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Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games (Game Development) by Average Customer Review: Paperback (07 June, 2001) list price: $34.99 -- our price: $23.09 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Reviews (9)
Neal Hallford writes this book not only from the point of view of a veteran game designer (Betrayal at Krondor, Dungeon Siege, and others), but also from the point of view of a GAMER.It is from that point of view that really makes this title stand out.You can tell how much he enjoys his work, and his excitement for the focus medium (RPGs) is infectious as you read.He really helps you to craft a world in your own mind (and helps you think `outside of the box' as you design).Each chapter is complete with a handful of exercises to help the budding game designer expand the way in which they think about games This title is also rife with interesting tidbits and trivia about past games and game development.Neal Hallford never forgets that, even though this is a billion-dollars-a-year industry, we make GAMES.Even though the process should be taken seriously, you should work very hard at both doing it well, and having fun while you do it.The process itself is, in fact, one of the strongest aspects of this title.Neal takes you through every step of the process including writing your design document (the game designer's bible, as it were).He points out critical features, and common oversights.Again, he does all of this in a way that is very easy to understand. Finally, the appendix to this title is a treasure trove itself.Included in the back of the book are interviews with some of the top game developers in the business.And while many other books have included `fluff' interviews with game designers, this book actually focuses on the critical topic:game design.You learn about how different game designers work, how they approach certain problems, and where they get their inspiration.In addition to these interviews, you can also find sample design documents, descriptions of levels, and charts for gameplay mechanics. I don't recommend this book.I demand that you buy it.If you have even a passing interest in game design, this book was written for you.Professionals should own it.This is even a great resource for mod authors who are looking for help in creating their own worlds within other game titles.You won't be sorry.
This book discusses everything from product life cycles, to plot design, to team roles, to world building, to gameplay issues, and much more. Each topic is covered in detail, with advice and examples. The book includes in-depth interviews with people behind some of the top role-playing games (e.g. Dungeon Siege and Neverwinter Nights), as well as copies of real design documents from leading games (e.g. the world layout from Fallout and the design document from Nox). The Halfords' writing style is colorful without being condescending. Neal's experience shows through as he is able to back up all of his advice with real-world experience on major titles. This is quite simply one of the best game design books on the market, and an entertaining read to boot. I give it my highest recommendation. ... Read more Isbn: 0761532994 |
$23.09 |
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Dungeon Siege Average Customer Review: CD-ROM (04 April, 2002) list price: $19.99 US | Canada | United Kingdom | Germany | France Features Reviews (281)
Asin: B00005KBRD |
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Betrayal at KrondorC/Dos/Us by Average Customer Review: CD-ROM (October, 1996) list price: $14.99 US | Canada | United Kingdom | Germany | France Reviews (2)
The fighting system is based on a grid sort of like Final Fantasy Tactics, with much worse graphics. You can cast spells or fight with regular medieval weapons. When you kill the enemies you can loot their corpses and bring their weapons or whatever they had to towns to sell. The game is honestly not incredibly amazing in any traditional way, but its a lot of fun for people who like to play medieval RPGs and go around collecting stuff from things you kill so you can go to a town and upgrade your own stuff. ... Read more Isbn: 0871774933 |
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Krondor the Betrayal: : Book One of the Riftwar Legacy (Riftwar Legacy (Paperback)) by Average Customer Review: Paperback (05 October, 1999) list price: $7.99 -- our price: $7.99 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Editorial Review The video game industry has always drawn upon works offiction for inspiration--sooner or later, the process had toreverse itself. Krondor the Betrayal began its life as thebestselling role-playing video game of all time, written byRaymond E. Feist for Dynamix Inc. Feist, whose SerpentwarSaga has sold millions of copies and established him as one ofthe most popular fantasy authors of modern times, also wrote thisnovelization which places the action of the game in the context ofhis fully-realized fantasy setting, Midkemia. Feist's fans are legion. Longtime readers will be delighted atthe return of popular characters Pug the Wizard, Squire Locklear,and others, as they face the menace of a marauding elfwar-chieftain and a mysterious cabal of wizards. But first-time Feistreaders may find Krondor the Betrayal baffling andtiresome--without the momentum of the larger series, much of thestory's effect is diminished. The video game influence in thisbook is unmistakable--as evidenced by an encumbrance of swordfights, multilevel conspiracy, and two-dimensional characters.Anyone who enjoys reading about Midkemia will be thrilled to playthe demonstration version of the CD-ROM game (included with thebook). --Brendan J. LaSalle ... Read more Reviews (112)
Now I'd like to say I want more! Who the heck is the Crawler? Why is he so powerful to have Keshian allies? Maybe he or she is Keshian. Or a mage? Maybe a Keshian Mage? And poor William...*sigh*. I did pre-order my Talon Part 2 book but PLEASE finish this series. I wanna know! Thank you, a fan who cannot get enough.
