First off, this is by no means a perfect book, it's disjointed, has some out of place pieces and is a little but messy.
But...
None of that matters!
I absolutely loved this book and read it from cover to cover almost without putting it down; in fact I challenge anyone who remembers the early PC Shareware scene to not be completely hooked reading this book.
I won't cover the contents of the book here, there it's pretty much all covered in the description (though the book does seem to focus more on Carmack and Romero more than the other people of the era).
What would be really nice is if the authors could write similar books for the other great, early computer era stories (Sinclair Vs. Acorn, The rise and fall of Imagine Software, 'Atari, Commodore and Apple' etc.)
In summary then, I cannot rate this book highly enough, I thorougly recommend it to fellow computer geeks everywhere :) x
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Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic ハードカバー – 2003/8/19
英語版
Brad King
(著),
John Borland
(著)
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購入オプションとあわせ買い
Presents a history of computer gaming, covering such topics as gaming culture and the transition from paper games to computer games, and includes profiles of gaming innovators, including Richard Garriott, Richard Bartle, and John Carmack.
- 本の長さ256ページ
- 言語英語
- 出版社McGraw-Hill Osborne Media
- 発売日2003/8/19
- 寸法15.24 x 2.54 x 22.86 cm
- ISBN-109780072228885
- ISBN-13978-0072228885
商品の説明
著者について
Brad King (Austin, TX) is currently a freelancer writer in technology and culture. He will be teaching a class on new media journalism at the University of Texas this coming fall.
John Borland (San Francisco, CA) is a senior writer at CNET Networks News.com, where he covers digital entertainment, including music, movies and video games.
登録情報
- ASIN : 0072228881
- 出版社 : McGraw-Hill Osborne Media (2003/8/19)
- 発売日 : 2003/8/19
- 言語 : 英語
- ハードカバー : 256ページ
- ISBN-10 : 9780072228885
- ISBN-13 : 978-0072228885
- 寸法 : 15.24 x 2.54 x 22.86 cm
- カスタマーレビュー:
著者について
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他の国からのトップレビュー
Danielle
5つ星のうち5.0
Loved it, brought back so many memories.
2013年1月30日に英国でレビュー済みAmazonで購入
Jon Ray
5つ星のうち5.0
Inspirational Book
2007年3月25日にアメリカ合衆国でレビュー済みAmazonで購入
First of all- this is one of the few books I bought and could not put it down for more than a few hours. I will admit I'm a bit bias as Richard Garriott is one of my personal heroes in life. But added surprise of how Dungeons & Dragon got started in the first chapter really pulled this book together for me as an indie game developer. Hoping to walk in the very foot steps of those mentioned in this book, I found it more as a roadmap of how to plan ahead for my own future gaming company and things I should consider. Without trying to, this book represents the D&D-SCA-Gamer type of person, who wishes to escape the mundane world around us. To live and breathe in a Fantasy world where the possibilities are only limited by the imagination. Growing up in Texas myself, I was surprised to find out how many other Texans game developers there were, aside from Richard. I would recommend this book for any interested in RPGs/Gaming/SCA.
Elizabeth
5つ星のうち2.0
Googled my name and it came up in this book
2010年11月8日にアメリカ合衆国でレビュー済みAmazonで購入
I Googled my name and it came up in this book so I had to buy it, LOL. :) They should have called me when they wrote it, however. :) I have not read the book, but I read the page where my name was and I have to say it is so full of inaccuracies I never rest of the book.
I was there. I could clear up a couple of things that I saw.
It says that "Richard was not much of a dungeon master." I LOLed at that. Richard and Bob White were the two BEST dungeon masters in our group.
Also, it says that Richard had no interest in sports. LOL! He excelled on the track team. I went to many of his track meets!
In addition, it said that there were parents at our games. This thing that they say about the porch being relegated to the parents "smoking and drinking" ??? I never saw anyone's parents there. And I was there every weekend.
I wish that they had interviewed one of us that was there. This was a very magical time. We had a lot of fun playing D&D. We started playing the game when there was only the one box with some dice and one book. Later we bought all the additional supplemental books.
Then, of course, Richard got his Apple II and wrote Akalabeth. :) That all came later...after we had been playing D&D for a while.
Richard had a knack for the computer because of his science fair project. He did a project that studied the wave propagation from the sun (at the time his dad was one of the world experts on the Sun and because he had been studying it had the world EVA record - he had been changing film in the camera on the spacecraft) that had computer analysis. So we were always going up to NASA and using their computers to analyze his data. (But we were up there already because that was where our Explorers post met.)
good times :)
I was there. I could clear up a couple of things that I saw.
