Udvidet returret til d. 31. januar 2025

How and Why We Make Games - Marta Fijak - Bog

- The Creative Confusion

Bag om How and Why We Make Games

This book delves into the intricate realms of games and their creation, examining them through cultural, systemic, and, most notably, human lenses. It explores diverse themes like authorship, creative responsibility, the tension between games as a product and games as a form of cultural expression, and the myth of a universal audience. The book analyzes why we should put politics in our games and how hyperrealism may be a trap. It also proposes a new framework for thinking about game narrative and a different paradigm for the production altogether. Topics tackled are approached from a multidisciplinary perspective, so be prepared to read both about Peter Paul Rubens and John Carmack. There are also graphs, system rhetorics discussions, and the market reality--stakeholders, return on investments, and the gaming bubble bursting. This book is written for readers passionate about the craft of making games, including journalists and industry professionals. It offers a more humanistic perspective on games, presented by experienced writers who know the intricacies of game development.

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  • Sprog:
  • Engelsk
  • ISBN:
  • 9781032350455
  • Indbinding:
  • Hardback
  • Udgivet:
  • 1. august 2024
  • 2-4 uger.
  • 19. december 2024
På lager
Forlænget returret til d. 31. januar 2025

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  • BLACK WEEK

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Prøv i 30 dage for 45 kr.
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Beskrivelse af How and Why We Make Games

This book delves into the intricate realms of games and their creation, examining them through cultural, systemic, and, most notably, human lenses. It explores diverse themes like authorship, creative responsibility, the tension between games as a product and games as a form of cultural expression, and the myth of a universal audience.
The book analyzes why we should put politics in our games and how hyperrealism may be a trap. It also proposes a new framework for thinking about game narrative and a different paradigm for the production altogether. Topics tackled are approached from a multidisciplinary perspective, so be prepared to read both about Peter Paul Rubens and John Carmack. There are also graphs, system rhetorics discussions, and the market reality--stakeholders, return on investments, and the gaming bubble bursting.
This book is written for readers passionate about the craft of making games, including journalists and industry professionals. It offers a more humanistic perspective on games, presented by experienced writers who know the intricacies of game development.

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