The History Of The Adventure Video Game
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The History of the Adventure Video Game
Author | : Christopher Carton |
Publsiher | : White Owl |
Total Pages | : 216 |
Release | : 2023-11-30 |
Genre | : Games & Activities |
ISBN | : 9781399088480 |
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Get ready for the adventure of a lifetime! Adventure video games have provided players with epic and hilarious storytelling for over fifty years. What started from the humble beginnings of text adventures led to a blast of point-and-click and graphic adventure games throughout the ‘80s and ‘90s. Trailblazers like Roberta and Ken Williams, Ron Gilbert, Tim Schaffer and Dave Grossman brought timeless characters, stories and puzzles to life, lighting the imaginations and wracking the brains of gamers around the world. This book showcases the companies, games and creators that have made the adventure video game one of the most passionately-adored genres in the medium. In these pages you’ll find histories on influential companies such as Sierra On-Line, LucasArts and Telltale Games, as well as some of the most revered games in the genre. With a bright future emerging as veterans and newcomers forge ahead with new ideas and visual flourishes for adventure games, there’s never been a better time to become acquainted (or reacquainted!) with a colorful and exciting part of gaming history. So point your cursor over the start button and click that mouse!
The History of the Adventure Video Game
Author | : Christopher Carton |
Publsiher | : White Owl |
Total Pages | : 154 |
Release | : 2023-11-30 |
Genre | : Games & Activities |
ISBN | : 9781399088503 |
Download The History of the Adventure Video Game Book in PDF, Epub and Kindle
Get ready for the adventure of a lifetime! Adventure video games have provided players with epic and hilarious storytelling for over fifty years. What started from the humble beginnings of text adventures led to a blast of point-and-click and graphic adventure games throughout the ‘80s and ‘90s. Trailblazers like Roberta and Ken Williams, Ron Gilbert, Tim Schaffer and Dave Grossman brought timeless characters, stories and puzzles to life, lighting the imaginations and wracking the brains of gamers around the world. This book showcases the companies, games and creators that have made the adventure video game one of the most passionately-adored genres in the medium. In these pages you’ll find histories on influential companies such as Sierra On-Line, LucasArts and Telltale Games, as well as some of the most revered games in the genre. With a bright future emerging as veterans and newcomers forge ahead with new ideas and visual flourishes for adventure games, there’s never been a better time to become acquainted (or reacquainted!) with a colorful and exciting part of gaming history. So point your cursor over the start button and click that mouse!
ART OF POINT AND CLICK ADVENTURE GAMES
![ART OF POINT AND CLICK ADVENTURE GAMES](https://youbookinc.com/wp-content/uploads/2024/06/cover.jpg)
Author | : BITMAP BOOKS. |
Publsiher | : Unknown |
Total Pages | : 135 |
Release | : 2020 |
Genre | : Electronic Book |
ISBN | : 1838019111 |
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The Guide to Classic Graphic Adventures
Author | : Kurt Kalata |
Publsiher | : Createspace Independent Publishing Platform |
Total Pages | : 0 |
Release | : 2011 |
Genre | : Computer adventure games |
ISBN | : 146095579X |
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Reviews of over 300 graphic adventure games, focusing on games from prominent publishers such as LucasArts, Sierra On-Line, and Legend Entertainment but covering games from independent developers as well. Reviews primarily cover games published 1984-2000. Interviews with game creators/developers Al Lowe, Corey Cole, Bob Bates, and Josh Mandel are included.
Time for Action
Author | : Thomas Kingsley Troupe |
Publsiher | : Capstone |
Total Pages | : 40 |
Release | : 2019-05-01 |
Genre | : Juvenile Nonfiction |
ISBN | : 9781496645951 |
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Hunting for treasure and artifacts in the ruins of an ancient lost city. Solving complex puzzles to open the doors to a secret passage. Discovering the truth about a legendary figure from history. Fans of adventure video games love these activities and many more. But what is the true story behind today's popular action adventure games? Are the ancient cities in these games real or inspired by real locations? What kind of treasure has been found in actual ancient ruins? What type of dangers do treasure hunters face in the real world? Compare true exploration of ancient cities to today's popular video games and learn if they are portrayed accurately, or if the games twist the truth to create a more exciting game-playing experience.
What Is Your Quest
Author | : Anastasia Salter |
Publsiher | : University of Iowa Press |
Total Pages | : 217 |
Release | : 2014-11-01 |
Genre | : Games & Activities |
ISBN | : 9781609382759 |
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What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play. One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community. The interactions between storytellers and readers, between programmers and creators, and among fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them.
The Book of Adventure Games
![The Book of Adventure Games](https://youbookinc.com/wp-content/uploads/2024/06/cover.jpg)
Author | : Kim Schuette |
Publsiher | : Book Company |
Total Pages | : 341 |
Release | : 1984-01-01 |
Genre | : Adventure games |
ISBN | : 0912003081 |
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Twisty Little Passages
Author | : Nick Montfort |
Publsiher | : MIT Press |
Total Pages | : 306 |
Release | : 2005-02-11 |
Genre | : Business & Economics |
ISBN | : 0262633183 |
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A critical approach to interactive fiction, as literature and game. Interactive fiction—the best-known form of which is the text game or text adventure—has not received as much critical attention as have such other forms of electronic literature as hypertext fiction and the conversational programs known as chatterbots. Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it. Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.