It says that "Richard was not much of a dungeon master." I LOLed at that. Richard and Bob White were the two BEST dungeon masters in our group.
Also, it says that Richard had no interest in sports. LOL! He excelled on the track team. I went to many of his track meets!
In addition, it said that there were parents at our games. This thing that they say about the porch being relegated to the parents "smoking and drinking" ??? I never saw anyone's parents there. And I was there every weekend.
I wish that they had interviewed one of us that was there. This was a very magical time. We had a lot of fun playing D&D. We started playing the game when there was only the one box with some dice and one book. Later we bought all the additional supplemental books.
Then, of course, Richard got his Apple II and wrote Akalabeth. :) That all came later...after we had been playing D&D for a while.
Richard had a knack for the computer because of his science fair project. He did a project that studied the wave propagation from the sun (at the time his dad was one of the world experts on the Sun and because he had been studying it had the world EVA record - he had been changing film in the camera on the spacecraft) that had computer analysis. So we were always going up to NASA and using their computers to analyze his data. (But we were up there already because that was where our Explorers post met.)
good times :)
R. A. S. Brown
5つ星のうち3.0
Great, except for the 'out of place' sections
2004年2月17日に英国でレビュー済みAmazonで購入
This book was, on the whole, a good read but I did wonder why some things were in it.
It starts out as an excellent account of the history of computer role playing games, starting with the pen and paper games and then on to the early multi-user dungeon (MUD) computer games. It details the struggle to launch Ultima Online, the first of the big massively multi-player online role-playing games (MMORPGs), and looks at Everquest and Sony Online Entertainment’s entry into the genre. It finally ends with the announcement of the proposed launch of Star Wars Galaxies showing how computer role-playing community was merging with the big entertainment brands.
All this is great and very interesting and makes you appreciate the effort that people like Richard Garriott the creator the Ultima series had to go through to move computer role playing games on from a hobbyist activity to mainstream entertainment.
My only issue though, was what were the chapters about Quake and computer games causing violent behaviour doing in the book? My guess, as other reviewers have said, is that it was to widen the appeal of the book away from just role-playing anoraks. But it doesn’t work makes the book feel disjointed.
I wanted more golden nuggets of info like how some players set up a theatre group in Ultima Online and how one guy role-played a thief a bit too convincingly for Garriott. There wasn’t even a detailed account of the biggest event in online gaming when another thief killed Garriott’s own character Lord British causing outrage and a life ban for the player. This is the stuff that there should have been more of, rather than the boring accounts of how good some people were at Quake.
It starts out as an excellent account of the history of computer role playing games, starting with the pen and paper games and then on to the early multi-user dungeon (MUD) computer games. It details the struggle to launch Ultima Online, the first of the big massively multi-player online role-playing games (MMORPGs), and looks at Everquest and Sony Online Entertainment’s entry into the genre. It finally ends with the announcement of the proposed launch of Star Wars Galaxies showing how computer role-playing community was merging with the big entertainment brands.
All this is great and very interesting and makes you appreciate the effort that people like Richard Garriott the creator the Ultima series had to go through to move computer role playing games on from a hobbyist activity to mainstream entertainment.
My only issue though, was what were the chapters about Quake and computer games causing violent behaviour doing in the book? My guess, as other reviewers have said, is that it was to widen the appeal of the book away from just role-playing anoraks. But it doesn’t work makes the book feel disjointed.
I wanted more golden nuggets of info like how some players set up a theatre group in Ultima Online and how one guy role-played a thief a bit too convincingly for Garriott. There wasn’t even a detailed account of the biggest event in online gaming when another thief killed Garriott’s own character Lord British causing outrage and a life ban for the player. This is the stuff that there should have been more of, rather than the boring accounts of how good some people were at Quake.
Jen
5つ星のうち5.0
In-depth exploration of *why* gaming is the way it is
2003年11月19日にアメリカ合衆国でレビュー済みAmazonで購入
What first surprised me about Dungeons & Dreamers is that it's entertaining. I picked it up intending to get a quick sense of it then couldn't put it down--this book is funny, from Richard Garriott's whacky childhood projects before he developed games to the inside spats that tore up later, successful developer teams. What continued to surprise me is the book's scope. All the history is there, from star developers, companies, and even players like PMS (psycho men slayers) and LAN party-goers who shaped the gaming world. But the book pushes further to tell why people play games, why games have progressed the way they have, and why they're here to stay. Gaming is elevated from just a "mind-numbing weird thing" to the creative, productive community it is; I don't think anyone--gamers or anti-gamers or anyone in between--can read this book without gaining a deeper understanding and respect for the community and where it's headed.