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Dungeons and Desktops: The History of Computer Role-Playing Games, by Matt Barton
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Computer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as Dungeons & Dragons to the computer screen. This genre includes classics such as Ultima and The Bard’s Tale as well as more modern games such as World of Warcraft and Guild Wars. Written in an engaging style for both the computer game enthusiast and the more casual computer game player, this book explores the history of the genre by telling the stories of the developers, games, and gamers who created it.
- Sales Rank: #1133383 in Books
- Published on: 2008-02-22
- Original language: English
- Number of items: 1
- Dimensions: 9.10" h x 1.30" w x 6.50" l, 1.60 pounds
- Binding: Hardcover
- 451 pages
Review
" phenomenal, first-class job. Dungeons and Desktops is so insightful and thorough, it is a must-read for all RPG fans, and every RPG designer. Don’t miss it!” -February 2008
""Dungeons & Desktops: The History of Computer Role-Playing games is an incredible tour-de-force of a recreational industry."" -The Midwest Book Review, April 2008
""In a Gamasutra holiday bonus feature extracted from his new 'Dungeons & Desktops' book, author Matt Barton looks at 'The Silver Age' of role-playing games, from Richard Garriott's Ultima I through Sir-Tech's Wizardry and beyond."" -www.gamasutra.com, May 2008
""...this is not a casual book - it's a very serious treatment of the genre ... Barton writes very well, as his language is neither pretentious nor dim-witted. He clearly loves his subject and does an excellent job of sharing his enthusiasm and insights with his readers. A real pleasure to read. "" -www.amazon.com - by Michael E. Strupp, May 2008
role-playing games have moved the traditional board game to the desktop, and includes a cast of popular games: while many books cover rules and playing, few provide the essential overall history of the genre's development and evolutionary process. DUNGEONS AND DESKTOPS: THE HISTORY OF COMPUTER ROLE-PLAYING GAMES surveys not only game development and milestones, but issues affecting the industry and playing computer role-playing games. From how players create and interact with characters to the ethics of good and evil in gameplaying, DUNGEONS AND DESKTOPS is an outstanding choice for any high school to college-level collection catering to computer gaming fans."" -California Bookwatch, August 2008
""This . . . is not a programming manual, although the content is just as useful to the budding games programmer. . . . Dungeons & Desktops is a good reference and insight into the thoughts and implementations―both successful and not so successful―of some of the biggest and most resilient game designers, creators and publishers."" -The Game Creators Newsletter , September 2008
Dungeons and Desktops: The History of Computer Role-playing Games chronicles the rise and fall of the Computer RPG industry, from Akalabeth to Zelda and everything in between. While the bulk of the book is devoted to the genre's 'Golden Age' in the late '80s and early '90s, author Matt Barton explores the entire history of CRPGs, from their origins in the mid '70s to the very recent past. While not entirely comprehensive, the book covers not only the major players and award-winners, but also dozens of obscure 'also-ran' as well as notable games in related genres. ... [T]he book is well worth picking up if you're a fan of CRPGs or fantasy games in general. -Michael Fiegel, Slashdot, July 2008
Listen to an interview with Matt Barton on a Phoenix radio show about games. -ChatterBox Video Game Radio, September 2008
""Without doubt, gamers will appreciate the game comparisons and the enormous detail Barton offers (especially if they are familiar with the games in question), as well as the quotations from famous (worshipped?) game designers. 'Older' gamers―those in their thirties―will hugely enjoy the nostalgic trip on which Dungeons & Desktops takes them .... Scholars and gamers alike, who might be interested in reviewing/analysing/playing earlier games, especially for the first time, will find the book an absolutely invaluable resource for sorting through what would be most productive and/or enjoyable. Hardcore CRPGers, of course, will love the book through and through. ... [Barton's] love of games and gaming is made apparent throughout the text, a quality of his writing much appreciated, at least by this reader. His credibility as a gamer is, ultimately, unquestionable."" -Matthew S. S. Johnson, Journal of Gaming and Virtual Worlds , December 2008"
About the Author
Matt Barton is an assistant professor of English at St. Cloud State University in St. Cloud, Minnesota, where he teaches undergraduate and graduate courses in writing and technology. He is the co-founder of Armchair Arcade, a website dedicated to classic videogames and computers, and a frequent contributor to Gamasutra.com and Adventure Classic Gaming.