Isbn: 0380795272 |
$7.99 |
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Nox Average Customer Review: CD-ROM US | Canada | United Kingdom | Germany | France Editorial Review Though cast in the action/RPG game-play style of Diablo, Nox breaks its mold and offers up more than a few pleasant surprises. The third-person isometric perspective offers a refreshing dose of humor, served up by a slick interface and starring very distinct character classes. Much more than a clone, Nox takes the best the genre had and--for the most part--makes it better. Nox's story of a harmless auto mechanic who gets accidentally sucked into a fantasy world immediately sets this game apart from its dark and dour brethren. Nox is funny, and it's refreshing to play an RPG that tries to put a smile on your face. Game play, dungeons, puzzles, and even the story are slightly altered, depending on Jack's class, giving three separate single-player experiences, all leading to the same final showdown with Hecubah. The quests are typical RPG fare--find this, kill that, rescue these guys--spiced up with puzzles relating to the class's abilities or environment. The Nox team's energies went toward creating a game that's fast, fun, and easy to play. It worked. No knock-off, it won't be long before we start seeing games influenced by the innovative designs of Nox. --Mike Fehlauer Pros:
Reviews (20)
The overall difficulty is not that hard, as you will only need to replay a few things rarely (besides the last boss of course). The Wizards and Warriors hate each other, i might add. Each class has a different storyline view, as if you play as the warrior, you must overrun the wizards' tower in order to gain the heart of nox, a part of a powerful staff you are trying to assemble in order to defeat hecubah, the main enemy in the game. If you play as a wizard, however, you must defend the wizards' tower from hecubahs ogre army, and later on sneak into the warrior's main dwelling using a stealth spell. The conjuror is the friend of both wizard AND warrior, so not much of a challenge when you are getting some of the staff parts regardless of what other people say, i think the multiplayer totally sucks in this game. There is no point or much fun in doing this. whichever character you choose, your character is at a really high level, and knows every spell and skill available, so this does not give much of a challenge at all, and becomes VERY irritating and frustrating The story is pretty interesting, you are sucked into a new world from your....living room??? yes your living room, and it turnes out you do not know how to come back, but you know you are unsafe where you are, so you team up with good and chase after hecubah, the used-to-be last remaining necromancer who is plotting against ruling all "nox" which is the land in which you battle in. the only problem i have is that there are not enough enemies a lot of times....in a dungeon a lot of the time you are running and running, then run into a few enemies...maybe 5 or 6...then you run more...and it goes on like this overall, the game is not much of a challenge, but it is quite fun for quite a while, and I recommend you buy this game. If you enjoyed Diablo, then this is a game for you
Asin: B000059XSI |
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Return to Krondor Average Customer Review: CD-ROM US | Canada | United Kingdom | Germany | France Editorial Review This sequel to Betrayal at Krondor offers many elements of the original game while taking advantage of technological advances. Players trek to investigate the disappearance of the Ishapian church's most sacred relic, the Tear of the Gods. ... Read more Reviews (20)
Asin: B00001LDC7 |
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Aliens and Alien Societies (Science Fiction Writing Series) by Average Customer Review: Hardcover (01 January, 1996) list price: $17.99 US | Canada | United Kingdom | Germany | France Editorial Review Whether you're a writer or a reader of science fiction, this how-to guide provides thought-provoking analyses of the ways in which aliens and alien societies can be portrayed convincingly. It's almost as fascinating as the many classic SF texts it analyses. ... Read more Reviews (8)
Isbn: 0898797063 |
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The Day the Universe Changed : How Galileo's Telescope Changed The Truth and Other Events in History That Dramatically Altered Our Understanding of the World (Back Bay Books) by Average Customer Review: Paperback (01 September, 1995) list price: $24.45 -- our price: $16.63 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Reviews (21)
