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Author: Wendy Despain, Sande Chen, Richard E. Dansky, and Steve Danuser Publisher: A K Peters, 2009 Pages: 300 ISBN: 978-1568814179 Aimed at: Writers Rating: 4 Pros: Impressive list of contributors Cons: Not a mention of code Reviewed by: Sue Gee
If you equate writing games with writing code you'll be disappointed with this book which is about writing scripts and dialog for games.
From its subtitle "From FPS to RPG" and the fact that the contributions come from members of the International Game Developers Association (IGDA) Game Writing Special Interest Group, I assumed this would be relevant to most games developers but this is not game "writing" as I first thought.
After a quick glance through its contents I thought I had made a mistake in that is doesn't cover programming topics. But on reflection it might have some information of value to anyone who is trying to design games.
The nineteen chapters of the book each covers a different type of game and is contributed by an expert in the genre concerned. As an outsider to the world of scripting games in this sense I needed to turn to the Author Bios section at the end. There I quickly discovered that the contributors to the book have made impressive contributions in their specialist areas. It is also the third book in a sort of trilogy - Professional Techniques for Video Game Writing and Game Writing: Narrative Skills for Videogames.
Although there isn't a set format for the chapters there is a discernible pattern. Having introduced or defined the genre concerned the chapter authors look at the specific challenges, limitations or technical difficulties associated with them. They provide advice, motivation and even examples to help others. As explained in the preface, they share their methods so that "everyone doesn't have to reinvent the wheel every time they sit down to a new project." This is certainly a sentiment that most programmers would agree with.
The chapters cover writing games in these genres:
- Massively Multiplay Online (MMOGs)
- Role Playing (RPGs)
- Adventure
- Action Adventure
- Platform
- First-Person Shooters (FPS)
- Real-Time Strategy (RTS)
- Sports
- Simulator (Planes, trains, automobiles)
- Driving
- Horror
- Science Fiction and Fantasy
- Sandbox
- Alternate Reality
- Serious
- Casual
- Handheld
- Mobile Phone
- Interactive Fiction (IF)
So if you have a project that concerns any of these and want help with characters, dialog, continuity or any of the other factors that needs scripting then this book could help. Each of the chapters is written by a different author and hence they tend to vary greatly in style.
In the main this book is aimed at people working in the games industry tasked with the problem of inventing stories and motivation for us programmers to implement, so it's not particularly general reading. It could also be used as part of an academic course on the topic of game creativity.
Hacking: the Art of Exploitation
Author: Jon Erickson Publisher: No Starch Press, 2008 Pages: 488 ISBN: 978-1593271442 Aimed at: Hackers Rating: 3 Pros: Some practical advice on using programming flaws and hence how to avoid them Cons: A lot of irrelevant material included Reviewed by: Harry Fairhead
Books on hacking all seem to suffer [ ... ]
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Making Things See
Author: Greg Borenstein Publisher: O'Reilly Pages: 440 ISBN: 978-1449307073 Aimed at: Kinect enthusiasts Rating: 4.5 Pros: Lots of hands-on projects Cons: Uses the open source drivers so misses some features Reviewed by: Harry Fairhead
At last a book about how to use the Kinect to do interesting things.
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