBN: 9781450767378
Category :
Languages : en
Pages : 128
Book Description
Publisher: Industrial Dream Mills Inc
ISBN: 9781450767378
Category :
Languages : en
Pages : 128
Book Description
20 Essential Games to Study
Author: Joshua Bycer
Publisher: CRC Press
ISBN: 9781138341463
Category : Video games
Languages : en
Pages : 104
Book Description
The purpose of this book is to look over the past 35 years of games to discuss titles whose design deserves to be studied by anyone with an interest in game design. While there are plenty of books that focus on the technical side of Game Development, there are few that study the nature of game design itself. Featuring a mix of console and PC offerings, I purposely left off some of the easy choices (Mario, Starcraft, Call of Duty, Overwatch) to focus on games that stood out thanks to their designs.
Publisher: CRC Press
ISBN: 9781138341463
Category : Video games
Languages : en
Pages : 104
Book Description
The purpose of this book is to look over the past 35 years of games to discuss titles whose design deserves to be studied by anyone with an interest in game design. While there are plenty of books that focus on the technical side of Game Development, there are few that study the nature of game design itself. Featuring a mix of console and PC offerings, I purposely left off some of the easy choices (Mario, Starcraft, Call of Duty, Overwatch) to focus on games that stood out thanks to their designs.
Players Making Decisions
Author: Zack Hiwiller
Publisher: New Riders
ISBN: 013439464X
Category : Computers
Languages : en
Pages : 646
Book Description
Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions brings together the wide range of topics that are most often taught in modern game design courses and focuses on the core concepts that will be useful for students for years to come. A common theme to many of these concepts is the art and craft of creating games in which players are engaged by making meaningful decisions. It is the decision to move right or left, to pass versus shoot, or to develop one’s own strategy that makes the game enjoyable to the player. As a game designer, you are never entirely certain of who your audience will be, but you can enter their world and offer a state of focus and concentration on a task that is intrinsically rewarding. This detailed and easy-to-follow guide to game design is for both digital and analog game designers alike and some of its features include: A clear introduction to the discipline of game design, how game development teams work, and the game development process Full details on prototyping and playtesting, from paper prototypes to intellectual property protection issues A detailed discussion of cognitive biases and human decision making as it pertains to games Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics Practical coverage of using simulation tools to decode the magic of game balance A full section on the game design business, and how to create a sustainable lifestyle within it
Publisher: New Riders
ISBN: 013439464X
Category : Computers
Languages : en
Pages : 646
Book Description
Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions brings together the wide range of topics that are most often taught in modern game design courses and focuses on the core concepts that will be useful for students for years to come. A common theme to many of these concepts is the art and craft of creating games in which players are engaged by making meaningful decisions. It is the decision to move right or left, to pass versus shoot, or to develop one’s own strategy that makes the game enjoyable to the player. As a game designer, you are never entirely certain of who your audience will be, but you can enter their world and offer a state of focus and concentration on a task that is intrinsically rewarding. This detailed and easy-to-follow guide to game design is for both digital and analog game designers alike and some of its features include: A clear introduction to the discipline of game design, how game development teams work, and the game development process Full details on prototyping and playtesting, from paper prototypes to intellectual property protection issues A detailed discussion of cognitive biases and human decision making as it pertains to games Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics Practical coverage of using simulation tools to decode the magic of game balance A full section on the game design business, and how to create a sustainable lifestyle within it
The Biggest Game in Town
Author: Al Alvarez
Publisher: Macmillan + ORM
ISBN: 1429918667
Category : Games & Activities
Languages : en
Pages : 191
Book Description
“The greatest dissection of high-stakes Vegas poker and the madness that surrounds it ever written.” —TimeOut Al Alvarez touched down in Las Vegas one hot day in 1981, a dedicated amateur poker player but a stranger to the town and its crazy ways. For three mesmerizing weeks he witnessed some of the monster high-stakes games that could only have happened in Vegas and talked to the extraordinary characters who dominated them—road gamblers and local professionals who won and lost fortunes on a regular basis. Set over the course of one tournament, The Biggest Game in Town is both the first chronicle of the World Series of Poker ever written and a portrait of the hustlers, madmen, and geniuses who ruled the high-stakes game in America. It is a brilliant insight into poker’s appeal as a hobby, an addiction, and a way of life, and into the skewed psychology of master players and fearless gamblers. With a new introduction by the author, Alvarez’s classic account is “probably the best book on poker ever written” (The Evening Standard). “A classic . . . There is no better book on America’s national pastime.” —James McManus, New York Times–bestselling author of Positively Fifth Street “Magnificent . . . Beyond the straights and full houses, Alvarez has written a book about people who are extremely good at what they do, and about America.” —San Francisco Chronicle “Conveys an understanding of gamblers and their milieu that can appeal to someone who has never seen a casino.” —Philadelphia Inquirer “Thoroughly entertaining . . . both perceptive and literate.” —The Washington Post
Publisher: Macmillan + ORM
ISBN: 1429918667
Category : Games & Activities
Languages : en
Pages : 191
Book Description
