Rabu, 20 Juni 2012

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  • Published on: 1605
  • Binding: Hardcover

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Selasa, 19 Juni 2012

[R872.Ebook] Free PDF Swipe This!: The Guide to Great Touchscreen Game Design, by Scott Rogers

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Learn to design games for tablets from a renowned game designer!

Eager to start designing games for tablets but not sure where to start? Look no further! Gaming guru Scott Rogers has his finger on the pulse of tablet game design and is willing to impart his wisdom and secrets for designing exciting and successful games. As the creator of such venerable games as God of War, the SpongeBob Squarepants series, and Pac-Man World, to name a few, Rogers writes from personal experience and in this unique book, he hands you the tools to create your own tablet games for the iPad, Android tablets, Nintendo DS, and other touchscreen systems.

  • Covers the entire tablet game creation process, placing a special focus on the intricacies and pitfalls of touch-screen game design
  • Explores the details and features of tablet game systems and shows you how to develop marketable ideas as well as market your own games
  • Offers an honest take on what perils and pitfalls await you during a game's pre-production, production, and post-production stages
  • Features interviews with established tablet game developers that serve to inspire you as you start to make your own tablet game design

Swipe This! presents you with an in-depth analysis of popular tablet games and delivers a road map for getting started with tablet game design.

  • Sales Rank: #1217118 in eBooks
  • Published on: 2012-05-30
  • Released on: 2012-05-30
  • Format: Kindle eBook

Amazon.com Review
Exclusive Content: The Value of Free; or What Rhymes with Freemium?

by Scott Rogers, author of Swipe This!

The saying goes "few things in life are free." There are exceptions like oxygen, rocks, and bonus content on Amazon.com; but looking at today's mobile gaming market, free is the rule, not the exception. There are currently 48,000 free games offered on iTunes but how can developers "sell" their game for free and still make a profit? Have they gone crazy? Nope, they're just using the freemium business model.

The term freemium comes from Free as in "this game is free to download" and Premium as in "if you want to keep playing, you will pay a premium fee." Called "shareware" back in 1993, Doom (Id software) pioneered the freemium concept in gaming. You could play the first level for free but had to pay to unlock the rest of the game - which makes the saying "the first taste is free" a closer analogy - a strategy usually reserved for selling ice cream and crack cocaine.

The model is this: The developer offers the game for free. If the player likes the game, they will spend real money on virtual currency which can be used to buy a variety of in-game features and goods - like virtual hats for virtual people. Freemium games are already proven winners for the developer, but can leave the player feeling financially abused - like when you buy virtual hats for virtual people. To prevent this buyer's remorse in your customers, you must carefully design your game. Try these concepts (not hats) on for size:

Customization: What's better than zooming around on a jetpack? Zooming around on a fruit-shooting jetpack! As a zombie! With Abe Lincoln's hat! The characters and costumes found in Jetpack Joyride (HalfBrick, 2011) and Temple Run (Imagi, 2011) or color palettes in Draw Something (OMGPop, 2012) don't change the player's core gameplay experience, but they do allow for self-expression. Don't flood your players with options or make the items insignificant (like a color swap) unless it means something to the player.

Durable goods: These items offer a clear long-term benefit to the player, but often at a higher price. But sometimes they're a bargain, like Jetpack Joyride's counterfeiting machine that makes the player feel like they are "outwitting the game" for only .99 cents. Cost and timing is the keys when introducing durable goods; a player is more likely to buy a capacity-expanding barn later in the game when they are producing more crops than they can store.

Payment gate: The free price attracts customers and then additional fees are required to unlock full features. This one is tricky; Justin Smith's Realistic Summer Sports Simulator (Justin Smith, 2012) received criticism from the gaming community when day-one buyers realized that ten of the game's fifteen events were playable only by paying an additional fee. Many developers offer "Lite" versions of their game - free but diminished experiences that, when completed, lead to payment gates.

Perishable goods: These come in many forms - turns, energy, food - but they all have one thing in common, if the player wants to continue playing, they will need more of these. Often a game will award an allotment of perishable goods on a daily basis, building tension around "how long can I play before I need to pay?" Offer your perishables in cost-effective bundles to create an appealing purchase proposition to the player.

Upgrades: Known as "power ups" these temporary abilities give players an edge for a short period of time. Coin magnets, limited invulnerability, distance boosters, and one-shot resurrections let the player maximize their score and performance. It's up to you to determine whether they get to keep the ability permanently or pay for each use. These can be tricky, as many games just give these away for free.

Speed ups: Found in simulations like Smurf's Village (Capcom, 2010) and Hay Day (Supercell, 2012) speed ups allow players to pay a fee to speed up a time-based action - like growing crops or building a structure. While the player can progress much faster in the game, it creates an abusive cycle of "pay to play" that can lead to players dropping out.

