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Introduction (purpose, background, etc.) | |
XI. will each cover elements of the following: General Game Summary (history/development/description as it only relates specifically to the game; what games came before and/or may have influenced this game, but were not ultimately influential en masse like this game) Play mechanics/Version variations (how the game is designed/played, what the differences are on each platform the game in question was released on, etc.) Why the game had an impact Games that it directly influenced (including sequels and spiritual successors) and what, if any, major play mechanics found their way into other games, with descriptions of those other games (weaving in interviews and other quotes) Post mortem on the good and the bad parts of the game's influences/legacy, as well as what went right with the original game and what went wrong and how some of the later influenced games fixed and broke things THE GAME SELECTION | |
Alone in the Dark (PC, 1993) - Survival horror, use of 3D in pre-rendered 2D environments | |
Castle Wolfenstein (Apple II, 1981) - Stealth adventure genre | |
Dance Dance Revolution (arcade, 1998 (home consoles and computers a bit later and what may have caused the actual influence)) - (Was this the first? Certainly the first popular, which should be a consideration) - Highly influential on "non-game" type of games, ones where performance is the game, be it on a dance pad, using a controller, using maracas, using a guitar, using drums, etc.; Really the only successful non-standard peripherals outside of light guns, and probably has far eclipsed how popular those ever were or could be | |
Defender (arcade, 1980) - Game more than one screen, first game with a mini-map that represented what was happening in the oversized game world, return to more complex game mechanics of games like Computer Space | |
Diablo (PC, 1996) - Action RPG (modern incarnation of Rogue/Dandy/Gauntlet; started a trend towards simplification of more obtuse elements again) | |
Doom (PC, 1993) - Nowhere near the first, but certainly the most influential, setting many standards/conventions that others followed (possibly might replace with Wolfenstein 3D?); user created levels and modifications | |
Dragon Warrior (NES, 1986) - Began the transition from western-influenced CRPGs to a different beast entirely, the JRPG; Final Fantasy VII (PS1, 1997) could also be a candidate as that prized cut scenes and linear play as much as it did any traditional play elements | |
Dune II: The Battle for Arrakis (PC, 1993) - Could also argue for Herzog Zwei (Genesis, 1991) or Military Madness (TG-16, 1990) on the console side, or simply give the nod to Warcraft (PC, 1994) for injecting personality; Cytron Masters, Rescue Raiders | |
Elite (BBC Micro, Acorn Electron, C-64, etc., 1984) - Sandbox flight sim | |
Flight Simulator (Apple II/TRS-80, 1977/78) - Set the standard for all flight games to follow, with simulated 3D views and instrument panel | |
Grand Theft Auto III (PS2, 2001) - The definitive sandbox game (obviously many pre-cursors must be mentioned) that was the first breakout commercial success for such games, spawned many clones | |
John Madden Football (Apple II, 1989; Genesis, 1992?) - Set requirements for other sports games, highly influential (and not necessarily in a good way) | |
King's Quest (PCjr, 1984) - Transitionary step from text and graphics adventures to adventure games | |
Pac-Man (arcade, 1980) - Collecting aspect very influential and the idea of power-ups, (Ms. Pac-Man added cut-scenes) | |
Pinball Construction Set (Apple II, 1982/3) - User-generated game boards, user-generated content, drag and drop interface, etc. | |
Pole Position (Arcade, 1982) - Racing game paradigms | |
Pong (arcade, 1972) - Influence on simplicity and accessibility, non-violent approach, play model still in use today | |
Robotr | |
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