Game Magic

Game Magic PDF Author: Jeff Howard
Publisher: CRC Press
ISBN: 1466567872
Category : Computers
Languages : en
Pages : 376

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Book Description
Make More Immersive and Engaging Magic Systems in Games Game Magic: A Designer’s Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis with practical game design advice in the form of a magical recipe book (grimoire). The book gives you an in-depth understanding of the history and structure of magic to make your games richer and deeper. It shows how to set up tables of correspondences and spell components as well as how to write programming code integrating these components as part of game mechanics. It also illustrates how to divide a simulated world into domains of influence (such as alteration, conjuration, and necromancy) and how to use specific rule systems to simulate powers within these realms. Showing you how to weave compelling magic into your games, the book is interspersed with examples that illustrate how to design and program magic systems. Working examples are available for download on a supporting website.

Game Magic

Game Magic PDF Author: Jeff Howard
Publisher: CRC Press
ISBN: 1466567872
Category : Computers
Languages : en
Pages : 376

Get Book

Book Description
Make More Immersive and Engaging Magic Systems in Games Game Magic: A Designer’s Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis with practical game design advice in the form of a magical recipe book (grimoire). The book gives you an in-depth understanding of the history and structure of magic to make your games richer and deeper. It shows how to set up tables of correspondences and spell components as well as how to write programming code integrating these components as part of game mechanics. It also illustrates how to divide a simulated world into domains of influence (such as alteration, conjuration, and necromancy) and how to use specific rule systems to simulate powers within these realms. Showing you how to weave compelling magic into your games, the book is interspersed with examples that illustrate how to design and program magic systems. Working examples are available for download on a supporting website.

Dark Revelations - The Role Playing Game - Book of Magic

Dark Revelations - The Role Playing Game - Book of Magic PDF Author: C.N. Constantin
Publisher: Chris Constantin
ISBN: 0994005512
Category :
Languages : en
Pages : 431

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Book Description
Dark Revelations - The Role Playing Game - Book of Magic The Hodgepocalypse has been permanently afflicted by Magical energies and enclosed in this book are the result:

Magic Ain't a Game

Magic Ain't a Game PDF Author: P.D. Workman
Publisher: pd workman
ISBN: 1774680955
Category : Fiction
Languages : en
Pages : 257

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Book Description
From USA Today Bestselling Author, P.D. Workman! Blast from the past! Spring equinox was supposed to be a fun time in Black Sands. The magical Spring Games are being held in town, with all kinds of new talent and tourists pouring money into the economy. Of course, Reg wasn’t invited to participate, but she figured she’d have a good time watching the entertainment, learning more about how magic works outside of fairy tales, and maybe making some coin with psychic predictions for the tourists. But instead of the promised state of balance the equinox was supposed to bring, a power shift within the community has disrupted everything, Reg is under investigation for magical crimes, and her footing in Black Sands is more precarious than ever. “Tell me again how this was all supposed to be fun?” ⭐️⭐️⭐️⭐️⭐️ P.D. Workman's witchy writing carries you through a world that can make you stop and wander. Could something like this really happen? Could it be possible? You sure wish it could be. Even the smile you have at the end says this might just be the beginning of a magical new life. ⭐️⭐️⭐️⭐️⭐️ This book has all my favourite things: heart, great writing, nearly-flawless editing, something unusual in the air, and a cat. Like paranormal mysteries? Psychics, witches, fairies, and more! Award-winning and USA Today Bestselling Author P.D. Workman waves her wand to transport readers to the myth- and magic-filled small town of Black Sands for another paranormal cozy mystery to be solved by Reg Rawlins and her friends. A self-professed con artist practicing as a contact to the dead, a drop-dead gorgeous warlock, and a psychic cat—what could go wrong? Fall under Reg’s spell today.