Many of these transformations were invoked by heroes who shall forever remain unknown. Some of these are still affecting us. Comparing the TV series and the book is difficult but it is apparent that the book followed the excellent series - not the other way around. There are excellent maps, charts, pictures and diagrams throughout and the cover shot sums the book. ... Read more Isbn: 0316117048 |
$16.63 |
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Hackers: Heroes of the Computer Revolution by Average Customer Review: Paperback (02 January, 2001) list price: $15.00 -- our price: $10.20 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Editorial Review Steven Levy's classic book explains why the misuse of the word "hackers" to describe computer criminals does a terrible disservice to many important shapers of the digital revolution. Levy follows members of an MIT model railroad club--a group of brilliant budding electrical engineers and computer innovators--from the late 1950s to the mid-1980s. These eccentric characters used the term "hack" to describe a clever way of improving the electronic system that ran their massive railroad. And as they started designing clever ways to improve computer systems, "hack" moved over with them. These maverick characters were often fanatics who did not always restrict themselves to the letter of the law and who devoted themselves to what became known as "The Hacker Ethic." The book traces the history of hackers, from finagling access to clunky computer-card-punching machines to uncovering the inner secrets of what would become the Internet. This story of brilliant, eccentric, flawed, and often funny people devoted to their dream of a better world will appeal to a wide audience. ... Read more Reviews (65)
The reason everyone who codes should read this book is to gain a sense of history. Because the field changes so quickly, it's easy to forget that there is a history, and, as Santayana said, "Those who do not remember the past are doomed to repeat it." It's also very humbling, at least for me, to see what kind of shenanigans were undertaken to get the last bit of performance from a piece of hardware that was amazing for its time, but now would be junked without a thought. And a third takeaway was the transformation that the game industry went through in the early 80s: first you needed technical brilliance, because the hardware was slow and new techniques needed to be discovered. However, at some point, the hard work was all done, and the business types took over. To me, this corresponds to the 1997-2001 time period, with the web rather than games being the focus. That's one of my beefs--the version I read was written in 1983, and republished, with a new afterword in 1993. So, there's no mention of the new '4th generation' of hackers, who didn't have the close knit communities of the Homebrew Computer Club or the AI lab, but did have a far flung, global fellowship via email and newsgroups. It would be a fascinating read. Beyond the dated nature of the book, Levy omits several developments that I think were fundamental to the development of the hacker mindset. There's only one mention of Unix in the entire book, and no mention of C. In fact, the only languages he mentions are lisp, basic and assembly. No smalltalk, and no C. I also feel that he overemphasizes 'hacking' as a way that folks viewed and interacted with the world, without defining it. For instance, he talks about Ken Williams, founder of Sierra Online, 'hacking' the company, when it looked to me like it was simple mismanagement. For all that, it was a fantastic read. The more you identify with the geeky, single males who were in tune with the computer, the easier and more fun a read it will be, but I still think that everyone who uses a computer could benefit from reading Hackers, because of the increased understanding of the folks that we all depend on to create great software. ... Read more Isbn: 0141000511 |
$10.20 |
