Popular Games Books

30+ [Hand Picked] Popular Books On Games

Discover the list of some best books written on Games by popular award winning authors. These book on topic Games highly popular among the readers worldwide.

3.3/5

Catharsis by Travis Bagwell

This is an alternate cover edition for B01J0E8Z8A On paper, Jason has a great life. He attends a prestigious private school on scholarship and his parents are reasonably well off. Yet life hasn't been easy for Jason. He has spent most of high school being tormented by both the students and faculty and his parents are never home. Frustrated and alone, his one escape has alw This is an alternate cover edition for B01J0E8Z8A On paper, Jason has a great life. He attends a prestigious private school on scholarship and his parents are reasonably well off. Yet life hasn't been easy for Jason. He has spent most of high school being tormented by both the students and faculty and his parents are never home. Frustrated and alone, his one escape has always been video games. In-game, he can feel the type of power and freedom he lacks in his day-to-day life. Fortunately, a new virtual reality game (the first of its kind) has just been released, which promises the opportunity for an even greater escape. Once he begins playing, Jason quickly finds himself on the path to becoming the game’s villain. In the process, he also starts to suspect that there is something unusual going on within the game. (This novel contains graphic violence and language. Books don't have ratings, but, if they did, this book would be rated "M" for Mature)

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3.4/5

Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made by Jason Schreier

Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game deve Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous.Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.

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4.1/5

Precipice by Travis Bagwell

A few days have passed since Jason's confrontation with Alfred and he's debating whether to reenter Awaken Online. Alfred has made a proposition that Jason isn't certain he should accept. After the battle with Alexion, Jason has also been appointed the Regent of the Twilight Throne. He must assume the mantle of ruling an undead city – with everything that entails. His firs A few days have passed since Jason's confrontation with Alfred and he's debating whether to reenter Awaken Online. Alfred has made a proposition that Jason isn't certain he should accept. After the battle with Alexion, Jason has also been appointed the Regent of the Twilight Throne. He must assume the mantle of ruling an undead city – with everything that entails. His first task is to investigate the dark keep that looms over the city’s marketplace. This act will lead to a chain of events that might ensure his city’s survival or create new enemies. Meanwhile, Alex re-enters the game listless and angry after his loss against Jason. With his reputation in the gutter and no prospects, he will face a choice regarding how he intends to blaze his path through the game.

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4.9/5

NPCs by Drew Hayes

What happens when the haggling is done and the shops are closed? When the quest has been given, the steeds saddled, and the adventurers are off to their next encounter? They keep the world running, the food cooked, and the horses shoed, yet what adventurer has ever spared a thought or concern for the Non-Player Characters? In the town of Maplebark, four such NPCs settle in What happens when the haggling is done and the shops are closed? When the quest has been given, the steeds saddled, and the adventurers are off to their next encounter? They keep the world running, the food cooked, and the horses shoed, yet what adventurer has ever spared a thought or concern for the Non-Player Characters? In the town of Maplebark, four such NPCs settle in for a night of actively ignoring the adventurers drinking in the tavern when things go quickly and fatally awry. Once the dust settles, these four find themselves faced with an impossible choice: pretend to be adventurers undertaking a task of near-certain death or see their town and loved ones destroyed. Armed only with salvaged equipment, second-hand knowledge, and a secret that could get them killed, it will take all manner of miracles if they hope to pull off their charade. And even if they succeed, the deadliest part of their journey may well be what awaits them at its end.

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4.8/5

...And Then You Die of Dysentery: Lessons in Adulting from the Oregon Trail by Lauren Reeves , Jude Buffum (Illustrations)

