Description : An engaging and entertaining read for veteran gamers and curious newcomers alike,A MindForever Voyaging traces the evolution of interactive video games by examining 13 landmarktitles that challenged convention and captured players' imaginations worldwide. Alternativegaming blogger Dylan Holmes focuses on games that tell stories in innovative and fascinatingways and examines the opportunities—and challenges—presented when players are giventhe ability to direct how a story plays out. From the text-based adventure ofPlanetfall andthe interactive cinema of Heavy Rain to the one-act play ofFaçade and the simulated world ofShenmue, Holmes showcases the diversity of video game stories that have emerged in the last30 years. Along the way, he addresses such questions as: •How did the introduction of moral choices in video games change the playing field? •What film techniques have enhanced (or detracted from!) the gaming experience? •Can video games aspire to be art? [Hint: Yes!] •What are the benefits, pitfalls, and unintended consequences of players' "right tochoose"? •Will the robot Floyd make you cry? Critical analysis, historical perspective, and a gently opinionated personal touch makeA MindForever Voyaging an enlightening read that captures the best that video games have to offer.
Description : Chapters: A Mind Forever Voyaging, Wizardry: Proving Grounds of the Mad Overlord, Beyond Zork, Speedscript, Geos, Trinity, Bureaucracy, Contiki, Basic 8, the Automatic Proofreader. Source: Wikipedia. Pages: 56. Not illustrated. Free updates online. Purchase includes a free trial membership in the publisher's book club where you can select from more than a million books without charge. Excerpt: Release 79: November 22, 1985 A Mind Forever Voyaging (AMFV) is an interactive fiction game designed and implemented by Steve Meretzky and published by Infocom in 1985. The name is taken from book three of The Prelude by William Wordsworth: The antechapel where the statue stoodOf Newton with his prism and silent face,The marble index of a mind for everVoyaging through strange seas of Thought, alone. AMFV was not a conventional Infocom adventure, having only a single puzzle near the end of the game. Unlike most other Infocom titles, particularly those written by Steve Meretzky, the game had a serious tone and a political theme; attributes which the company would revisit with the following year's Trinity. The game is among Infocom's most respected titles, although it was not a commercial success. It was also the first of the "Interactive Fiction Plus" line, meaning that AMFV had greater memory requirements, unlike earlier Infocom games that used a less advanced version of the company's "Z-machine" interpreter. It is Infocom's seventeenth game. The player controls PRISM, the world's first sentient computer, in the year 2031. The economy of the United States of North America (USNA) is failing. Great numbers of youths are turning to "Joybooths" (a device which directly stimulates the sensory input of the brain) and committing suicide by overstimulation. A new arms race involving nuclear weapons no larger than the size of a common pack of cigarettes threatens to turn the USNA into a police state. Unaware that it is a sophisticated computer, ...More: http://booksllc.net/?id=442720
Description : Wordsworth depicted Newton, as Roubiliac may well have done in his statue of him, as voyaging, in ecstasy, through God's sensorium. In the Prelude passage from which the title A Mind For Ever Voyaging is derived, and in various others portraying Newton and science, Wordsworth seems to have written for two audiences, the general public and a much smaller, private audience, while seeking to elevate the minds of both to God. Like Pope before him, Wordsworth achieved "What oft was wrought, but ne'er so well exprest."
Description : Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction. Delve into a Collection of Science Fiction Games The beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG).
Description : Presents 33 essays on such topics as statistics and the design of experiments, group theory, the mathematics of infinity, the mathematical way of thinking, the unreasonableness of mathematics, and mathematics as an art. A reprint of volume 3 of the four-volume edition originally published by Simon and Schuster in 1956. Annotation c. Book News, Inc., Portland, OR (booknews.com).
Description : THE FORMATIVE TENDENCY I have often pointed out that in my work with individuals in therapy, and in my experience in encounter groups, I have been led to the con viction that human nature is essentially constructive. When, in a ther apeutic climate (which can be objectively defined) a person becomes sharply aware of more of his or her internal experiencing and of the stimuli and demands from the external world, thus acquiring a full range of options, the person tends to move in the direction of becoming a socially constructive organism. But many are critical of this point of view. Why should such a positive direction be observed only in humans? Isn't this just pure op- · . ? timi sm. So quite hesitantly, because I have to draw on the work and thinking of others rather than on my own experience, I should like to try to set this directional tendency in a much broader context. I shall draw on my general reading in the field of science, but I should like to mention a special indebtedness to the work of Lancelot Whyte in The Universe of Experience (Harper and Row, 1974), the last book he wrote before his death. Though the book has flaws, in my judgment this historian has some thought-provoking themes to advance. I have learned from many others as well.
Description : The first concise study of genius in both the arts and the sciences, using the life and work of famous geniuses to illuminate this phenomenon.-publisher description.