Paperback: 516 pages
Publisher: Yellow Ant (April 20, 2010)
Language: English
ISBN-10: 0956507204
ISBN-13: 978-0956507204
Product Dimensions: 6 x 1.3 x 9 inches
Shipping Weight: 1.9 pounds (View shipping rates and policies)
Average Customer Review: 4.5 out of 5 stars See all reviews (30 customer reviews)
Best Sellers Rank: #50,692 in Books (See Top 100 in Books) #24 in Books > Computers & Technology > History & Culture > History #67 in Books > Engineering & Transportation > Engineering > Reference > History #152 in Books > Humor & Entertainment > Puzzles & Games > Video & Computer Games
Let me start by saying this book is thoroughly researched, well-written and often contains a narrative style that feels more fiction than non-fiction lending to a smooth, easy and immediately informative read.The book discusses the formation of the gaming industry and starts by providing an in-depth, chronologically based look at the popular gaming consoles, business landscape and fads from 1965 to 1995 and focuses mostly on the associated hardware, initial formation of video games, formats (PC, Mac, cartridge, CD-Rom) and creation of genres rather than each individual title. Additionally, this book contains a ton of information about the global state of gaming, most notably what was going on in the UK, Europe and USSR/Russia during the 80s as well as China and South Korea during the late 90s and 2000s and features some incredibly gripping summaries of the 1983 gaming collapse and challenges creators of Ultimata Online faced in navigating a completely new open-world game design. If you're interested in the early years of gaming, this book is an absolute must-buy.Where the book loses focus is in its discussion of the 1990s. After about 250 pages, the tightly woven, chronological narrative gives way to an unfocused mess of random games and ideas, such as Beat Mania, The Sims, and girl gaming culture. While these items are important to the overall history of gaming, it would've been nice to have them follow the structure that made the earlier chapters so enjoyable to read rather than jumping from 7th Guest and Doom to Rock Band in the span of about 40 pages without even introducing the PS2, let alone Xbox 360/Wii/PS3.
Replay: The History of Video Games The History of Video Games (Video Games and Society) How Do Video Games Affect Society? (Video Games and Society) Video Games and Youth (Video Games and Society) Video Games, Violence, and Crime (Video Games and Society) An Illustrated History of 151 Video Games: A detailed guide to the most important games; explores five decades of game evolution Drum Corps Replay - 1983: Everyone else is just corps 4th of July (Replay Edition) Video Marketing Profits: How to Make a Living Selling Affiliate Products & Playing Video Games Online (2 in 1 bundle) Video Games and Storytelling: Reading Games and Playing Books Horse Games & Puzzles: 102 Brainteasers, Word Games, Jokes & Riddles, Picture Puzzlers, Matches & Logic Tests for Horse-Loving Kids (Storey's Games & Puzzles) Wee Sing Games, Games, Games The Ultimate History of Video Games: From Pong to Pokemon: The Story Behind the Craze that Touched Our Lives and Changed the World The High Score and Lowdown on Video Games! (History of Fun Stuff) Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design Video Production with Adobe Premiere Pro CS5.5 and After Effects CS5.5: Learn by Video Video Game Addiction: The Cure to The Game Addiction (Addiction Recovery, Addictions, Video Game Addiction, Online Gaming Addiction) Big Bad World of Concept Art for Video Games: An Insider's Guide for Students Bad Kitty Does Not Like Video Games War Play: Video Games and the Future of Armed Conflict