A quirky, nostalgic send-up to the Oregon Trail computer game, featuring snarky and hard-earned life lessons from the trail.  Pack your wagons, find your ride-or-(literally) die friends, and roll up to Matt’s General Store with a sack of cash—it’s time to hit the Oregon Trail, twenty-first-century style! …And Then You Die of Dysentery is the perfect send-up to the sometime A quirky, nostalgic send-up to the Oregon Trail computer game, featuring snarky and hard-earned life lessons from the trail.  Pack your wagons, find your ride-or-(literally) die friends, and roll up to Matt’s General Store with a sack of cash—it’s time to hit the Oregon Trail, twenty-first-century style! …And Then You Die of Dysentery is the perfect send-up to the sometimes frustrating, always entertaining, and universally beloved Oregon Trail computer game. Featuring a four-color design in the game’s iconic 8-bit format, alongside pop culture references galore, the book offers 50 humorous, snarky lessons gleaned from the game’s most iconic moments, including gems such as: —Suffering from exhaustion is a real thing. (It’s not just PR code for why a celebrity went to rehab.) —If you hunt too frequently in one area, game will become scarce. (The first signs of gentrification!) —Invite your sweetie to cuddle with you while looking up at the stars. (The night sky was the original Netflix & Chill. Step 1: Loosen up Orion’s belt...) With its laugh-out-loud commentary and its absurdist nostalgia, ...And Then You Die of Dysentery is the ultimate trip down memory lane … all the way to the Willamette Valley.

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4.4/5

Overwatch #1: Train Hopper by Robert Brooks , Bengal (Illustrator) , Blizzard Entertainment

Justice aint gonna dispense itself. It's high noon as McCree takes center stage in Train Hopper, the first in a series of free digital comic shorts that further illuminate the characters and world of Overwatch. Train Hopper follows a day in the life of gunslinging outlaw Jesse McCree, the former Blackwatch operative who metes out his own brand of vigilante justice. In Trai Justice aint gonna dispense itself. It's high noon as McCree takes center stage in Train Hopper, the first in a series of free digital comic shorts that further illuminate the characters and world of Overwatch. Train Hopper follows a day in the life of gunslinging outlaw Jesse McCree, the former Blackwatch operative who metes out his own brand of vigilante justice. In Train Hopper, McCree hitches a ride on a hypertrain to Houston in the hopes of skipping town and laying low for a while. But soon after the engine starts, he realizes his trip is going to be anything but low profile. Written by Blizzards own Robert Brooks and illustrated by Bengal (Adventures of Supergirl), McCree: Train Hopper is now available to read in full! We hope you enjoy it, and stay tuned for more Overwatch digital comics coming soon!

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3.1/5

Critical Failures III: A Storm of S-Words by Robert Bevan

Going back home was not exactly what Tim and the C&C gang expected. Trouble continues to follow them back to Gulf Coast Mississippi. Trouble... and a gnome... and an undead midget.

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3.4/5

Split the Party by Drew Hayes

Fleeing from a vengeful king has sent the former NPCs across Solium’s borders, into the kingdom of Alcatham. As wanted fugitives, they head to the small farming village of Briarwillow, hoping to blend in, lay-low, and avoid trouble at all costs. Unfortunately, Briarwillow has problems all its own, and its troubles quickly become theirs. If they hope to survive long enough Fleeing from a vengeful king has sent the former NPCs across Solium’s borders, into the kingdom of Alcatham. As wanted fugitives, they head to the small farming village of Briarwillow, hoping to blend in, lay-low, and avoid trouble at all costs. Unfortunately, Briarwillow has problems all its own, and its troubles quickly become theirs. If they hope to survive long enough to escape, they’ll have to tackle an all-but-forgotten mystery buried at the town’s border, as well as seek the wisdom of a mysterious group of mages. With time, magic, and at least one god against them, it will take everything they’ve got to save Briarwillow, and themselves

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4.5/5

Player's Handbook by James Wyatt , Robert J. Schwalb , Bruce R. Cordell

  Everything a player needs to create heroic characters for the world’s greatest roleplaying game   The Player’s Handbook® is the essential reference for every Dungeons & Dragons® roleplayer. It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more.   Use this book to create exciting character   Everything a player needs to create heroic characters for the world’s greatest roleplaying game   The Player’s Handbook® is the essential reference for every Dungeons & Dragons® roleplayer. It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more.   Use this book to create exciting characters from among the most iconic D&D® races and classes.   Dungeons & Dragons immerses you in a world of adventure. Explore ancient ruins and deadly dungeons. Battle monsters while searching for legendary treasures. Gain experience and power as you trek across uncharted lands with your companions.   The world needs heroes. Will you answer the call?

