[HN Gopher] Great books on classic video games
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       Great books on classic video games
        
       Author : hypnotist
       Score  : 101 points
       Date   : 2021-05-15 07:49 UTC (1 days ago)
        
 (HTM) web link (bossfightbooks.com)
 (TXT) w3m dump (bossfightbooks.com)
        
       | corysama wrote:
       | If you are interested in material like this, check out
       | https://www.reddit.com/r/TheMakingOfGames/
        
       | mentos wrote:
       | I'm enjoying Once Upon Atari about 'the game that caused the
       | collapse of the video games industry' in the early 80s
       | 
       | Some fun descriptions/stories of early life at Atari
        
       | LucidLynx wrote:
       | I highly recommend both Wolfenstein3D and Doom black books, from
       | Fabien Sanglard, which are very technical and describe really
       | well a ton of things around those games: how they have been
       | developed, the tools they have been developed on / with, the
       | context, ...
       | 
       | Wolfenstein 3D Black Book: https://fabiensanglard.net/gebbwolf3d/
       | 
       | Doom Black Book: https://fabiensanglard.net/gebbdoom/
        
         | superjan wrote:
         | What I did not like about them was you could either buy a
         | google book (only readable via a google app) or as a free but
         | bitmapped Pdf, so bloated that it used to crash my iPad. I did
         | not mind paying, but would like to get some more flexible
         | format.
        
           | danShumway wrote:
           | Their current Google Book is listed as DRM free[0]. Is that
           | still restricted to only be downloadable in the Google app,
           | or does that mean I could buy it and just download from the
           | Google Play website itself as an EPUB?
           | 
           | [0]: https://play.google.com/store/books/details/Fabien_Sangl
           | ard_...
        
           | endgame wrote:
           | Good thing you're using the past tense, as he's published
           | source code for both black books:
           | 
           | https://fabiensanglard.net/gebb/index.html
        
           | LucidLynx wrote:
           | > What I did not like about them was you could either buy a
           | google book (only readable via a google app)
           | 
           | It is a DRM free book.
           | 
           | I am using another app to read it.
        
       | [deleted]
        
       | _the_inflator wrote:
       | A lot of old book gems can be found over at archive.org
       | 
       | Really a treasure trove for old and "forgotten" classics.
        
       | smoldesu wrote:
       | I love the O'Reily design cues here, particularly the vague cover
       | art and uniform cover elements. Had I not known this was a
       | website, I probably would have killed to have a book titled
       | "Super Mario Bros 3" with a racoon on the cover, but now I can
       | just spend $15.
        
       | thrower123 wrote:
       | Not All Fairy Tales Have Happy Endings by Ken Williams is another
       | interesting one. It's more focused on the business side of the
       | early game industry (especially the end of Sierra, and the
       | author's side of the story relating to all the shenanigans
       | involved), but it's a quick, interesting read. Probably people
       | who weren't around in the 90s have forgotten how huge Sierra was
       | in PC gaming.
        
       | rvba wrote:
       | Reverse Design: Diablo II is an interesting book about what makes
       | Diablo 2 so addictive and nice to play. It is a relatively short
       | book (less than 150 pages), where author starts with the way
       | difficulty is set-up (with exaple of Galaxian, where afte4 ewch
       | increase there is a moment of decrease and stability). Then
       | author looks why the game is a "feel good" game - the character
       | becomes better and better. Enemies get better too, but not so
       | fast. There is also a nice chapter about the different types of
       | randomness in the game: used to generate loot. As far as I
       | remmember he also briefly mentions the "5 out of 10" quest system
       | used in Diablo 1. What is really simple but good for
       | replayability.
       | 
       | For those interested in Blizzard/Blizzard North/Diablo 2 history
       | you can also check the 2nd book called Stay awhile and listen:
       | heaven, hell and secret cow levels. Author goes more into what
       | wenr wrong during Diablo 2 development (and obviously what went
       | good). The 1st book is about Diablo 1 and is much weaker: it is
       | mlstly quotes "we made a great game". The second book repeats a
       | lot of info from first and focuses more on why Blizzard North
       | fell.
        
       | bondant wrote:
       | The Reverse Design series by Patrick Holleman is quite good in my
       | opinion. I particularly enjoyed the one on Chrono Trigger.
        