“The greatest dissection of high-stakes Vegas poker and the madness that surrounds it ever written.” —TimeOut Al Alvarez touched down in Las Vegas one hot day in 1981, a dedicated amateur poker player but a stranger to the town and its crazy ways. For three mesmerizing weeks he witnessed some of the monster high-stakes games that could only have happened in Vegas and talked to the extraordinary characters who dominated them—road gamblers and local professionals who won and lost fortunes on a regular basis. Set over the course of one tournament, The Biggest Game in Town is both the first chronicle of the World Series of Poker ever written and a portrait of the hustlers, madmen, and geniuses who ruled the high-stakes game in America. It is a brilliant insight into poker’s appeal as a hobby, an addiction, and a way of life, and into the skewed psychology of master players and fearless gamblers. With a new introduction by the author, Alvarez’s classic account is “probably the best book on poker ever written” (The Evening Standard). “A classic . . . There is no better book on America’s national pastime.” —James McManus, New York Times–bestselling author of Positively Fifth Street “Magnificent . . . Beyond the straights and full houses, Alvarez has written a book about people who are extremely good at what they do, and about America.” —San Francisco Chronicle “Conveys an understanding of gamblers and their milieu that can appeal to someone who has never seen a casino.” —Philadelphia Inquirer “Thoroughly entertaining . . . both perceptive and literate.” —The Washington Post
Mount Misery
Author: Samuel Shem
Publisher: Ballantine Books
ISBN: 0307815617
Category : Fiction
Languages : en
Pages : 578
Book Description
From the Laws of Mount Misery: There are no laws in psychiatry. Now, from the author of the riotous, moving, bestselling classic, The House of God, comes a lacerating and brilliant novel of doctors and patients in a psychiatric hospital. Mount Misery is a prestigious facility set in the rolling green hills of New England, its country club atmosphere maintained by generous corporate contributions. Dr. Roy Basch (hero of The House of God) is lucky enough to train there *only to discover doctors caught up in the circus of competing psychiatric theories, and patients who are often there for one main reason: they've got good insurance. From the Laws of Mount Misery: Your colleagues will hurt you more than your patients. On rounds at Mount Misery, it's not always easy for Basch to tell the patients from the doctors: Errol Cabot, the drug cowboy whose practice provides him with guinea pigs for his imaginative prescription cocktails . . . Blair Heiler, the world expert on borderlines (a diagnosis that applies to just about everybody) . . . A. K. Lowell, née Aliyah K. Lowenschteiner, whose Freudian analytic technique is so razor sharp it prohibits her from actually speaking to patients . . . And Schlomo Dove, the loony, outlandish shrink accused of having sex with a beautiful, well-to-do female patient. From the Laws of Mount Misery: Psychiatrists specialize in their defects. For Basch the practice of psychiatry soon becomes a nightmare in which psychiatrists compete with one another to find the best ways to reduce human beings to blubbering drug-addled pods, or incite them to an extreme where excessive rage is the only rational response, or tie them up in Freudian knots. And all the while, the doctors seem less interested in their patients' mental health than in a host of other things *managed care insurance money, drug company research grants and kickbacks, and their own professional advancement. From the Laws of Mount Misery: In psychiatry, first comes treatment, then comes diagnosis. What The House of God did for doctoring the body, Mount Misery does for doctoring the mind. A practicing psychiatrist, Samuel Shem brings vivid authenticity and extraordinary storytelling gifts to this long-awaited sequel, to create a novel that is laugh-out-loud hilarious, terrifying, and provocative. Filled with biting irony and a wonderful sense of the absurd, Mount Misery tells you everything you'll never learn in therapy. And it's a hell of a lot funnier.
Publisher: Ballantine Books
ISBN: 0307815617
Category : Fiction
Languages : en
Pages : 578
Book Description
From the Laws of Mount Misery: There are no laws in psychiatry. Now, from the author of the riotous, moving, bestselling classic, The House of God, comes a lacerating and brilliant novel of doctors and patients in a psychiatric hospital. Mount Misery is a prestigious facility set in the rolling green hills of New England, its country club atmosphere maintained by generous corporate contributions. Dr. Roy Basch (hero of The House of God) is lucky enough to train there *only to discover doctors caught up in the circus of competing psychiatric theories, and patients who are often there for one main reason: they've got good insurance. From the Laws of Mount Misery: Your colleagues will hurt you more than your patients. On rounds at Mount Misery, it's not always easy for Basch to tell the patients from the doctors: Errol Cabot, the drug cowboy whose practice provides him with guinea pigs for his imaginative prescription cocktails . . . Blair Heiler, the world expert on borderlines (a diagnosis that applies to just about everybody) . . . A. K. Lowell, née Aliyah K. Lowenschteiner, whose Freudian analytic technique is so razor sharp it prohibits her from actually speaking to patients . . . And Schlomo Dove, the loony, outlandish shrink accused of having sex with a beautiful, well-to-do female patient. From the Laws of Mount Misery: Psychiatrists specialize in their defects. For Basch the practice of psychiatry soon becomes a nightmare in which psychiatrists compete with one another to find the best ways to reduce human beings to blubbering drug-addled pods, or incite them to an extreme where excessive rage is the only rational response, or tie them up in Freudian knots. And all the while, the doctors seem less interested in their patients' mental health than in a host of other things *managed care insurance money, drug company research grants and kickbacks, and their own professional advancement. From the Laws of Mount Misery: In psychiatry, first comes treatment, then comes diagnosis. What The House of God did for doctoring the body, Mount Misery does for doctoring the mind. A practicing psychiatrist, Samuel Shem brings vivid authenticity and extraordinary storytelling gifts to this long-awaited sequel, to create a novel that is laugh-out-loud hilarious, terrifying, and provocative. Filled with biting irony and a wonderful sense of the absurd, Mount Misery tells you everything you'll never learn in therapy. And it's a hell of a lot funnier.
Game Research Methods: An Overview
Author: Patri Lankoski
Publisher: Lulu.com
ISBN: 1312884738
Category : Education
Languages : en
Pages : 374
Book Description
"Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games."--Provided by publisher.
Publisher: Lulu.com
ISBN: 1312884738
Category : Education
Languages : en
Pages : 374
Book Description
"Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games."--Provided by publisher.