The Freemium model has drawn its fair share of criticism from both the developer and player communities. Some call Freemium games "unethical", "player extortion" and even "evil." Consumers claim to have been "deceived" into spending more money than they realize and younger players have racked up large bills without realizing they are doing so. Don't let your game contribute to Freemium's bad reputation. Follow three simple rules:

  • Clearly advertise that your game has in-app purchase (IAP) features. Make sure the player knows what they are getting into before they start playing.
  • Clearly differentiate in-game currency from real-world currency. Make the currencies distinctly different in color, shape and theme. For example, stars could be your in-game currency while coins represent real-world cash.
  • Clearly mark payment gates with confirmation messages. A simple "Are you sure you want to buy this" pop-up message makes a player think twice and avoid an accidental purchase.

No matter which side of the Freemium model debate you fall on, the most important design rule is "be responsible."

About the Author
Once upon a time, Scott Rogers played video games, Dungeons and Dragons and drew comic books without realizing he could do these things for a living. After being "discovered" in a coffee shop and realizing game designers have more fun, Scott helped design video games including Pac-Man World, the Maximo series, God of War, Darksiders and the Drawn To Life series. A lecture about his two favorite things – level design and Disneyland – led to writing "Level Up! The Guide to Great Video Game Design," lecturing at the prestigious Interactive Media Division at the USC School of Cinematic Arts and employment with the Walt Disney Imagineering R&D team. Scott is currently living happily ever after in Thousand Oaks, CA with his family, action figure collection and an iPad full of games.

Most helpful customer reviews

12 of 12 people found the following review helpful.
Its Not What You Think
By J. Lewis
I acquired this book expecting a how-to, hands-on guide for actual or aspiring game designers. What I got instead was a very general, rather pedestrian commentary on how great games and game design is. There are some useful bits of real and practical info scattered throughout what is basically a work of boosterism and cheer-leading for the idea of gaming and game design; but only a few bits. This book might be a useful gift to very young enthusiasts of gaming as a way of getting young gamers to begin thinking of games and game design on a more sophisticated level, as intellectual puzzles and challenges that can develop their mental skills and as potential career fields, not just as consumer products and idle distractions. Its chatty, simple prose and repetitiveness makes it ideal for that type of reader. Parents with kids who are big gamers can use it as a hook for expanding that interest into broader channels and activities. Adults interested in trying their hand at game-design, however, will find very little practical direction from this "guide."

6 of 7 people found the following review helpful.
A Very Interesting and Unique Book
By Lawrence Maturo
This book is not about a lot of the things associated with game design, such as graphics algorithms, or how to create artwork. What it is, is all about the design of games meant to be used with devices controlled by fingers on the screen.

To do this, it goes through a lot of well known games, such as Fruit Ninja, and discuss their design. It also has interviews with developers of games. These give you insight into how the people that design games think about their design.

It also categorizes games into generas, such as puzzles, arcade games, racing games, etc., and talks about each one, explaining how games of each genera work.

However, the real magic of the book is in all the things it covers that you don't normally think about. It is a really unique book on game design.

4 of 4 people found the following review helpful.
Entertaining, but mostly pointless.
By L. Moskowitz
I was expecting this book to read like a beginner's development book with examples or perhaps with some implementation discussion. The book actually focused on the idea of mobile applications as a whole with a general discussion on the pros and cons of gestures and input strategies. It was well-written and entertaining, but mostly useless as a "how-to".

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Senin, 18 Juni 2012

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  • Sales Rank: #4839080 in Books
  • Published on: 1800
  • Binding: Paperback

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Jumat, 15 Juni 2012

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  • Sales Rank: #2440353 in Books
  • Published on: 1996-09
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.50" h x 6.50" w x .50" l,
  • Binding: Hardcover
  • 210 pages

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13 of 18 people found the following review helpful.
Interesting questions, intelligently answered.
By A Customer
Overall, the book was excellent. Marilyn vos Savant answers various questions submitted by the public, and the book reprints articles from her column. I enjoyed the various chapters, which included categories of brain-teasers and mundane trivia. I was disappointed in her answer of why kamikaze pilots wore helmets--I expect that they wore it for similar reasons that they wore the rest of their uniform. :-) I'm still puzzling over why a 200 pound person couldn't juggle three one pound melons on a raft with a 202 pound capacity, given that juggling a single melon requires exertion of an extra pound of force--after all, when all melons are in the air, there is no force on the raft except the weight of the person, so as long as the melons remain aloft long enough for the raft to float back to equilibrium, I don't see why any number of melons couldn't be juggled. Ah well... it's good to have answers that keep me thinking. :-)