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Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons, Third Edition) by Average Customer Review: Hardcover (01 September, 2000) list price: $29.95 -- our price: $29.95 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Editorial Review The 3rd Edition Dungeon Master's Guide focuses on how to createand run a fun Dungeons & Dragons game. Like previous editions, the 3rdEdition DMG further explains the rules introduced in the Player's Handbook. But thisbook goes beyond rules and offers valuable tips on pacing, story creation,conflict, villains, motivation, and player rewards. Novice DMs will benefit from the sections on creating individual adventures anddescribing action, while even experienced DMs will appreciate the notes onextended campaigns, detailed world creation, and high-level play. We loved the"Behind the Curtain" blurbs, which explain the reasoning behind the changes madein 3rd Edition. Well-considered optional rules are offered to daring DMs,including rules for monsters as PC races (troll paladin, anyone?), hightechnology, and guidelines for creating custom races and classes. The nuts and (lightning) bolts of DMing are also covered in great detail. Thebook teaches DMs how to gauge Challenge Ratings for players and monsters inorder to create balanced encounters. These encounters are easier to run thanksto 3rd Edition's standardized monster abilities, each of which are covered indepth. Rewarding players for successful encounters is also easier, now that thecumbersome treasure tables of 2nd Edition have been replaced. Particularattention is paid to magic items: how to award them, how players create them,how to adjudicate them, and how to take them away. The new magic itemenhancement rules (similar to the magic items in the computer game Diablo) are also detailed. One dramatic departure from D&D as we knew it could have used a bit moreattention. The DMG introduces the concept of prestige classes, and includesrules for six sample prestige classes: arcane archer, assassin, blackguard,dwarven defender, loremaster, and shadowdancer. Characters can't take theseclasses at first level but must instead work toward them by choosing specificclasses, skills, and feats. For example, before taking a level in arcane archera character needs to be an elf or half-elf and have a high attack bonus,specific archery feats, and the ability to cast at least one arcane spell.Unsure how these classes will affect your game? Want tips on how to properlycreate and balance these classes? Sorry, the DMG does not provide adequateanswers. But aside from this complaint the DMG stands out as an honestly useful guidebook to the incredible new Dungeons & Dragons game. The rules and tips are wellorganized and easy to find, thanks to a detailed table of contents and fullindex. Artwork, examples, and diagrams are liberally placed throughout the book.All this attention to detail makes the DMG an easy and effective read. Wewouldn't want to DM without it. --Mike Fehlauer ... Read more Reviews (71)
There are many useful tables throughout the book based on almost everything imaginable. They are quite useful for in-game reference. The classes included are quite interesting. My personal favorite is the "Paladin Gone Bad." It's real name is the Fallen Blackguard, and he is very bad-arse. They have other interesting ones, like the Arcane Archer, and Loremaster. There are tips in the first chapter of the book for beginners, that could come in handy. The problem is this book is geared for neophyte DMs. Experienced ones can rip out Chapters 1,4, and 5, because they just give you pointers on what adventures and campaigns are and how to control them. Trust me, If you've DMed for a fair amount of time, don't even bother buying this, and stick with your 2E Dungeon Master's Guide for reference. iF you are new to DMing, this is the perfect review for you.
It is so much more than a collection of tables and charts. Sure, those are there as a short cut, an easy reference. What the book really brings to the table, though, is a system for knowing how to modify the system and add things to the game without throwing the power balance all out of whack. An example of the is the "Most important thing for a DM to know:" a quick and easy rule for modifying a situation. If it's easy, give a +2 bonus. Difficult? -2. REALLY difficult? -4. After the session is over, look up the actual 'rule' on the situation, and most times you'll find that you were right. Most importantly, though, is that the book does this without cramming a default campaign setting down your throat. Many DMs out there, myself included, want to play in our own worlds that we've created, and the DMG lets you do exactly that. This book is better laid-out than the Player's Handbook, which is why I gave it 5 stars. If half stars were available, I would have given it 4.5, since the book isn't perfect. Sure, there are some problems, but they're so much more minor than 2ed, with so many more possibilities for expanding the system that they're easily overlooked. 3rd Edition is what brougth my circle of gamers back to the table. It's so much easier to play that I can't imagine how we ever dealt with other systems. Much more time to roleplay, and less time taken looking up rules!
