The art of point-and-click adventure games pdf download
Like Tweet Pin it Fancy Email. Customer Reviews. Customer Photos. Reviews Questions. Title of Review. How was your overall experience? Do you recommend this product? Thank you for submitting a review! Your input is very much appreciated. Share it with your friends so they can enjoy it too! Facebook Twitter. Clear filter. More Filters. I recommend this product. The bottom fell out of the market, and the weakest dragged the strong down with them, as dozens of horrible, broken clones—with far too little differentiation—flooded the adventure landscape, destroying consumer confidence and killing innovation as publishers pushed for "me too" graphics and puzzles.
After spending the early s as relics of a bygone if still greatly respected era, point-and-click games have seen a resurgence in the past decade, fueled by a desire to return to their simpler, slower, almost analog-like worlds. In a modern context, the slower pace of these offerings serves as both a counterpoint and a balm. Games like Firewatch, Gone Home, What Remains of Edith Finch, The Walking Dead series an interesting hybrid of interactive fiction and Quicktime events from the sadly recently-shuttered Telltale Games , the Samorost series, and titles by countless other creators have brought the adventure genre to new heights.
Remasters of old point-and-click titles abound on platforms like Steam and GOG, though these must thread a very particular needle where their controls, UI and graphics are updated enough to compete with contemporary games without losing the feel of the originals.
The unabashed retro throwback Thimbleweed Park , released in by a team that included Gilbert, Winnick, Fox and Ferrari, was a direct visual and UI analog to their early games. The interviewees reflect the industry of the time in that they are overwhelmingly male, and while this is not the fault of the book, it makes one absent voice even more conspicuous: Roberta Williams, co-founder of Sierra and one of the most important trailblazers in the history of game development.
A spread illustrating the various rooms of Maniac Mansion. The early black-and-white and color efforts can at times look a bit comical spread across two pages, with every blocky pixel appearing in larger-than-actual-size glory.
But as the palettes grow and the pixels retreat somewhat, the reproductions take on a stunning, tapestry-like quality.
The book also provides a glossary of important terms, printed in a pixelated green-on-black script to resemble DOS screens. Ever had the thought that your favorite pet is trying to talk to you? Are you like everyone else and talk back when no one's around? Can you imagine what message it's trying to send? Maybe even something intriguing that humans can't tune into. In Rover the Cat, Max Oberon, beloved Australian author and member of From Gents' Pens, weaves a witty, thought provoking, roller coaster of a ride filled with action, adventure, suspense, second chances, humor and, yes, even love.
Newly revised and updated, this is the essential guide to state-of-the-art digital storytelling for audiences, creators, and teachers. In the past three decades Finland's video game industry has become the backbone of Finnish cultural export. Angry Birds and Clash of Clans are dominating sales around the world and the small Nordic nation has become a gaming superpower.
Drawing on more than 60 interviews, this book covers the Finnish video game phenomenon as told by the people behind its success. The history of the industry is documented in detail for the first time. Two hundred game reviews are included, presenting the best and worst of commercial video games made in Finland.
Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles.
And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it.
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry.
This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world.
All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike. Explores games, people, events, and ideas that are influential in the industry, rather than simply discussing the history of video games Offers a detailed understanding of the variety of video games that have been created over the years Includes contributions from some of the most important scholars of video games Suggests areas of further exploration for students of video games.
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