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Indlæser... Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made (2017)af Jason Schreier
Books Read in 2021 (572) Indlæser...
Bliv medlem af LibraryThing for at finde ud af, om du vil kunne lide denne bog. Der er ingen diskussionstråde på Snak om denne bog. It's an interesting survey of how games get made, but it would be a much better book if it actually grappled with the hugely problematic aspects of the industry that here get shrugged off at best and considered necessary at worst. ( ) It's full of lots of interesting stories, most of them well cited but I found 4 fact checking errors in the witcher 3 chapter. Nothing too serious but the research into the game and the studio did not meet the quality bar that the other chapters hit. Sometimes incredibly simple things are overexplained in footnotes, things that anyone who has ever thought about video games would understand. That could be seen as a positive for those who aren't so into the hobby, but they wouldn't have much of a reason to read this book, would they? The big reason to give it a read is getting to see behind the curtain about how publishers interact with developers and about individual games that either didn't end up coming together or came together in the last moment in a crazy hail mary. Especially interesting was the meddling from George Lucas on Star Wars 1313. This is an easy book to like. Schreier is a good writer and his access to key figures in the industry is exciting for a behind the scenes on big moments in gaming. Indeed, the first couple chapters he covers are interesting as broad surveys into the perils of game development such as scope creep, marketing and the crunch. But the longer you go on, the more you get the sense that his attempts to cover the crunch and similar dysfunctions of project and business management in the industry are more an apologia for insiders with survivor bias than a critique of toxic work environments. In that respect, I found myself getting more irritated as the case studies went on, since every developer's inevitable deadline push and 100hr work week just felt banal and awful rather than a triumph of creative passion. I'm not in game development (thank goodness!) and it's largely because the norms that go relatively unchallenged in this book work really well for select game devs with credibility and power, whereas the common employee is treated like garbage and told that this is for the great good. I doubt this was Schreier's intent, but the sum total of the book reads more like an attempt to spin complete management dysfunction as normal operating parameters. This is focused on BTS of video game development and games made between 2015-2017. [Diablo 3, Stardew Valley, Uncharted 4, Star Wars 1313 for example] This is not an expose or terribly scathing about the development time it takes but rather reads like the author took some of his blog posts, polished them and had them bound in a book. I was expecting some juicy intel that I hadn't already gotten off of IGN or any other video game website, but alas, that's not what this book is. Listen, this is a fun book to read but it isn't something that you need to have to call yourself a gamer or even mildly interested in gaming. What's in the book isn't anything you couldn't already look up yourself in public interviews or other blog sites. The author does acknowledge that the industry is a sausage fest and most of the people interviewed on record are men. This isn't to say that he deliberately did this, it's simply stating a fact of his writing. Do I recommend this book? Only if you're someone who really has not a single clue about video games or who doesn't know how to work the interwebs. I gave this 4 stacks because it's clear, simple, and really easy to read. **All thoughts and opinions are my own.** ingen anmeldelser | tilføj en anmeldelse
Developing video games-hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean-it's nothing short of miraculous. Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings-even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell-and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable. No library descriptions found. |
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Google Books — Indlæser... GenrerMelvil Decimal System (DDC)794.8The arts Recreational and performing arts Indoor games of skill; board games Electronic and video gamesLC-klassificeringVurderingGennemsnit:
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