DOOM : SCARYDARKFAST /

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...

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Bibliographic Details
Main Author: Pinchbeck, Daniel
Format: Electronic eBook
Language:English
Published: Ann Arbor : University of Michigan Press, [2013]
Series:Book collections on Project MUSE.
Subjects:
Online Access:Full text available:
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100 1 |a Pinchbeck, Daniel. 
245 1 0 |a DOOM :   |b SCARYDARKFAST /   |c Dan Pinchbeck. 
264 1 |a Ann Arbor :  |b University of Michigan Press,  |c [2013] 
264 3 |a Baltimore, Md. :  |b Project MUSE,   |c 2013 
264 4 |c ©[2013] 
300 |a 1 online resource (224 pages). 
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490 0 |a Landmark video games 
505 0 |a 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. 
506 0 |a Open Access  |f Unrestricted online access  |2 star 
520 |a 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. 
546 |a English. 
588 |a Description based on print version record. 
650 7 |a Doom 64 (Game)  |2 fast  |0 (OCoLC)fst00896875 
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650 7 |a GAMES  |x Board.  |2 bisacsh 
650 7 |a Hobbies, quizzes & games.  |2 bicssc 
650 7 |a Computer games  |x online games: strategy guides.  |2 bicssc 
650 6 |a Doom 64 (Jeu) 
650 0 |a Doom 64 (Game) 
655 0 4 |b Electronic books. 
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710 2 |a Project Muse.  |e distributor 
830 0 |a Book collections on Project MUSE. 
856 4 0 |z Full text available:   |u https://muse.jhu.edu/book/24184/ 
945 |a Project MUSE - 2013 Film, Theater and Performing Arts 
945 |a Project MUSE - 2013 Complete 
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