       | dejv wrote:
       | I read Spelunky book from this series and found it extremely well
       | written and very insightful in areas of game design. I've
       | actually play the game after I've read the book.
        
         | RhysU wrote:
         | I really like the Spelunky book's content on "Finishing a
         | Game". I think it applies to nearly any extended, difficult
         | endeavor.
        
       | baby wrote:
       | I realize now that I would read a book on half life or counter
       | strike and its inception.
        
         | bondant wrote:
         | For half-life you might like:
         | http://thegamedesignforum.com/features/rd_hl_1.html
        
       | bishnu wrote:
       | Has anyone read Jordan Mechner's Prince of Persia journal? Was
       | thinking of checking it out:
       | https://www.amazon.com/gp/product/0578627310?pf_rd_r=HMREHVA...
        
         | cableshaft wrote:
         | I've read his Karateka journal, but not that one yet. It wasn't
         | super technical for the most part, at least not that I can
         | remember, but it did give across the vibe of 'regular guy
         | getting to do some cool things and find some success' and I
         | found it extremely conversational, relatable, and inspiring. I
         | do intend to read the Prince of Persia one at some point.
         | 
         | It probably also got me to start recording my own game design
         | journal. I'm still kicking myself for not doing one earlier
         | like I initially intended to while I got a pretty cool job
         | working for a video game publisher as a producer (instead I
         | wrote like, 5 or 6 journals total... that was 11 years ago now,
         | so a lot of it has gotten fuzzy...maybe if I sit down and try
         | my best to remember at some point).
         | 
         | But my game design journal (plus some personal stuff) journal,
         | despite me still not having anything published during that time
         | yet, is sitting at over 300,000 words over four years. I
         | generated a ton of ideas and prototypes and consumed lots of
         | lectures and playtested a bunch of other designer's games and
         | had several 'almost' opportunities during that time, so there
         | was plenty to talk about anyway.
         | 
         | Pandemic really stunted that habit, though, and I'm struggling
         | to get back into the habit of it (taking a break from writing
         | an entry right now, actually, only the third one this year so
         | far :/).
        
         | criddell wrote:
         | It's really good. I bought it after reading about Stripe Press
         | (yes, the payments company publishes books). I also picked up
         | _The Dream Machine_ by M. Mitchell Waldrop. I really enjoyed
         | both books.
         | 
         | The quality of the Stripe Press books is outstanding, although
         | the type size is a little small in the _Dream Machine_ book.
        
         | emehex wrote:
         | I would read Karateka first. But both are amazing!
        
         | otachack wrote:
         | Highly suggest it! I read the older version back in 2011 but I
         | believe this newer one at the least contains all the material,
         | maybe more. It's a entertaining and insightful ride of
         | innovation.
         | 
         | Mechner has superb talent, especially back in his 20's, and I'm
         | grateful he put out his notes for us to read.
        
         | fraencko wrote:
         | I read and enjoyed it. Definitely recommended.
        
       | alfiedotwtf wrote:
       | Not sure what's in them because I can't find their Table of
       | Contents, but if you're looking for other great books on specific
       | games:
       | 
       | 1. Masters of Doom
       | 
       | 2. Michael Abrash's Graphics Programming Black Book
        
