Vintage Games 2.0
eBook - ePub

Vintage Games 2.0

An Insider Look at the Most Influential Games of All Time

  1. 357 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

Vintage Games 2.0

An Insider Look at the Most Influential Games of All Time

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Table of contents
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About This Book

Super Mario Bros. Doom. Minecraft. It's hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today's games offer sophisticated and wondrously immersive experiences that no other media can hope to match.


Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author's own lifelong experience as a gamer-- Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world's most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game's history and meteoric rise from niche market to global phenomenon.

Credit for the cover belongs to Thor Thorvaldson.

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Information

Year
2019
ISBN
9781000007763
Edition
1
Index
A
Aarseth, Espen, 279
Academy of Interactive Arts & Sciences, 106
Actions per minute (APM), 257
Active Time Battle system, 129
Activision, 34
Dragster, 79
Fishing Derby, 79
Pitfall!, 7784
Activision Blizzard, 315
Call of Duty, 315318
Call of Duty: Classic, 318
Adams, Douglas, 31
Adams, Scott, 35
ADOM, see Ancient Domains of Mystery (ADOM)
Advent, see Colossal Cave Adventure
Adventure, see Colossal Cave Adventure
Adventure Construction Set (ACS), 106
Adventure International, 35
Age of Conan: Hyborian Adventures, 323
A.I. Design, 43
Air Fight, 87
Akalabeth: World of Doom, 126
Albaugh, Mike, 79
Alcorn, Allan, 12, 1314
Alexander, Christopher, 245
Alex Kidd in Miracle World, 236
Allied Assault, 317
Alone in the Dark, 274
The Alternate Source, 88
Alto systems of Xerox, 48
Ames Research Center, NASA, 47
Amiga 1000, 47
AMPLITUDE Studios, 44
Ancient Domains of Mystery (ADOM), 44
Anderson, Tim, 32
Andre, Ken St., 191
Angband, 44
Angry Birds, 2, 333336
attributes, 333334
cognitive analysis of, 335
as disruptive innovation, 333
series games, 335
spin-off games, 335
Ant Farm Revolution, 248
Antonick, Robin, 228
The Ants (Wilson), 176
AOL, 265
APM, see Actions per minute (APM)
Apple, 331
iPhone, 331332
Apple Invad...

Table of contents

  1. Cover
  2. Half Title
  3. Title Page
  4. Copyright Page
  5. Table of Contents
  6. Preface
  7. Acknowledgments
  8. I The Innovators
  9. II The Early Adopters
  10. III The Early Majority
  11. IV The Late Majority
  12. V The Laggards
  13. Afterword
  14. Index