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4.6/5

The Phantom Castle by Vasily Mahanenko , Василий Маханенко

What can a game clan accomplish without a castle? The answer is obvious: nothing. Therefore, the main objective of any leader in a game world is to acquire a base of operations. Finding himself in exactly this position, High Shaman Mahan, leader of the Legends of Barliona, accepts an offer from the Emperor and the Dark Lord to vanquish the army of Phantoms that has inhabit What can a game clan accomplish without a castle? The answer is obvious: nothing. Therefore, the main objective of any leader in a game world is to acquire a base of operations. Finding himself in exactly this position, High Shaman Mahan, leader of the Legends of Barliona, accepts an offer from the Emperor and the Dark Lord to vanquish the army of Phantoms that has inhabited Altameda, the phantom castle. However, this seemingly ordinary quest sets in motion such a momentous chain of events that the Shaman can do nothing but resort to his intuition and act on instinct. After all, a player who is being hunted by the three top clans of the continent at once, can do little else...

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4.7/5

Mr. Lemoncello's Library Olympics by Chris Grabenstein

Welcome, boys and girls, readers of all ages, to the first-ever Library Olympiad! Kyle and his teammates are back, and the world-famous game maker, Luigi Lemoncello, is at it again!   This time Mr. Lemoncello has invited teams from all across America to compete in the first ever LIBRARY OLYMPICS. Will it be fun? Like the commercials say. . . HELLO? It’s a Lemoncello! But Welcome, boys and girls, readers of all ages, to the first-ever Library Olympiad! Kyle and his teammates are back, and the world-famous game maker, Luigi Lemoncello, is at it again!   This time Mr. Lemoncello has invited teams from all across America to compete in the first ever LIBRARY OLYMPICS. Will it be fun? Like the commercials say. . . HELLO? It’s a Lemoncello! But something suspicious is going on . . . books are missing from Mr. Lemoncello’s library. Is someone trying to CENSOR what the kids are reading?! In between figuring out mind-boggling challenges, the kids will have to band together to get to the bottom of this mystery.   Now it’s not just a game—can Mr. Lemoncello find the real defenders of books and champions of libraries?

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3.5/5

Mr. Lemoncello's Great Library Race by Chris Grabenstein

#1 New York Times bestselling author Chris Grabenstein is back with the third fantastically fun, puzzle-packed MR. LEMONCELLO adventure! On your marks. Get set. Lemon, cello, GO! Everyone's favorite game maker, Mr. Lemoncello, is testing out his new FABULOUS FACT-FINDING FRENZY game! If Kyle can make it through the first round, he and the other lucky finalists will go on a g #1 New York Times bestselling author Chris Grabenstein is back with the third fantastically fun, puzzle-packed MR. LEMONCELLO adventure! On your marks. Get set. Lemon, cello, GO! Everyone's favorite game maker, Mr. Lemoncello, is testing out his new FABULOUS FACT-FINDING FRENZY game! If Kyle can make it through the first round, he and the other lucky finalists will go on a great race--by bicycle, bookmobile, and even Mr. Lemoncello's corporate banana jet!--to find fascinating facts about famous Americans. The first to bring their facts back to the library will win spectacular prizes! But when a few surprising "facts" surface about Mr. Lemoncello, it might be GO TO JAIL and LOSE A TURN all at once! Could Kyle's hero be a fraud? It's winner take all, so Kyle and the other kids will have to dig deep to find out the truth before the GAME is OVER for Mr. Lemoncello and his entire fantastic empire! Filled with brand-new puzzles and games (including a hidden bonus puzzle!), this fast-paced read will have gamers and readers alike racing to the finish line because, like Mr. Lemoncello's commercials say, IS IT FUN? . . . HELLO! IT'S A LEMONCELLO! * "An ode to libraries and literature that is a worthy successor to the original madman puzzle-master himself, Willy Wonka." --Booklist, Starred, on Escape from Mr. Lemoncello's Library "Just as much of an adventure as the first." --The Washington Post, on Mr. Lemoncello's Library Olympics