         | markus_zhang wrote:
         | A note about Master of Doom:
         | 
         | There is a small part about the departure of ID Software guys
         | from Softdisk that is inaccurate and has been corrected by John
         | Remoro himself when he spoke to the blogger who writes the
         | famous CRPG Addict series (btw, completely out of topic but
         | this blog is EXCELLENT if you want a COMPLETE view of pretty
         | much every RPG out there since the 70s). The correction (as the
         | blogger wrote) was a correction about a mistake he made in
         | writing one of his earlier post about Dark Design, but I think
         | it also corrects the claim made in Master of Doom.
         | 
         | The link to Romero's correction is as following:
         | http://crpgaddict.blogspot.com/2020/09/game-378-goodcodes-ca...
         | 
         | You will need to scroll down to the second part, or just search
         | "But since I was only able to get 1,200 words out of Goodcode's
         | Cavern" on the page. To simplify things I'm pasting the
         | paragraphs:
         | 
         | >I had consulted several sources to assemble that paragraph,
         | including one that purported to have interviewed both Carmack
         | and Romero in detail, and I was pretty confident in what I had.
         | Fast forward to a few weeks ago, when John Romero (who I didn't
         | even know was aware of my blog) invited me to participate in a
         | podcast interview of Stuart Smith. (We're recording in mid-
         | September; I'll let you know when it's out.) I took the
         | opportunity to run the paragraph by him and found out that
         | almost everything I'd written was wrong. To wit:
         | 
         | - I was a year late; 1990 was the year most of this happened.
         | Romero worked at Softdisk prior to Carmack and was actually the
         | one who hired Carmack, not because of Dark Designs but because
         | of a tennis game plus his obvious facility with programming.
         | 
         | - Romero and Carmack loved working at Softdisk and only left
         | because it was the wrong sort of publisher to take advantage of
         | the horizontal scrolling technology that the duo would use in
         | Wolfenstein 3D and DOOM.
         | 
         | - It was actually the president of Softdisk, Al Vekovius, who
         | suggested that Carmack, Romero, and Tom Hall start their own
         | company. There were no lawsuits and no threats; Carmack and
         | Romero kept working for Softdisk for a year to avoid leaving
         | the company in a lurch.
         | 
         | - The reason Carmack and Romero are credited on so many
         | Softdisk titles stretching into the mid-1990s is that those
         | titles used technology and code that Carmack and Romero had
         | created. They otherwise had no involvement in games like
         | Cyberchess and Dangerous Dave Goes Nutz!
        
         | reidrac wrote:
         | On the spirit of Masters of Doom, I recommend "It's behind you
         | - The making of a computer Game" by Bob Pape.
         | 
         | The author explains how he made the R-Type conversion for the
         | ZX Spectrum 48k and provides an interesting view of the
         | "bedroom coders" and the early video game industry in the UK
         | back in the 80s.
         | 
         | Self-published and downloadable for free here:
         | http://bizzley.com/
        
         | MaxBarraclough wrote:
         | I haven't read it, but _Racing the Beam_ also seems well
         | regarded.
         | 
         | https://mitpress.mit.edu/books/racing-beam
        
           | salamandersauce wrote:
           | Racing the beam is very good. Been a while since I read it
           | though but I really enjoyed it at the time.
        
         | sharken wrote:
         | The Making of Prince of Persia and Karateka books by Jordan
         | Mechner are also very good.
        
         | boneitis wrote:
         | In the same vein as Masters of Doom, I enjoyed `Stay Awhile and
         | Listen` for a peek into Blizzard.
        
         | JoeDaDude wrote:
         | Thanks for the tips. Some of the books have links to the Amazon
         | Kindle store and have previews which sometimes include ToCs.
        
         | ekianjo wrote:
         | Sid Meier's Memoir, too.
        
           | veilrap wrote:
           | I agree, this one was a recent joy to read.
        
         | bombcar wrote:
         | The Wolfenstein and Doom Black Books are also highly
         | recommended.
        
         | pengaru wrote:
         | > 2. Michael Abrash's Graphics Programming Black Book
         | 
         | I'd temper one's expectations on this one. It's a massive,
         | unwieldy book, mostly speaking to old PC VGA graphics
         | programming techniques, in pages taken verbatim from Abrash's
         | previous Zen of Graphics Programming book.
         | 
         | It definitely isn't focused on a specific game, but it does go
         | a bit into the BSP tree stuff used in Doom, if memory serves.
         | 
         | Maybe it's just because I had already read both his Zen of
         | {Code Optimization, Graphics Programming} books, but I was
         | rather disappointed upon acquiring and skimming the Black Book.
         | 
         | Fabien's deep dives are more interesting IMHO, if looking for
         | stuff about tech in classic id games.
         | 
         | edit: BTW, if old [34]86/pentium-era PC optimization and VGA
         | programming books is what you're after, the aforementioned
         | Abrash books were goldmines at the time, and much more
         | conveniently sized, physically speaking. I don't intend to
         | throw shade on Abrash, it was just the Black Book that
         | disappointed me, largely because of the high expectations set
         | by his previous books. You can still find used copies of the
         | Zen books readily on Amazon...
        