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Minggu, 10 Juni 2012

[Y824.Ebook] Download PDF The Midnight Passenger : a novel, by Richard Savage

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The Midnight Passenger : a novel, by Richard Savage

There was no air of uncertainty upon the handsome countenance of Mr. Randall Clayton as he stepped out of the elevator of a sedate Fourteenth Street business building and approvingly sniffed the April morning breeze. On this particular Saturday of ninety-seven, the shopping multitude was already pouring from the Scylla of Simpson, Crawford & Simpson's on Sixth Avenue—and its Charybdis of the Big Store—past the jungles of Altman's, Ehrich's and O'Neill's—to dash feebly upon the buttressed corner of Macy's, and then die away in refluent, diverted waves, lost in the fastnesses of McCreery's and Wanamaker's, far down Broadway. The pulses of the young man were vaguely thrilled with the coming of spring, and so he complacently took in the never-ceasing tide of eager women, on the street's shady side, with one comprehensive and kindly glance. For six long years he had cautiously studied that same sea of always anxious faces! He well knew all the types from the disdainful woman of fashion, the crafty daughter of sin, the vacuous country visitor, down to the argus-eyed mere de famille, sternly resolute in her set purpose of making three dollars take the place of five, by some heaven-sent bargain.

  • Published on: 2006-11-03
  • Released on: 2006-11-03
  • Original language: English
  • Dimensions: 9.00" h x .49" w x 6.00" l,
  • Binding: Paperback
  • 214 pages

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0 of 1 people found the following review helpful.
Four Stars
By Rusk
enjoyed

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Rabu, 06 Juni 2012

[T981.Ebook] Ebook Download What Is This Thing Called Science?: An Assessment of the Nature and Status of Science and Its Methods, by A. F. Chalmers

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What Is This Thing Called Science?: An Assessment of the Nature and Status of Science and Its Methods, by A. F. Chalmers

Reviews of the previous edition: ??i??In this academic bestseller - indeed, one of the most widely read books ever written in the history and philosophy of science - Alan Chalmers provides a refreshingly lucid introduction ...Drawing on illuminating historical examples, he asks and answers some of the most fundamental questions about the nature of science and its methods??i??i??' - Ronald L. Numbers, William Coleman Professor of the History of Science and Medicine, University of Wisconsin at Madison. ??i??Crisp, lucid and studded with telling examples ...As a handy guide to recent alarms and excursions (in the philosophy of science) I find this book vigorous, gallant and useful??i??i??' - ??i??New Scientist??i??. What is the characteristic that serves to distinguish scientific knowledge from other kinds of knowledge? What is the role of experiment in science? What is the role of theory in science? In clear, jargon-free language, the third edition of this highly successful introduction to the philosophy of science surveys the answers of the past hundred years to these central questions. The previous edition of this book, translated into fifteen foreign languages, has been thoroughly revised in the light of two decades of teaching experience on the part of the author, and has been brought right up to date. The text has been enriched by many new historical examples and the early chapters have been reorganised, re-ordered and amplified to facilitate the introduction of beginners to the field. The new edition includes new chapters on the following topics: the new experimentalism; the Bayesian approach to science, currently in vogue; the nature of scientific laws; and, recent developments in the realism/anti-realism debate. These changes will enhance the value of this book as a standard university text in the philosophy of science, not just on science and philosophy courses but also in the social and human sciences such as sociology and psychology, where the need is felt for an introduction to scientific method.

  • Sales Rank: #4768699 in Books
  • Brand: Brand: Hackett Pub Co Inc
  • Published on: 1995-03
  • Number of items: 1
  • Dimensions: 8.50" h x 5.50" w x .50" l,
  • Binding: Paperback
Features
  • Used Book in Good Condition

Review
In this academic bestseller - indeed, one of the most widely read books ever written in the history and philosophy of science - Alan Chalmers provides a refreshingly lucid introduction to the philosophy of science in the twentieth century. -- Ronald L. Numbers, University of Wisconsin, Madison

About the Author
Alan Chalmers was born in Bristol, England and has a BSc in physics from the University of Bristol, an MSc in physics from the University of Manchester and a PhD in History and Philosophy of Science from the University of London. He has taught history and philosophy of science at the University of Sydney since 1971 and is now an Associate Professor there. He is the author of Science and its Fabrication (Open University Press, 1990), as well as the previous two editions of What is this Thing Called Science? and many articles on history and philosophy of science.

