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Everquest Online Adventures

Everquest Online Adventures
Author: Debra Lockridge
Publisher: Prima Games
Total Pages: 676
Release: 2003
Genre: Games & Activities
ISBN: 9780761544227

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Brave the New Frontiers - Exhaustive walkthrough for each class quest (up through Level 20) - Detailed city maps listing every important NPC and merchant - Complete loot tables for every area - Breakdown of all class abilities - Complete faction listings - All trade skill recipes revealed


Everquest Online Adventures

Everquest Online Adventures
Author: David Cassady
Publisher:
Total Pages: 140
Release: 2003
Genre: Business & Economics
ISBN: 9780761542421

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Return to a Time in Norrath's Past - Critical stats for all 10 races and all 13 classes - Crucial strategies for all beginning quests on a class-by-class basis-- from Barbarian to Troll - Detailed lists of all abilities up to level 20 - Essential maps of every beginning area - Exhaustive tactics for creating a winning character


Everquest Companion

Everquest Companion
Author: Robert Marks
Publisher: McGraw-Hill/Osborne Media
Total Pages: 244
Release: 2003
Genre: Computers
ISBN:

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Everquest is a Massively Multiplayer Online Role-Playing Game (MMORPG). This is the only book to tell the story behind Everquest, as it takes readers behind the scenes to meet the game's creators and developers.


Multiplayer Online Games

Multiplayer Online Games
Author: Guo Freeman
Publisher: CRC Press
Total Pages: 127
Release: 2018-02-12
Genre: Computers
ISBN: 1351649965

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Multiplayer Online Games (MOGs) have become a new genre of "play culture," integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods used in previous works to study MOGs (i.e., observation/ethnography, survey/interviews, content and discourse analysis, experiments, network analysis, and case studies). It concludes that MOGs represent a highly sophisticated, networked, multimedia and multimodal Internet technology, which can construct entertaining, simultaneous, persistent social virtual worlds for gamers. Overall, the book shows that what we can learn from MOGs is how games and gaming, as ubiquitous activities, fit into ordinary life in today’s information society, in the moments where the increased use of media as entertainment, the widespread application of networked information technologies, and participation in new social experiences intersect. Key Features: Contains pertinent knowledge about online gaming: its history, technical features, player characteristics, social dynamics, and research methods Sheds light on the potential future of online gaming, and how this would impact every aspect of our everyday lives – socially, culturally, technologically, and economically Asks promising questions based on cutting-edge research in the field of online game design and development


Digital Storytelling

Digital Storytelling
Author: Carolyn Handler Miller
Publisher: CRC Press
Total Pages: 507
Release: 2014-06-27
Genre: Art
ISBN: 1135044449

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Digital Storytelling shows you how to create immersive, interactive narratives across a multitude of platforms, devices, and media. From age-old storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of New Media, including transmedia storytelling, video games, mobile apps, and second screen experiences. The way a story is told, a message is delivered, or a narrative is navigated has changed dramatically over the last few years. Stories are told through video games, interactive books, and social media. Stories are told on all sorts of different platforms and through all sorts of different devices. They’re immersive, letting the user interact with the story and letting the user enter the story and shape it themselves. This book features case studies that cover a great spectrum of platforms and different story genres. It also shows you how to plan processes for developing interactive narratives for all forms of entertainment and non-fiction purposes: education, training, information and promotion. Digital Storytelling features interviews with some of the industry’s biggest names, showing you how they build and tell their stories.


HWM

HWM
Author:
Publisher:
Total Pages: 96
Release: 2003-05
Genre:
ISBN:

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Singapore's leading tech magazine gives its readers the power to decide with its informative articles and in-depth reviews.


Play Between Worlds

Play Between Worlds
Author: T. L. Taylor
Publisher: MIT Press
Total Pages: 206
Release: 2009-02-13
Genre: Computers
ISBN: 0262250543

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A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.


The Minds Behind PlayStation 2 Games

The Minds Behind PlayStation 2 Games
Author: Patrick Hickey, Jr.
Publisher: McFarland
Total Pages: 245
Release: 2023-02-09
Genre: Games & Activities
ISBN: 1476648433

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Featuring interviews with the creators of 37 popular video games--including SOCOM, Shadow of the Colossus, Tekken Tag Tournament and Sly Cooper--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of the original PlayStation 2 era. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.


The Video Games Guide

The Video Games Guide
Author: Matt Fox
Publisher: McFarland
Total Pages: 385
Release: 2013-01-17
Genre: Games & Activities
ISBN: 078647257X

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The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.


EverQuest

EverQuest
Author: Imgs Inc
Publisher: Prima Games
Total Pages: 460
Release: 2000-02
Genre: Games & Activities
ISBN: 9780761522843

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Strategies to handle most encounters & situations Complete information for most well-used spells Stats & descriptions for adversaries & friends Guild information & guildhall locations New, improved city maps Character creation & roleplaying tips Covers both the "Ruins of Kunark" and original game Click here for // Everquest Clarifications and Errata! Click here for the ///Revised & Expanded edition.