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4.5/5

Tetris: The Games People Play by Box Brown

It is, perhaps, the perfect video game. Simple yet addictive, Tetris delivers an irresistible, unending puzzle that has players hooked. Play it long enough and you’ll see those brightly colored geometric shapes everywhere. You’ll see them in your dreams. Alexey Pajitnov had big ideas about games. In 1984, he created Tetris in his spare time while developing software for the It is, perhaps, the perfect video game. Simple yet addictive, Tetris delivers an irresistible, unending puzzle that has players hooked. Play it long enough and you’ll see those brightly colored geometric shapes everywhere. You’ll see them in your dreams. Alexey Pajitnov had big ideas about games. In 1984, he created Tetris in his spare time while developing software for the Soviet government. Once Tetris emerged from behind the Iron Curtain, it was an instant hit. Nintendo, Atari, Sega―game developers big and small all wanted Tetris. A bidding war was sparked, followed by clandestine trips to Moscow, backroom deals, innumerable miscommunications, and outright theft. In this graphic novel, New York Times–bestselling author Box Brown untangles this complex history and delves deep into the role games play in art, culture, and commerce. For the first time and in unparalleled detail, Tetris: The Games People Play tells the true story of the world’s most popular video game.

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3.2/5

World of Warcraft Chronicle: Volume 1 by Blizzard Entertainment

World of Warcraft: Chronicle Volume 1 is a journey through an age of myth and legend, a time long before the Horde and the Alliance came to be. This definitive tome of Warcraft history reveals untold stories about the birth of the cosmos, the rise of ancient empires, and the forces that shaped the world of Azeroth and its people. This beautiful hardcover features twenty-fiv World of Warcraft: Chronicle Volume 1 is a journey through an age of myth and legend, a time long before the Horde and the Alliance came to be. This definitive tome of Warcraft history reveals untold stories about the birth of the cosmos, the rise of ancient empires, and the forces that shaped the world of Azeroth and its people. This beautiful hardcover features twenty-five full-page paintings by World of Warcraft artist Peter Lee, as well as a cosmology chart, half a dozen maps charting changes through time, and other line art illustrations by Joseph Lacroix, and marks the first in a multipart series exploring the Warcraft universe; from the distant past to the modern era. From the Hardcover edition.

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4.8/5

Deep Thinking: Where Machine Intelligence Ends and Human Creativity Begins by Garry Kasparov , Mig Greengard (With)

Garry Kasparov's 1997 chess match against the IBM supercomputer Deep Blue was a watershed moment in the history of technology. It was the dawn of a new era in artificial intelligence: a machine capable of beating the reigning human champion at this most cerebral game. That moment was more than a century in the making, and in this breakthrough book, Kasparov reveals his as Garry Kasparov's 1997 chess match against the IBM supercomputer Deep Blue was a watershed moment in the history of technology. It was the dawn of a new era in artificial intelligence: a machine capable of beating the reigning human champion at this most cerebral game. That moment was more than a century in the making, and in this breakthrough book, Kasparov reveals his astonishing side of the story for the first time. He describes how it felt to strategize against an implacable, untiring opponent with the whole world watching, and recounts the history of machine intelligence through the microcosm of chess, considered by generations of scientific pioneers to be a key to unlocking the secrets of human and machine cognition. Kasparov uses his unrivaled experience to look into the future of intelligent machines and sees it bright with possibility. As many critics decry artificial intelligence as a menace, particularly to human jobs, Kasparov shows how humanity can rise to new heights with the help of our most extraordinary creations, rather than fear them. Deep Thinking is a tightly argued case for technological progress, from the man who stood at its precipice with his own career at stake.

