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Print Material
Author Pinchbeck, Daniel.

Title Doom : scarydarkfast / Dan Pinchbeck.

Publication Info. Ann Arbor : University of Michigan Press, [2013]

Copies

Location Call No. OPAC Message Status
 Axe JSTOR Open Ebooks  Electronic Book    ---  Available
Description 1 online resource (viii, 190 pages)
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
text file
Series Landmark video games
Bibliography Includes bibliographical references (pages 179-181) and index.
Note Print version record.
Contents Introduction : There Are a Lot of People Totally Opposed to Violence, They're All Dead. -- Eva! Auf Wiedersehen! : The Birth of a Genre -- The Speed of Light Sucks : The Rise of id -- Beefy Chunklets from Bible to Beta -- The Fastest Texture Mapping in Town : id Tech 1 -- DOOM by Numbers -- A Soundtrack for Mayhem -- All Hell Breaks Loose : Launch, Sales, and Critical Reception -- A "Shot-by-Shot" Analysis of DOOM, Part 1 : Knee Deep in the Dead -- A "Shot-by-Shot" Analysis of DOOM, Part 2 : The Shores of Hell -- A "Shot-by-Shot" Analysis of DOOM, Part 3 : Inferno -- Endgame : Why DOOM Is a Masterpiece of Game Design -- A Handful of Vertebrae and a Headful of Mad : Modding DOOM -- Not if I Frag You First : DOOM Multiplayer -- Fucked in the Dark : Ports, Sequels, and Other Unholy Offspring -- You Gibbed It Here First : DOOM as the Prototypical FPS Game -- SCARY DARKFAST : The Legacy of DOOM.
Language English.
Summary In December 1993, gaming changed forever. id Software's seminal shooter DOOM was released and it shook the foundations of the medium. This is a book about what is considered the most important first-person game ever made; about the blueprint that has defined one of the most successful genres of digital gaming. The author brings together the complete story of DOOM for the first time. It sets the scene with a discussion of the early days of first-person gaming and the video game studio system. It discusses the prototypes and the groundbreaking technology that drove the game forwards, and offers a detailed analysis of gameplay and level design. This is followed by sections on DOOM's contributions to wider gaming culture: online multiplay and the mod scene, and consideration of the many ports and sequels the game spawned. This analysis sets the scene for an extensive discussion of the first-person gaming genre, focusing upon DOOM's status as a foundational title, using this analysis to offer a means of better understanding how the genre has developed since 1993. The author draws extensively from primary data: from the game itself, from the massive fan culture surrounding the title, and from interviews with the developers who made it. It is this level of access to the process of development through the reflections of some of gaming's most celebrated individuals that gives the book a very particular focus and drive. It aims not only to be a work on DOOM, but a snapshot of a period of gaming history, a manifesto for a development ethos, and a celebration of game culture at its best.
Access Open Access EbpS
Subject Doom 64 (Game)
Doom 64 (Jeu)
Computer games -- online games: strategy guides.
Hobbies, quizzes & games.
GAMES -- Board.
GAMES -- General.
Doom 64 (Game)
Other Form: Print version: Doom. Ann Arbor : University of Michigan Press, ©2013 9780472071913 (DLC) 2012042610
ISBN 9780472028931 (e-book)
0472028936
0472071912
0472051911
9780472900268 (ebook)
0472900269
9780472071913
9780472051915
9780472051915 (pbk. ; alk. paper)
9780472071913 (cloth ; alk. paper)
Standard No. 10.3998/lvg.11878639.0001.001
AU@ 000062620338
AU@ 000066532979
GBVCP 865794421
NZ1 16242680

 
    
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