The most important flaw is the experience and rewards systems.It's designed to rocket the characters to 20th level without ever placing them in any real danger.Please, since when is one lone 4th level NPC a challenge for four 4th level characters?Any why are 1st and 3rd level characters treated the same on the experience chart?A 3rd level party is going to have more than triple the resources that a 1st level party has available.Combined with a reward chart that puts a truckloads of magical items into the characters hands, this book puts Third Edition D&D solidly into the munchkin world (For the RPG terminology impaired, that's like a Monty Haul campaign but without any danger of loosing). Other irregularities include the fact that there are rules on drowning and being crushed to death by water pressure (deep under the sea), but no rules for actually moving in water or fighting under water. There are rules for generating towns and cities.Those rules do not function in a reasonable manner, unless the DM manually saturates the cities with specifically placed characters.Even something as simple as using the tables to determine what the levels of the high priests of the religions present in a city breaks down unless there are less than four seperate religions present in the city. The section on magic items is poorly laid our and difficult to use for anything other than random magic item rolls.Some of the magic items are undervalued, overly powerful, or both. A lot of space is devoted to incomplete tutorials on how to be a game master.Ironically, that's not matieral that should actually be in the Dungeon Master's Guide.This is supposed to be a reference book for running a campaign, not "The Dummies Guide to Dungeon Masterery". The rules for gunpowder weapons and lasers are useless filler that takes up space that could have been devoted to environments that average game master would actually like to see his characters in, like say astral combat rules and underwater combat rules.Who cares how much damage a laser might do if it were in the hands of a barbarian.Anyone who actually wants to use laser weapons is just going to use a d20 modern or futuristic sourcebook anyways. The D&D economy is so disfunctional that no wizard or sorceror who can create any magic items (including scrolls) should ever be allowed to die.It's always worth a cleric's while to bring the chump back from the dead and make him work off the investment.Also it becomes blatantly clear that NPCs are supposed to give special respect to the PCs simply because they are PCs, otherwise how can you explain the fact that a character can earn a wage of 15 gps a week as a stablehand but only needs to pay his stablehands 1 gp per week. The section on special abilities is redundant because most of it is repeated in the Monster Manual and the encounter tables are useless without the Monster Manual.Since they were also rendered useless by the first expansion printed for the Monster Manual, it is very obvious that they should have been printed in the Monster Manual itself. Half of an entire chapter is dedicated to charts of stats for average characters of each of the classes at each level.This space is completely wasted. Overall, the DMG is first book produced for Third Edition that was simply bad.No attempt was made to turn a collection of notes and rules into a good refence book for Third Edition D&D.Instead it seems to have been thrown together with a nice binding and cover and some artwork and rushed out the door.Not all of the material is bad, but all you have to do is try to use the book to realize how useless it really is. I would only recommend this book to someone who is being forced to run Third Edition D&D. ... Read more Isbn: 078691551X |
$29.95 |
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Game Design: Secret of the Sages by Average Customer Review: Paperback (15 May, 2000) list price: $24.99 US | Canada | United Kingdom | Germany | France Reviews (28)
Isbn: 1566869870 |
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The Hero with a Thousand Faces (Mythos Books) by Average Customer Review: Paperback (01 March, 1972) list price: $16.95 -- our price: $11.53 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Editorial Review Originally written by Campbell in the '40s-- in his pre-Bill Moyers days -- and famous as George Lucas' inspiration for "Star Wars," this book will likewise inspire any writer or reader in its well considered assertion that while all stories have already been told, this is *not* a bad thing, since the *retelling* is still necessary. And while our own life's journey must always be ended alone, the travel is undertaken in the company not only of immediate loved ones and primal passion, but of the heroes and heroines -- and myth-cycles -- that have preceded us. ... Read more Reviews (65)
Isbn: 0691017840 |
$11.53 |
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Call of Cthulhu (Call of Cthulhu Roleplaying Game) by Average Customer Review: Paperback (01 August, 1998) list price: $29.95 US | Canada | United Kingdom | Germany | France Reviews (34)
Isbn: 1568821344 |
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