The Magic of Games

The Magic of Games PDF Author: UWK
Publisher: Edition Donau-Universität Krems
ISBN: 3903150975
Category : Computers
Languages : en
Pages : 425

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Book Description
The 15th Vienna Gamens Conference "The Future and Reality of Gaming" (FROG) 2021 has explored how magic and games seem almost inextricably intertwined. This volume collects 17 contributions that have emerged from the conference, and which together form a multi-faceted examination of the "Magic of Games".

The Game Design Reader

The Game Design Reader PDF Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 0262195364
Category : Computers
Languages : en
Pages : 955

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Book Description
Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.

Cassell's Book of In-door Amusements, Card Games and Fireside Fun

Cassell's Book of In-door Amusements, Card Games and Fireside Fun PDF Author:
Publisher: Weidenfeld & Nicolson
ISBN:
Category : Amusements
Languages : en
Pages : 236

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Book Description
Instructions for magic tricks using tools that can be carried in the pocket, such as chewing gum, bottle caps, pencils, keys, and combs.

Performing Magic on the Western Stage

Performing Magic on the Western Stage PDF Author: L. Hass
Publisher: Springer
ISBN: 0230617123
Category : Performing Arts
Languages : en
Pages : 240

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Book Description
Performing Magic on the Western Stage examines magic as a performing art and as a meaningful social practice, linking magic to cultural arenas such as religion, finance, gender, and nationality and profiling magicians from Robert-Houdin to Pen& Teller.

Game Mechanics

Game Mechanics PDF Author: Ernest Adams
Publisher: New Riders
ISBN: 0132946688
Category : Computers
Languages : en
Pages : 442

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Book Description
This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what you’ve learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, you’ll learn how to: * Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics—from a library in this book—to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play. "I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG “Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!” -- Raph Koster, author of A Theory of Fun for Game Design.

Playing Games in Nineteenth-Century Britain and America

Playing Games in Nineteenth-Century Britain and America PDF Author: Ann R. Hawkins
Publisher: State University of New York Press
ISBN: 1438485565
Category : History
Languages : en
Pages : 322

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Book Description
A vital part of daily life in the nineteenth century, games and play were so familiar and so ubiquitous that their presence over time became almost invisible. Technological advances during the century allowed for easier manufacturing and distribution of board games and books about games, and the changing economic conditions created a larger market for them as well as more time in which to play them. These changing conditions not only made games more profitable, but they also increased the influence of games on many facets of culture. Playing Games in Nineteenth-Century Britain and America focuses on the material and visual culture of both American and British games, examining how cultures of play intersect with evolving gender norms, economic structures, scientific discourses, social movements, and nationalist sentiments.

Making Democracy Fun

Making Democracy Fun PDF Author: Josh A. Lerner
Publisher: MIT Press
ISBN: 0262026872
Category : Games & Activities
Languages : en
Pages : 285

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Book Description
Drawing on the tools of game design to fix democracy. Anyone who has ever been to a public hearing or community meeting would agree that participatory democracy can be boring. Hours of repetitive presentations, alternatingly alarmist or complacent, for or against, accompanied by constant heckling, often with no clear outcome or decision. Is this the best democracy can offer? In Making Democracy Fun, Josh Lerner offers a novel solution for the sad state of our deliberative democracy: the power of good game design. What if public meetings featured competition and collaboration (such as team challenges), clear rules (presented and modeled in multiple ways), measurable progress (such as scores and levels), and engaging sounds and visuals? These game mechanics would make meetings more effective and more enjoyable—even fun. Lerner reports that institutions as diverse as the United Nations, the U.S. Army, and grassroots community groups are already using games and game-like processes to encourage participation. Drawing on more than a decade of practical experience and extensive research, he explains how games have been integrated into a variety of public programs in North and South America. He offers rich stories of game techniques in action, in children's councils, social service programs, and participatory budgeting and planning. With these real-world examples in mind, Lerner describes five kinds of games and twenty-six game mechanics that are especially relevant for democracy. He finds that when governments and organizations use games and design their programs to be more like games, public participation becomes more attractive, effective, and transparent. Game design can make democracy fun—and make it work.