The Evolution of Computer Games by Sande Chen - Bookswagon
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The Evolution of Computer Games

The Evolution of Computer Games


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About the Book

As more people try to get into the game industry and more game schools develop game programs, the need for a core text on the foundations of the game industry increases. This information is a prerequisite for game design, level design, and 3D game art. For students and aspiring developers, it is essential to understand the origins of games. Although today's players are accustomed to graphics-packed, real-time games, they need to learn about the origins of games to really understand how games work. Before games were packed with graphics, they had to entertain and keep players attention without a lot of bells and whistles: the game itself relied on gameplay, storyline, and game balance. Just as film students study the classics of Hitchcock and Wilder, game designers need to study classic games. Skilled game designers continually go back to "classic" video games to test out concepts and explore the nebulous "fun factor," and The Evolution of Computer Games provides a resource for performing these tasks. The book explores the origins of the video game industry and its game genres from the perspective of a game developer. It traces the industry history from it roots in sports and social games, to pinball, novelty games, pen & paper games, and popular computer game genres. Each chapter describes and important "first" and explains how it led to an industry standard. The Evolution of Computer Games meets the needs of the game curriculum and provides aspiring designers with a solid foundation on which to build the skills that will help them push game technology to the next level.

Table of Contents:
Part I: The Origins of Video Games; Chapter 1: Introduction; Chapter 2: Games Throughout History; Chapter 3: Social Games: Card and Board Games, Pen & Paper Games; Chapter 4: Precursors to Arcades: Pinball and Novelty Games; Chapter 5: Organized games; Sports; Part II: The Origins of the Video Game Industry; Chapter 6: The Video Game Industry: Emergence of Key Companies; Chapter 7: The Video Game Industry: Part 1 (1958 to 1980); Chapter 8: The Video Game Industry; Part II (1980 to Present); Chapter 9: The Video Game Industry: Business Practices; Chapter 10: The International Scene: Past and Present; Part III: The Origins of Video Game Genres; Chapter 11: Action Games; Chapter 12: Adventure Games; Chapter 13: Role Playing Games; Chapter 14: Strategy Games; Chapter 15: Simulations, Management, and God Games; Chapter 16: Sports Games; Chapter 17: Puzzles; Chapter 18: Rhythm Games; Chapter 19: Conclusion; Index

About the Author :
Sande Chen (Spring, TX) has been involved in the gaming industry for over five years as a free-lance writer/game designer and currently heads an educational organization intended to help women enter the game industry. She also contributed to Secrets of the Game Business, was a colonist on women's issues for GameDev.net, and various articles published in newspapers and magazines. Sande holds degrees in economics and writing from Massachusetts Institute of Technology, a M.Sc. in Economics from London School of Economics, and a M.F.A. in Cinema-Television from the University of Southern California.


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Product Details
  • ISBN-13: 9781584504085
  • Publisher: Cengage Learning, Inc
  • Publisher Imprint: Charles River Media
  • Height: 235 mm
  • Returnable: N
  • ISBN-10: 1584504080
  • Publisher Date: 10 Jul 2005
  • Binding: Paperback
  • Language: English


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