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Dungeons and Desktops: The History of Computer Role-Playing Games
| Matt Barton (Author) Find all the books, read about the author, and more. See search results for this author |
| Price | New from | Used from |
There is a newer edition of this item:
- ISBN-101568814119
- ISBN-13978-1568814117
- PublisherA K Peters/CRC Press
- Publication dateFebruary 22, 2008
- LanguageEnglish
- Dimensions6 x 1.25 x 9.25 inches
- Print length456 pages
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Editorial Reviews
Review
""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
Professor Matt Barton is a professor of English at St. Cloud State University in St. Cloud, Minnesota, where he specializes in writing and new media. He is a co-founder of the award-winning website Armchair Arcade and the author of scholarly and popular articles on games and writing.
Shane Stacks produces a weekly series of YouTube videos with Matt Barton which focus on classic games and vintage hardware.
Product details
- Publisher : A K Peters/CRC Press (February 22, 2008)
- Language : English
- Paperback : 456 pages
- ISBN-10 : 1568814119
- ISBN-13 : 978-1568814117
- Item Weight : 1.65 pounds
- Dimensions : 6 x 1.25 x 9.25 inches
- Best Sellers Rank: #2,737,574 in Books (See Top 100 in Books)
- #1,816 in Game Programming
- #4,967 in Video & Computer Games
- #5,596 in Fantasy Gaming
- Customer Reviews:
About the author

Matt Barton is a professor of English at St. Cloud State University in St. Cloud, Minnesota, where he specializes in writing and new media. He is a co-founder of the award-winning website Armchair Arcade and the author of scholarly and popular articles on games and writing. He also produces a weekly series of YouTube videos called "Matt Chat," which focus on classic games and vintage hardware.
Matt is a laidback and easy-going guy with a keen interest in computers, videogames, and gadgets. A native of Louisiana, Matt loves spicy food, Belgian ales, and exotic hot sauce. He lives in St. Cloud with his wife Elizabeth.
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Top reviews from the United States
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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.
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.
Top reviews from other countries
Obviously not all CRPGs are covered which is only a shame if you (like me) get a lot of nostalgic pleasure from reading about many games you have played but then find one of your favourites (in my case "Albion") missing. But the range is as comprehensive as could be humanly expected - and you never know, there may be subsequent expanded editions.
Anyway, the above failing isn't worth docking this book a star for - in all respects it is a total pleasure to read (or just skim through to find titles you love) and deserves to be much better known.
The game is also odd in its detail as well. It outlines what it believes a CRPG to be, and focuses on games which it admits are not RPGs (ie Zelda). Other games are glossed over, suggesting an ignorance of the product, such as dismissing Oblivion as an "audiovisual update of Morrowind", failing to mention that combat has changed completely from RNG-based to collision-based. While the similarities between say Fallout 1+2 or the Infinity engine games in both graphics and engine are given a free pass.
These short-comings are products of a larger problem, in that the book is often less a history than a biography, and is coloured by the author's personal experience which in turn seems to influence how much detail or emphasis is placed upon a game. Whereas most historical books would have the author distancing themselves from the material and approaching the game objectively.
Stylistically. The text is often dry and would benefit from a few quotes from game developers (there are many out there). the author tries to interject humour but for me it always fell flat. And beyond being a history, the author also speculates on the future of the CRPG with spectacular inaccuracy.
That said, there is some value in just the list of games on display. The book I feel is best used a reference for people to discover old games and then search out more information for themselves. With the introduction of new digital distribution sites like gog, many of these older games are now available for play.
Some people have criticized the author for doing little more than a collection of game titles with texts you could get from wikipedia.
While it's true that most of the data collected here can be found on the online encyclopedia (like 90% of any book on any subject by the way), the work here goes a lot beyond a "simple" list. The author got really far in his research to unravel what really happened in days and age where a mouse was still a mammal and a computer the size of a building.
It's really interesting to see how RPG predates most genre of video games, even on the technical side (first person perspective, multiplayer, direction, narration, etc. ), and what has defined and redefined a genre through the decades.
The only flaw in this consequent work is the lack of eastern representatives...
Except a few big titles (Chrono Trigger, Phantasy Star, Zelda, Final Fantasy), there's little here for the console fan. The author even commits the -blasphemy- to ignore completly the TRPG subgenre. No Warsong, Shining Force or Fire Emblem, despite being direct descendants of Wizard's Crown, and showing JRPG isn't just "about story and direction with real time battles".
We could also argue the whole writing lacks sometimes of epic. Unlike La saga des jeux vidéos or Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture , there's little romanticizing. What we get most of time is the hard facts, and some behind-the-scene allusions. Given all the twists, betrayals, rises and falls the CRPG have seen until now, it's a missed opportunity which could have strenghten this work even more.
But most of this is just nitpicking from myself.
We have a solid book on a rather ignored subject, despite its popularity. Most of the author's reflexions are cunning and spot-on. I liked his take on "RolePlay VS RollPlay", and his predictions about how "RPG will make a return after so many action oriented shooters, as the promising Mass Effect game seems to indicate" .
His only mistake was his inability (like many of his time) to realize that MMORPG isn't a genre, but a game: World of Warcraft, stomping any challenger past and future.
In that regard, an epilogue about 2012 would be a nice addition, especially since the success of Skyrim, Deus Ex HR, Dragon Age and Mass Effect. A Diamond Age?
All in one, it's a must read for any CRPG fan, old or young, and for any gamer out there, curious enough about his passion.

