• This staggeringly complete guide is 752 pages stuffed with all the information you'll need to survive and thrive in Fallout 3. • Covers the entire main game and all five Add-On games: Operation: Anchorage, The Pitt, Broken Steel, Point Lookout, and Mothership Zeta. • Your Essential Wasteland Companion: walkthroughs and over 200 detailed maps give you all the tactics, locations, items, and rewards! • Info and stats on all the perks, armor, weapons, items, factions, and entities you'll encounter. • Moral compass choices revealed! Villain or virtuous? Our guide's flowcharts will let you know which road to follow for your chosen path. • Giant map poster to guide you through the Wasteland.
Despite the pervasive rhetorics of immersion and embodiment found in industrial and social discourses, playing a video game is an exercise in non-linearity. The pervasiveness of trial and error mechanics, unforgiving game over screens, loading times, minute tweakings of options and settings, should lead us to consider video games as a medium that cannot eschew fragmentation. Every Game is an Island is an analysis and a critique of grey areas, dead ends and extremities found in digital games, an exploration of border zones where play and non-play coexist or compete. Riccardo Fassone describes the complexity of the experience of video game play and brings integral but often overlooked components of the gameplay experience to the fore, in an attempt to problematize a reading of video games as grandiosely immersive, all-encompassing narrative experiences. Through the analysis of closures and endings, limits and borders, and liminal states, this field-advancing study looks at the heart of a medium starting from its periphery.
In The Game Culture Reader, editors Jason C. Thompson and Marc A. Ouellette propose that Game Studies—that peculiar multi-, inter-, and trans-disciplinary field wherein international researchers from such diverse areas as rhetoric, computer science, literary studies, culture studies, psychology, media studies and so on come together to study the production, distribution, and consumption of games—has reached an unproductive stasis. Its scholarship remains either divided (as in the narratologists versus ludologists debate) or indecisive (as in its frequently apolitical stances on play and fandom). Thompson and Ouellette firmly hold that scholarship should be distinguished from the repetitively reductive commonplaces of violence, sexism, and addiction. In other words, beyond the headline-friendly modern topoi that now dominate the discourse of Game Studies, what issues, approaches, and insights are being, if not erased, then displaced? This volume gathers together a host of scholars from different countries, institutions, disciplines, departments, and ranks, in order to present original and evocative scholarship on digital game culture. Collectively, the contributors reject the commonplaces that have come to define digital games as apolitical or as somehow outside of the imbricated processes of cultural production that govern the medium itself. As an alternative, they offer essays that explore video game theory, ludic spaces and temporalities, and video game rhetorics. Importantly, the authors emphasize throughout that digital games should be understood on their own terms: literally, this assertion necessitates the serious reconsideration of terms borrowed from other academic disciplines; figuratively, the claim embeds the embrace of game play in the continuing investigation of digital games as cultural forms. Put another way, by questioning the received wisdom that would consign digital games to irrelevant spheres of harmless child’s play or of invidious mass entertainment, the authors productively engage with ludic ambiguities.
From prime-time television shows and graphic novels to the development of computer game expansion packs, the recent explosion of popular serials has provoked renewed interest in the history and economics of serialization, as well as the impact of this cultural form on readers, viewers, and gamers. In this volume, contributors—literary scholars, media theorists, and specialists in comics, graphic novels, and digital culture—examine the economic, narratological, and social effects of serials from the nineteenth to the twenty-first century and offer some predictions of where the form will go from here.
