Record ID | marc_loc_2016/BooksAll.2016.part39.utf8:235169525:3472 |
Source | Library of Congress |
Download Link | /show-records/marc_loc_2016/BooksAll.2016.part39.utf8:235169525:3472?format=raw |
LEADER: 03472cam a2200373 i 4500
001 2012050924
003 DLC
005 20151024080916.0
008 130214t20132013flua b 001 0deng
010 $a 2012050924
020 $a9781466567535 (pbk.)
020 $a1466567538 (pbk.)
040 $aDLC$beng$cDLC$erda$dDLC
042 $apcc
050 00 $aQA76.76.C672$bH675 2013
082 00 $a794.8/1526$223
084 $aCOM012000$aCOM012040$2bisacsh
245 00 $aHonoring the code :$bconversations with great game designers /$cMatt Barton.
264 1 $aBoca Raton :$bCRC Press, Taylor & Francis Group ,$c[2013]
264 4 $c©2013
300 $aix, 230 pages :$billustrations ;$c26 cm
336 $atext$2rdacontent
337 $aunmediated$2rdamedia
338 $avolume$2rdacarrier
504 $aIncludes bibliographical references and index.
505 0 $aHonoring 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.
520 $a"Honoring the Code. If you're reading this book, then I'm guessing you feel like I do about videogames. They're fantastic, awesome, great, amazing, spectacular, the best damn thing in the universe. They have just as much (if not more) cultural importance to me than any book, movie, or album. Videogames aren't a waste of time. Time is a waste of videogames. I encourage you to adopt a similar attitude. Next time someone scolds you for all the time you spend gaming, please thank them sincerely for wasting theirs. Are videogames art? Considering some people still ask the same of a Picasso or a Pollock, I really don't think I'm going to be changing anybody's mind about Pac-Man. Fortunately, I don't need to do that here. I can already tell you're on my side about all this. We can appreciate videogames because we've been playing them since were old enough to roll a quarter into a slot or press play on a tape. But I want you to take one further step, and go from being a simple consumer of videogames and metamorphose into a connoisseur. As with any field of creative endeavor, there are those who wish to do more than simply experience the art. We want to know something about how it was made, and by whom, and for what reason. We wish to get into the head of the artist; understand the confluence of energy, passion, and craziness that somehow results in a masterpiece. No normal person has ever created a great videogame. Just talk to them. They think we're nuts for actually paying them to make these things. Now, that's not to say they wouldn't like more money. Then they could make more games! Oh, and eat!"--$cProvided by publisher.
650 0 $aComputer games$xAuthorship.
650 0 $aComputer programmers$vInterviews.
650 0 $aComputer games$xDesign.
650 7 $aCOMPUTERS / Computer Graphics$2bisacsh.
650 7 $aCOMPUTERS / Programming / Games$2bisacsh.
700 1 $aBarton, Matt,$einterviewer.
856 42 $3Cover image$uhttp://jacketsearch.tandf.co.uk/common/jackets/covers/websmall/978146656/9781466567535.jpg