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Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution

Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution
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Manufacturer: Algonquin Books
Average Customer Rating: Average rating of 4.5/5Average rating of 4.5/5Average rating of 4.5/5Average rating of 4.5/5Average rating of 4.5/5

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Binding: Paperback
Dewey Decimal Number: 306
EAN: 9781565125452
ISBN: 1565125452
Label: Algonquin Books
Manufacturer: Algonquin Books
Number Of Items: 1
Number Of Pages: 304
Publication Date: 2006-10-12
Publisher: Algonquin Books
Studio: Algonquin Books

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Editorial Reviews:

What started as a game of Pong, with little blips dancing across a computer screen, has evolved into a multi-billion-dollar industry that is changing the future, making inroads into virtually all aspects of our culture.Who are the minds behind this revolution? How did it happen? Where is it headed?

In Smartbomb, journalists Heather Chaplin and Aaron Ruby take the reader behind the scenes at gaming conventions, into powerhouse think tanks where new games are created, into the thick of the competition at cyberathlete tournaments, and into the homes of gamers for whom playing a role in a virtual world has assumed more relevance and reality than life in the real world.


Spotlight customer reviews:

Customer Rating: Average rating of 4/5Average rating of 4/5Average rating of 4/5Average rating of 4/5Average rating of 4/5
Summary: Superb Insights and Revelations from Game Land
Comment: This book is very well written, with a fun and engaging style a bit similar to other great books like "Hackers" and "Masters of Doom". This one seems a bit as a rehash on those classic books, but it has its own merits. The best chapter is the one telling the Will Wright story, with the worst chapter being what should have been the best, talking about "Dallas, the first person shooter capital", they talked too much about game contests and less about the creators of the games.

If you want a truly, superb, amazing and mind-blowing account of game making from grass-roots to success and downfall I must recommend "Masters of Doom". Its just the best one out there. Its my personal choice.

That said, I enjoyed this book, the Will Wright story probably pays itself, and its a fair complement to my collection.

Customer Rating: Average rating of 4/5Average rating of 4/5Average rating of 4/5Average rating of 4/5Average rating of 4/5
Summary: Just a few points short of a high score...
Comment: THE GOOD: All things considered, Smartbomb is an excellent book. It's well paced and paints an exciting portrait of an exploding industry. Following in the footsteps of "Game Over", "Trigger Happy" and "Joystick Nation" the authors present a dynamic overview of the gaming scene. All the usual suspects are here (Miyamoto, Bushnell, Carmack...). Instead of just rehashing the same stories and personalities found in other books they manage to squeeze out a couple of new gems. Who knew that Will Wright has been working on "Spore" (aka "SimEverything") for 8 years now? Or that he wanted to call "The Sims", "SimDollhouse"? The bits on Miyamoto's family life and a clever retelling of his 'cave games' proved insightful. They also did a great job capturing the inventive atmosphere that spawned video games in the first place. Probably the most interesting (and frightening) section though, featured the American military's take on video games as a recruiting tool. The blunt nature of these conversations and giddy allusions to "Ender's Game" and kid soldiers left my jaw on the floor. The fact that the American government promotes this agenda while demonizing games as corruptors of youth speaks volumes.

THE BAD: As much as I enjoyed reading the accounts of those featured here, the overall aim of the book left something to be desired. While it's true that a Tony Hawk game can sell more copies than a Britney Spears album and no one will know who made it - generating some sort of "star culture" found in other industries won't help. If anything, it will damage the industry. There are already enough megalomaniacs chomping at the bit to earn the label of "the next Carmack" or "the next Miyamoto". The fact of the matter though is that people like Miyamoto and Carmack earned their chops back when teams were smaller, the stakes lower and projects much smaller in scope. Surely there will still be visionary characters that raise everyone else's game but it will most likely be a collection of individuals working together, shaping artificial reality as a cohesive whole. Not very sexy I'm afraid but that's really where we're at.

THE UGLY: This is more of a nit-picky game nerd thing but I found some of the inaccuracies in this book a little disappointing. Crediting Yu Suzuki as the creator of Sonic the Hedgehog is like giving Michelangelo credit for painting the Mona Lisa. Luigi appeared in games before "Super" Mario Brothers, and it's QuakeCo"n" not QuakeCo"m". These are admittedly obnoxious things to point out but it made me wonder if some of the other sections of the book which I wasn't so familiar with were in fact accurate.

Criticism aside I must say that I thoroughly enjoyed reading this book. Hopefully more people will point to this book as a document of the exciting, positive aspects of video game development.

Customer Rating: Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5
Summary: The Best Book about the Game Industry
Comment: Simply put, Smarbomb is well-written and insightful. The words on the page are enjoyable to read, and the portrayals of the movers and shakers of the industry are the kind of writing you usually find in award-winning literature.

This is rare -- writing about games is usually not very interesting nor does it presenting views that challenges or makes you think. Trust me, I know. I've worked as a video game designer, and read far too many books on the topic.

That's probably this book's biggest strength -- because of the way it's written anyone can enjoy it: gamers, game-makers, or people who've never played a game before in their life.

Customer Rating: Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5
Summary: Fantastic overview
Comment: I read about the videogame industry constantly as part of my job, but I got more of an overview of the pioneers and personalities involved in the development & running of this industry.
The only complaint I had about the book was I thought it should have given more of a background about the 900 lb. gorilla in the industry--Electronic Arts. Even so, a very enjoyable book for anyone interested in how the videogame industry came about & the personalities behind it.

Customer Rating: Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5
Summary: The history of how this country become involved in video games
Comment: The video game industry is big money these days, powered by a blend of computer geeks and business mavericks who have turned it into a big business - and Smartbomb: The Quest For Art, Entertainment, And Big Bucks In The Videogame Revolution traces the history of how this country become involved in video games. Authors Heather Chaplin and Aaron Ruby went on a five-year investigation into the history and technology of the video game explosion, gaining access to design labs and business meetings alike: Smartbomb examines both individuals and trends in a survey of models, legends, and achievement.



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