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9 of 9 people found the following review helpful.
Clear, Comprehensive and Friendly
By TiZ
Alan Chalmers's "What is this thing called Science?" is an introduction to the philosophy of science. While Chalmers reaches some of his own conclusions, the book generally digests theories in the philosophy of science with standard criticisms in a very friendly and unimposing manner.
This book is quite comprehensive, covering the nature and justification of scientific theories, theories about scientific progress and the realism/anti-realism debate, among other topics. It progresses chronologically through inductivism, falsificationism, Kuhn, Lakatos, Feyerabend and more contemporary theories.
Chalmers explains and critically evaluates the theories clearly and in some depth. He often illustrates his claims with examples from the history of science. The book is also well organised, and each chapter is concluded with suggestions for further reading.
The third edition of this book is significantly changed from the previous editions, including new chapters on Bayesianism, the new experimentalism, natural laws (I like Boyle's explanation; pity Chalmers dismisses it so quickly) and the realism/anti-realism debate.
"What is this thing called Science?" has remained popular for well over two decades. While there are many new alternatives available, I recommend this book for introductory courses in the philosophy of science and for anyone interested in the subject.

5 of 5 people found the following review helpful.
Solid Introduction
By R. Albin
This clearly written book is a very good introduction to philosophy of science. Based on the authors considerable experience with teaching this subject, it is aimed at advanced undergraduates and can be read profitably by any interested person. Chalmers point of departure is that philosophy of science is an effort to capture what is distinct and distinctly successful as a way of gaining knowledge. Chalmers begins with an examination of naive ideas of science based on simple empiricism, naive positivism, and induction. He shows these quickly and clearly to be misguided. This leads to a set of chapters investigating the idea that theory is the distinguishing feature of science. Chalmers has a nice set of chapters describing critically the approaches of Popper, Kuhn, and Lakatos, all of which are found to have some strengths. Chalmers is equally good on the defects of these approaches, all of which fail to capture crucial aspects of scientific knowledge and progress. A similar chapter is devoted to Paul Feyerabend's attack on scientific knowledge. Chalmers follows with chapters on other, recent approaches including Bayesian views and the "new experimentalism." The latter does much better at describing progression of scientific knowledge. Chalmers then concludes with chapters on the nature of scientific laws and a sensible discussion of realism versus anti-realism. A consistent feature of this book is use of historical example, particularly from physics, to explore philosophical issues. The bibliography is decent.

5 of 6 people found the following review helpful.
Introspection
By Thomas Kull
I disagree with Chalmers. He admits to the reader on page 169 that he believes the philosophy of science, and therefore this book, is of no help to scientists. This claim he supports by stating his book primarily assults our societal ideologies of science (i.e. either an unwavering association of science with truth, or an impenetrable opinion that science is simply a buffet of ideas to freely choose from). I agree with this statement, but I contend such ideologies exist significantly within the scientific community as well. Perhaps Chalmers assumes his writings won't be internalized by the practicing scientist. This assumption may be true, but my evidence of one data point (me) suggests perhaps scientists (especially apprentices like me) can gain from this book.

I recommend this book only to those practicing scientist who have the courage to allow Chalmers' microscope to examine what they believe and how they justify their existance.

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Minggu, 03 Juni 2012

[J694.Ebook] Download Ebook Killer Byte (Diana Tregarde), by Mercedes Lackey

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Killer Byte (Diana Tregarde), by Mercedes Lackey

Diana and Andre must work together to stop a "vampire" preying on teenage girls he finds on the Internet--and to convince an imaginative fifteen-year-old that vampires aren't necessarily romantic.

  • Sales Rank: #206347 in eBooks
  • Published on: 2011-03-19
  • Released on: 2011-03-19
  • Format: Kindle eBook

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19 of 19 people found the following review helpful.
Not bad, but prefer the full length books instead
By K. Shaw
These were obviously written before the full length Diana Tregarde books came out, and having read them first, I wasn't overly thrilled with these short stories. Don't get me wrong, still great reads, but you can tell that the characters weren't "finished" yet for lack of a better term.

I really hope the author decides to start writing this series again. Loved the books and characters as much as her Valdemar series.

4 of 4 people found the following review helpful.
Any Tregarde fan should enjoy this
By W Spice
Comments on "Killer Byte" would also apply to another Tregarde short, "Satanic, Versus." First, I love any kind of wordplay, so the titles of these two stories were great attention-getters. Diana is my favorite Lackey character, and I wish the author would return to her universe. These two shorts are obviously early works. That, and the brevity of the stories, leave the characters a little under-developed. However, while it might help to know Diana from the novels, these stories work equally well as stand-alones. I would recommend both "Killer Byte" and "Satanic, Versus" not just to Lackey fans, but to anyone who enjoys fiction dealing with witchcraft and the supernatural.

3 of 3 people found the following review helpful.
Not Bad
By Kindle Customer
3.5 *'s - This is not a bad short story but it's really only for die-hard Di fans. The length of the work isn't conducive to character development and barely has enough time for plot development. If I didn't love all things Lackey and Tregarde, I probably would have been disappointed by this.

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