Purchase includes free access to book updates online and a free trial membership in the publisher's book club where you can select from more than a million books without charge. Chapters: Fallout 3, the Elder Scrolls Iv: Oblivion, Civilization Iv, Bully, Warhammer Online: Age of Reckoning, Axis
Since the Doom series, First Person Shooter (FPS) videogames have ricocheted through the gaming community, often reaching outside that community to the wider public. While critics primarily lampoon FPSs for their aggressiveness and on-screen violence, gamers see something else. Halo is one of the greatest, most successful FPSs ever to grace the world of gaming. Although Halo is a FPS, it has a science-fiction storyline that draws from previous award-winning science fiction literature. It employs a game mechanic that limits the amount of weapons a player can carry to two, and a multiplayer element that has spawned websites like Red vs. Blue and games within the game created by players themselves. Halo’s unique and extraordinary features raise serious questions. Are campers really doing anything wrong? Does Halo’s music match the experience of the gamer? Would Plato have used Halo to train citizens to live an ethical life? What sort of Artificial Intelligence exists in Halo and how is it used? Can the player’s experience of war tell us anything about actual war? Is there meaning to Master Chief’s rough existence? How does it affect the player’s ego if she identifies too strongly with an aggressive character like Master Chief? Is Halo really science fiction? Can Halo be used for enlightenment-oriented thinking in the Buddhist sense? Does Halo's weapon limitation actually contribute to the depth of the gameplay? When we willingly play Halo only to die again and again, are we engaging in some sort of self-injurious behavior? What is expansive gameplay and how can it be informed by the philosophy of Michel Foucault? In what way does Halo’s post-apocalyptic paradigm force gamers to see themselves as agents of divine deliverance? What can Red vs. Blue teach us about personal identity? These questions are tackled by writers who are both Halo cognoscenti and active philosophers, with a foreword by renowned Halo fiction author Fred Van Lente and an afterword by leading games scholar and artist Roger Ngim.
Helping Our Boys Cope with Schoolyard Power, Locker-Room Tests, Girlfriends, and the New Rules of Boy World
Author: Rosalind Wiseman
Category: Family & Relationships
Books for a Better Life Award Winner Here is a landmark book that reveals the way boys think and that shows parents, educators and coaches how to reach out and help boys overcome their most common yet difficult challenges -- by the bestselling author who changed our conception of adolescent girls. Do you constantly struggle to pull information from your son, student, or athlete, only to encounter mumbling or evasive assurances such as “It’s nothing” or “I’m good?” Do you sense that the boy you care about is being bullied, but that he’ll do anything to avoid your “help?” Have you repeatedly reminded him that schoolwork and chores come before video games only to spy him reaching for the controller as soon as you leave the room? Have you watched with frustration as your boy flounders with girls? Welcome to Boy World. It’s a place where asking for help or showing emotional pain often feels impossible. Where sports and video games can mean everything, but working hard in school frequently earns ridicule from “the guys” even as they ask to copy assignments. Where “masterminds” dominate and friends ruthlessly insult each other but can never object when someone steps over the line. Where hiding problems from adults is the ironclad rule because their involvement only makes situations worse. Boy world is governed by social hierarchies and a powerful set of unwritten rules that have huge implications for your boy’s relationships, his interactions with you, and the man he’ll become. If you want what’s best for him, you need to know what these rules are and how to work with them effectively. What you’ll find in Masterminds and Wingmen is critically important for every parent – or anyone who cares about boys – to know. Collaborating with a large team of middle- and high-school-age editors, Rosalind Wiseman has created an unprecedented guide to the life your boy is actually experiencing – his on-the-ground reality. Not only does Wiseman challenge you to examine your assumptions, she offers innovative coping strategies aimed at helping your boy develop a positive, authentic, and strong sense of self. From the Hardcover edition.
Proven Writing Techniques for Role Playing Games, Online Games, First Person Shooters, and more
Author: Josiah Lebowitz
Publisher: Taylor & Francis
What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll:
The Art Of Fallout 4 is a must-have collectible for fans and a trusty companion for every Wasteland wanderer. Featuring never-before-seen designs and concept art from the game's dynamic environments, iconic characters, detailed weapons and more - along with commentary from the developers themselves.
• Exclusive maps detailing the New Vegas world! • Complete coverage of every main mission adventure as well as all side quests and encounters. • Every collectible catalogued and located so you won’t miss any. • Huge pull out poster map of the huge New Vegas landscape with points of interest, main sights, and major landmarks labeled. • Hardcover collector’s edition!
The Empire of Isles is home to fabulous wonders beyond count, and dangers to match. Now, walk in the same steps as heroes Corvo Attano and Emily Kaldwin as you examine the complexly beautiful concept and design of Dishonored 2. ArKane Studios and Dark Horse books are proud to present this gorgeous collection, featuring hundreds of pieces of art chronicling the development of the blockbuster stealth-action title. The Art of Dishonored 2 is a must-have item for art fans and gamers alike.