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3.3/5

Ready Player One by Ernest Cline

In the year 2045, reality is an ugly place. The only time teenage Wade Watts really feels alive is when he's jacked into the virtual utopia known as the OASIS. Wade's devoted his life to studying the puzzles hidden within this world's digital confines, puzzles that are based on their creator's obsession with the pop culture of decades past and that promise massive power an In the year 2045, reality is an ugly place. The only time teenage Wade Watts really feels alive is when he's jacked into the virtual utopia known as the OASIS. Wade's devoted his life to studying the puzzles hidden within this world's digital confines, puzzles that are based on their creator's obsession with the pop culture of decades past and that promise massive power and fortune to whoever can unlock them. When Wade stumbles upon the first clue, he finds himself beset by players willing to kill to take this ultimate prize. The race is on, and if Wade's going to survive, he'll have to win—and confront the real world he's always been so desperate to escape.

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3.1/5

Mockingjay by Suzanne Collins

My name is Katniss Everdeen. Why am I not dead? I should be dead. Katniss Everdeen, girl on fire, has survived, even though her home has been destroyed. Gale has escaped. Katniss's family is safe. Peeta has been captured by the Capitol. District 13 really does exist. There are rebels. There are new leaders. A revolution is unfolding. It is by design that Katniss was rescued fr My name is Katniss Everdeen. Why am I not dead? I should be dead. Katniss Everdeen, girl on fire, has survived, even though her home has been destroyed. Gale has escaped. Katniss's family is safe. Peeta has been captured by the Capitol. District 13 really does exist. There are rebels. There are new leaders. A revolution is unfolding. It is by design that Katniss was rescued from the arena in the cruel and haunting Quarter Quell, and it is by design that she has long been part of the revolution without knowing it. District 13 has come out of the shadows and is plotting to overthrow the Capitol. Everyone, it seems, has had a hand in the carefully laid plans--except Katniss. The success of the rebellion hinges on Katniss's willingness to be a pawn, to accept responsibility for countless lives, and to change the course of the future of Panem. To do this, she must put aside her feelings of anger and distrust. She must become the rebels' Mockingjay--no matter what the personal cost.

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3.9/5

Reality is Broken: Why Games Make Us Better and How They Can Change the World by Jane McGonigal

More than 31 million people in the UK are gamers. The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality i More than 31 million people in the UK are gamers. The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.

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3.7/5

Catching Fire by Suzanne Collins

Sparks are igniting. Flames are spreading. And the Capitol wants revenge. Against all odds, Katniss has won the Hunger Games. She and fellow District 12 tribute Peeta Mellark are miraculously still alive. Katniss should be relieved, happy even. After all, she has returned to her family and her longtime friend, Gale. Yet nothing is the way Katniss wishes it to be. Gale holds h Sparks are igniting. Flames are spreading. And the Capitol wants revenge. Against all odds, Katniss has won the Hunger Games. She and fellow District 12 tribute Peeta Mellark are miraculously still alive. Katniss should be relieved, happy even. After all, she has returned to her family and her longtime friend, Gale. Yet nothing is the way Katniss wishes it to be. Gale holds her at an icy distance. Peeta has turned his back on her completely. And there are whispers of a rebellion against the Capitol - a rebellion that Katniss and Peeta may have helped create. Much to her shock, Katniss has fueled an unrest she's afraid she cannot stop. And what scares her even more is that she's not entirely convinced she should try. As time draws near for Katniss and Peeta to visit the districts on the Capitol's cruel Victory Tour, the stakes are higher than ever. If they can't prove, without a shadow of a doubt, that they are lost in their love for each other, the consequences will be horrifying. In Catching Fire, the second novel in the Hunger Games trilogy, Suzanne Collins continues the story of Katniss Everdeen, testing her more than ever before...and surprising readers at every turn.

