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  1. Honoring the code
    conversations with great game designers
    Autor*in: Barton, Matt
    Erschienen: 2013
    Verlag:  Taylor & Francis, Boca Raton [u.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... mehr

    Universitätsbibliothek Bamberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    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!"--

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9781466567535
    RVK Klassifikation: ST 324
    Schriftenreihe: An A K Peters book
    Schlagworte: Computer games / Authorship; Computer programmers / Interviews; Computer games / Design; COMPUTERS / Computer Graphics; COMPUTERS / Programming / Games; Computerspiel; Entwickler
    Umfang: IX, 230 S., Ill.
    Bemerkung(en):

    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

  2. Honoring the code
    conversations with great game designers
    Erschienen: 2013
    Verlag:  CRC Press, Boca Raton, Fla. [u.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... mehr

    Staats- und Universitätsbibliothek Bremen
    02.m.1171
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    T 13 B 6150
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    "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!"--

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 1466567538; 9781466567535
    RVK Klassifikation: ST 324
    Schriftenreihe: An A K Peters Book
    Schlagworte: Video games; Computer programmers; Computer games
    Umfang: IX, 230 S, Ill, 26 cm
    Bemerkung(en):

    Includes bibliographical references and index

    Honoring the codeJohn 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!"--