Most helpful customer reviews
12 of 13 people found the following review helpful.
Very good
By Stu George
Wow! What a comprehensive book. The book consists of several sections covering the history of computer RPGs. It starts with the origins, and goes into the bronze age, silver age, early golden age, golden age and onward into the platinum age and the modern era.
The Dark Age concerns itself with the pre home computer works on university mainframes, progresses into the Bronze Age with titles like Apshai and Akalbeth. The Silver Age brings us Wizardry and the early Ultima's I to III. and so on.
The book gives reviews of hundreds of games across many platforms. Often accompanying with a screenshot. This is one of the books weaker moments. The screenshots (apart from a couple of colour slides in the middle) are black and.. black. They are very very dark, often to the point of useless. Some are not too bad to look at and you can make them out.
The book does have a comprehensive index at the back, letting you quickly look up your favourite titles.
On first getting the book, I scanned my favourites and they were all there. Some of the more obscure titles like Legends on the TI99 were not present.
Gamasutra featured several articles by the author, which gives you an insight into the books contents, of which they are greatly expanded opon.
Most games get several paragraphs but I would have liked to see a little more critical thought in the reviews, but understanding that early games often had the 'Kill the big Foozle' plot, makes things hard to expand opon after the first time.
More notable games get much bigger coverage, like the classic SSI Gold Box games (Pool of Radiance, Azure Bonds, Champions of Krynn etc).
The book ends with discussion on recent titles like Dungeons and Dragons Online, Guild Wars and its ilk.
You can tell the author has quite a love for the genre, and if you grew up in the 80's or 90's, this book is just filled with info that provokes nostalgic memories.
If you bought a lot of computer magazines, you may feel a bit cheated, just remember the book is a collection of reviews. Probably the most complete and comprehensive you'll ever find.
Fans of CRPG's really should buy this book. (Hey, just like the gold box games, we even have Clyde Caldwell cover art, pretty cool stuff)
The reason for not giving 5 stars, is down to the dark screen captures. Everything else in the book is top notch.
4 of 4 people found the following review helpful.
A book for any game lover
By Amazon Customer
I read this book more for nostalgic reasons than for the actual desire to read about these games. The book covered (in small detail) a very important game to me.
That was my intial thoughts on the book. After reading, I would say that the book is very well written and very informative. I especially like the beginning of the book which indicates new features and who was the first to do it. As the book goes on things blur a little too me, as the industry itself just started copying one another.
Great book, and should be read by any who have enjoyed CRPGs.
3 of 4 people found the following review helpful.
Superbly detailed, smoothly written masterwork on CRPGs
By S
Speaking as a long-time (a REALLY long time) programmer and avid video gamer, I am finding this book an amazing read. I _lived_ through the prehistoric era of video game development, when text-based stuff like the original Zork was still being written. Yet Matt Barton has methodically researched and uncovered games and individuals that even _I_ hadn't heard of.
Mr. Barton brings the same thorough analysis and critical eye to essentially all the Role-Playing games made since then. His analysis and review of the varying features which comprised each of the CRPG's is unparalleled. This volume is, quite simply, an absolute MUST HAVE reference for anyone who considers themself to be a CRPG fan. His writing style is smooth, very engaging, and you will find yourself eagerly reading the various 'behind the scene' tidbits he has been able to tease out of the dust-bin of history.
I also recommend this book for any programmer seriously considering a job in the game-industry. Even if you aren't particularly enamored of role-playing games, rest assured that you will benefit greatly from this amazing book.
You will find no greater reference on all of the classic companies, individuals, games, and gaming-style experiments. You will also find out who got bought/sold to whom, where the different trends in gaming have come from, and how all these influences came together at different times in our gaming culture. To forge something new, something truly innovative, you must understand and respect what has come before you--even if you didn't particularly _like_ a given genre or game series. You must also know what worked, what didn't, WHY things happened as they did, WHAT compromises were made, and so on. Even knowing WHEN a specific game or game-style happened is important. Tomorrow's next "BIG THING" may be a throwback to something tried a two-decades ago--recognizing a coming repeat in popular culture could mean you develop the next "Final Fantasy" or "Minecraft" or "Angry Birds" or "Command and Conquer" or "Doom". This book might very well help you do that.
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