How and Why We Make Games
eBook - ePub

How and Why We Make Games

The Creative Confusion

  1. 146 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

How and Why We Make Games

The Creative Confusion

Book details
Table of contents
Citations

About This Book

This book delves into the intricate realms of games and their creation, examining them through cultural, systemic, and, most notably, human lenses. It explores diverse themes such as authorship, creative responsibility, the tension between games as a product and games as a form of cultural expression, and the myth of a universal audience.

The book analyzes why we should put politics in our games and how hyperrealism may be a trap. It also proposes a new framework for thinking about game narrative and a different paradigm for the production altogether. Topics tackled are approached from a multidisciplinary perspective, so be prepared to read both about Peter Paul Rubens and John Carmack. There are also graphs, system rhetorics discussions, and the market reality—stakeholders, return on investments, and the gaming bubble bursting.

This book is written for readers passionate about the craft of making games, including journalists and industry professionals. It offers a more humanistic perspective on games, presented by experienced writers who know the intricacies of game development.

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Yes, you can access How and Why We Make Games by Marta Fijak,Artur Ganszyniec in PDF and/or ePUB format, as well as other popular books in Computer Science & Programming Games. We have over one million books available in our catalogue for you to explore.

Information

Publisher
CRC Press
Year
2024
ISBN
9781040087060
Edition
1

Table of contents

  1. Cover
  2. Half Title
  3. Title Page
  4. Copyright Page
  5. Dedication
  6. Contents
  7. Author biographies
  8. 1 Games as a Medium
  9. 2 Why Do People Make Games?
  10. 3 The Myth of the Universal Audience
  11. 4 Traps of Realism
  12. 5 Authorial Voice and Intent in System Design
  13. 6 The Topography of Narrative
  14. 7 Playing with Authorship
  15. 8 Why Games Will Always Be Political
  16. 9 Author as a Group Entity: How It Feels to Be One of 500 Voices
  17. 10 Slow Games
  18. 11 Games of the End Times
  19. Index