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3.7/5

The Hunger Games by Suzanne Collins

Could you survive on your own, in the wild, with everyone out to make sure you don't live to see the morning? In the ruins of a place once known as North America lies the nation of Panem, a shining Capitol surrounded by twelve outlying districts. The Capitol is harsh and cruel and keeps the districts in line by forcing them all to send one boy and one girl between the ages Could you survive on your own, in the wild, with everyone out to make sure you don't live to see the morning? In the ruins of a place once known as North America lies the nation of Panem, a shining Capitol surrounded by twelve outlying districts. The Capitol is harsh and cruel and keeps the districts in line by forcing them all to send one boy and one girl between the ages of twelve and eighteen to participate in the annual Hunger Games, a fight to the death on live TV. Sixteen-year-old Katniss Everdeen, who lives alone with her mother and younger sister, regards it as a death sentence when she is forced to represent her district in the Games. But Katniss has been close to dead before - and survival, for her, is second nature. Without really meaning to, she becomes a contender. But if she is to win, she will have to start making choices that weigh survival against humanity and life against love. New York Times bestselling author Suzanne Collins delivers equal parts suspense and philosophy, adventure and romance, in this searing novel set in a future with unsettling parallels to our present. (front flap)

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3.5/5

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture by David Kushner

Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to produce the most notoriously succ Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to produce the most notoriously successful game franchises in history—Doom and Quake— until the games they made tore them apart. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it's like to be young, driven, and wildly creative.

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4.9/5

The Art of Game Design: A Book of Lenses by Jesse Schell

Anyone can master the fundamentals of game design—no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, Anyone can master the fundamentals of game design—no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.

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4.3/5

A Theory of Fun for Game Design by Raph Koster , Will Wright (Foreword by)

A Theory of Fun for Game Design is not your typical how-to book. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of provi A Theory of Fun for Game Design is not your typical how-to book. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers. At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

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3.9/5

Player's Handbook by James Wyatt , Robert J. Schwalb , Bruce R. Cordell

  Everything a player needs to create heroic characters for the world’s greatest roleplaying game   The Player’s Handbook® is the essential reference for every Dungeons & Dragons® roleplayer. It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more.   Use this book to create exciting character   Everything a player needs to create heroic characters for the world’s greatest roleplaying game   The Player’s Handbook® is the essential reference for every Dungeons & Dragons® roleplayer. It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more.   Use this book to create exciting characters from among the most iconic D&D® races and classes.   Dungeons & Dragons immerses you in a world of adventure. Explore ancient ruins and deadly dungeons. Battle monsters while searching for legendary treasures. Gain experience and power as you trek across uncharted lands with your companions.   The world needs heroes. Will you answer the call?

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4.3/5

Rules of Play: Game Design Fundamentals by Katie Salen , Eric Zimmerman

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television--but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television--but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

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3.7/5

Extra Lives: Why Video Games Matter by Tom Bissell

Tom Bissell is a prizewinning writer who published three widely acclaimed books before the age of thirty-four. He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said Tom Bissell is a prizewinning writer who published three widely acclaimed books before the age of thirty-four. He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know.   Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment.   Extra Lives is an impassioned defense of this assailed and misunderstood art form. Bissell argues that we are in a golden age of gaming—but he also believes games could be even better. He offers a fascinating and often hilarious critique of the ways video games dazzle and, just as often, frustrate. Along the way, we get firsthand portraits of some of the best minds (Jonathan Blow, Clint Hocking, Cliff Bleszinski, Peter Molyneux) at work in video game design today, as well as a shattering and deeply moving final chapter that describes, in searing detail, Bissell’s descent into the world of Grand Theft Auto IV, a game whose themes mirror his own increasingly self-destructive compulsions.   Blending memoir, criticism, and first-rate reportage, Extra Lives is like no other book on the subject ever published. Whether you love video games, loathe video games, or are merely curious about why they are becoming the dominant popular art form of our time, Extra Lives is required reading.