           | andrewf wrote:
           | Abrash wrote about Quake in Dr. Dobb's Journal while he was
           | working on it. These columns weren't in the earlier printings
           | of the book but were added as Chapter 62 onwards in later
           | printings (by which point it'd be fair to label the earliest
           | chapters historical). PDFs at:
           | https://www.drdobbs.com/parallel/graphics-programming-
           | black-...
        
       | billytetrud wrote:
       | I like how almost every one of these books has a somewhat random
       | picture on the cover
        
       | bigbillheck wrote:
       | I can recommend "I Am Error", Nathan Altice's book about the NES:
       | https://mitpress.mit.edu/books/i-am-error
        
       | nairodd wrote:
       | David Craddock's "Stay a While and Listen" series.
        
       | hnal943 wrote:
       | I recommend They Create Worlds for a comprehensive view of the
       | early industry. Great insights into the causes of the twin
       | crashes of consoles and arcades in the early 80's
       | 
       | https://theycreateworlds.com/
        
       | autarch wrote:
       | I really enjoyed the Spelunky book.
        
         | nightowl_games wrote:
         | I, unfortunately, did not. It felt very mechanical. Like Derek
         | agreed to write the book, and then just kinda... wrote it. It's
         | very dry, matter of fact. It was clear that it was written
         | after the fact by someone who is not a masterful wordsmith. I
         | dont want to take anything away from Derek, or Spelunky, or
         | Boss Fight Books, but I think that having a ghost writer would
         | have helped the Spelunky book.
        
       | mister_tee wrote:
       | Appreciate the suggestions in this thread. Adding recommendations
       | for Blake Harris's "Console Wars" on 90s Sega vs. Nintendo
       | competition, and Jason Schreier's "Blood, Sweat, and Pixels" for
       | more of the development angle. It looks like he has a new book
       | out just last week, "Press Reset" -- seems to be on
       | studios/projects that shut down and the aftermath. Adding that
       | one to my reading list.
       | 
       | For the link to Boss Fight books: FYI the selector defaults to
       | paperback; ebooks are a very reasonable $5 if anyone prefers
       | digital. They're that price at Amazon for Kindle, too. But IIRC
       | and based on reviews out there, they vary quite a bit in style
       | and quality. Supposedly the Spelunky one is great and written by
       | the creator himself. I bounced off the series because one book
       | was mostly personal anecdotes from the author, a random person
       | who just liked the game, rather than anything about the topic you
       | wouldn't get from playing it or even reading wikipedia. Some of
       | the books do have more research and interviews.
        
         | gxqoz wrote:
         | Console Wars has some interesting reporting in it, but it's
         | otherwise a terrible book. Absolutely filled with cliches,
         | invented dialogue and business speak. It's also very clear that
         | this book emerged from getting access to Sega of America chief
         | Tom Kalinske and cannot solve the problem of getting anything
         | meaningful out of Nintendo.
        
         | otachack wrote:
         | Right, Boss Fight books are a mixed bag IMO but I suggest to
         | anyone, especially HN, to read Spelunky. It's a well balanced
         | account straight from the Spelunky dev himself, Derek Yu. Only
         | con about it is it's so short!
        
         | mdbauman wrote:
         | While I enjoyed what I've read of the series so far, I think
         | it's a valid criticism that some books read more like a love
         | letter from a fan than a history or notes from the developers.
         | 
         | If you're considering reading some of these but are
         | specifically interested in the developer's point of view, I
         | suggest reading some reviews and/or a bit about the [author] so
         | you know what you're getting into.
         | 
         | For example: I liked the ZZT book very much, but that may be
         | because I was briefly involved in the ZZT community in the
         | early 2000s; it feels good to have a part of my history written
         | down. If you've just read the Spelunky book (written by the
         | developer Derek Yu) and are hoping the ZZT book is something
         | similar from Tim Sweeney, you [may] be disappointed.
        
           | fmoralesc wrote:
           | I had no connection to the ZZT community, and I loved the ZZT
           | book. I think it captures very well the feeling of being a
           | sort of outcast and trying to express oneself through art. I
           | always remember the bit about being excited about a project
           | and then waking up to the next day and feeling just so...
           | inadequate to the task.
        
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