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4.8/5

Ender's Game by Orson Scott Card

Andrew "Ender" Wiggin thinks he is playing computer simulated war games; he is, in fact, engaged in something far more desperate. The result of genetic experimentation, Ender may be the military genius Earth desperately needs in a war against an alien enemy seeking to destroy all human life. The only way to find out is to throw Ender into ever harsher training, to chip awa Andrew "Ender" Wiggin thinks he is playing computer simulated war games; he is, in fact, engaged in something far more desperate. The result of genetic experimentation, Ender may be the military genius Earth desperately needs in a war against an alien enemy seeking to destroy all human life. The only way to find out is to throw Ender into ever harsher training, to chip away and find the diamond inside, or destroy him utterly. Ender Wiggin is six years old when it begins. He will grow up fast. But Ender is not the only result of the experiment. The war with the Buggers has been raging for a hundred years, and the quest for the perfect general has been underway almost as long. Ender's two older siblings, Peter and Valentine, are every bit as unusual as he is, but in very different ways. While Peter was too uncontrollably violent, Valentine very nearly lacks the capability for violence altogether. Neither was found suitable for the military's purpose. But they are driven by their jealousy of Ender, and by their inbred drive for power. Peter seeks to control the political process, to become a ruler. Valentine's abilities turn more toward the subtle control of the beliefs of commoner and elite alike, through powerfully convincing essays. Hiding their youth and identities behind the anonymity of the computer networks, these two begin working together to shape the destiny of Earth-an Earth that has no future at all if their brother Ender fails. Source: hatrack.com

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3.7/5

Escape from Mr. Lemoncello's Library by Chris Grabenstein

A New York Times Bestseller Kyle Keeley is the class clown, popular with most kids, (if not the teachers), and an ardent fan of all games: board games, word games, and particularly video games. His hero, Luigi Lemoncello, the most notorious and creative gamemaker in the world, just so happens to be the genius behind the building of the new town library. Lucky Kyle wins a cov A New York Times Bestseller Kyle Keeley is the class clown, popular with most kids, (if not the teachers), and an ardent fan of all games: board games, word games, and particularly video games. His hero, Luigi Lemoncello, the most notorious and creative gamemaker in the world, just so happens to be the genius behind the building of the new town library. Lucky Kyle wins a coveted spot to be one of the first 12 kids in the library for an overnight of fun, food, and lots and lots of games. But when morning comes, the doors remain locked. Kyle and the other winners must solve every clue and every secret puzzle to find the hidden escape route. And the stakes are very high. In this cross between Charlie and the Chocolate Factory and A Night in the Museum, Agatha Award winner Chris Grabenstein uses rib-tickling humor to create the perfect tale for his quirky characters. Old fans and new readers will become enthralled with the crafty twists and turns of this ultimate library experience.

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3.9/5

Hoyle's Rules of Games by Albert H. Morehead (Editor) , Geoffrey Mott-Smith (Editor)

In 1742, Edmond Hoyle published the definitive book on whist, the most popular card game of his day. More than 250 years later, Hoyle is still the definitive name when it comes to the rules of games, from bridge to backgammon, Scrabble to blackjack. This handy reference guide has now been updated and expanded and includes rules, strategies, and playing odds for more than In 1742, Edmond Hoyle published the definitive book on whist, the most popular card game of his day. More than 250 years later, Hoyle is still the definitive name when it comes to the rules of games, from bridge to backgammon, Scrabble to blackjack. This handy reference guide has now been updated and expanded and includes rules, strategies, and playing odds for more than 250 games. Readers will learn how to play, hone their strategies, and settle disputes with this newest edition of the classic reference guide.

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4.3/5

Word Freak: Heartbreak, Triumph, Genius, and Obsession in the World of Competitive Scrabble Players by Stefan Fatsis

SCRABBLE may be truly called America's game. But for every group of "living-room players" there is someone who is "at one with the board." In Word Freak, Stefan Fatsis introduces readers to those few, exploring the underground world of colorful characters for which the Scrabble game is life — playing competitively in tournaments across the country. It is also the story of SCRABBLE may be truly called America's game. But for every group of "living-room players" there is someone who is "at one with the board." In Word Freak, Stefan Fatsis introduces readers to those few, exploring the underground world of colorful characters for which the Scrabble game is life — playing competitively in tournaments across the country. It is also the story of how the Scrabble game was invented by an unemployed architect during the Great Depression and how it has grown into the hugely successful, challenging, and beloved game it is today. Along the way, Fatsis chronicles his own obsession with the game and his development as a player from novice to expert. More than a book about hardcore Scrabble players, Word Freak is also an examination of notions of brilliance, memory, language, competition, and the mind that celebrates the uncanny creative powers in us all.

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