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Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution Hardcover – November 4, 2005
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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.
- Print length288 pages
- LanguageEnglish
- PublisherAlgonquin Books
- Publication dateNovember 4, 2005
- Dimensions6 x 1 x 9 inches
- ISBN-101565123468
- ISBN-13978-1565123465
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About the Author
Aaron Ruby has written extensively about the videogame industry and has reviewed videogames for Entertainment Weekly. He lives in New York City. This is his first book.
Product details
- Publisher : Algonquin Books; F First Edition (November 4, 2005)
- Language : English
- Hardcover : 288 pages
- ISBN-10 : 1565123468
- ISBN-13 : 978-1565123465
- Item Weight : 1.1 pounds
- Dimensions : 6 x 1 x 9 inches
- Best Sellers Rank: #6,576,329 in Books (See Top 100 in Books)
- #3,311 in History of Engineering & Technology
- #7,638 in History of Technology
- #10,261 in Video & Computer Games
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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.
gaming and gain insight.
Not only has role playing become a huge part of the industry of 'entertainment' Ms Chaplin explains how our Armed Services are using games as both training and recruitment tools. The chapter on the Pentagon's attempted takeover
Is stunning. I used the word 'prescient' in my headline because a few years have pasted since the book was published.
The author envisions here so many trends that have, post publication, come to pass. If you are thinking of investing in the industry, want to gain insight into habituation, just curious, steal this book.
Compelling writing. Important subject. Definitely worth the read. A sequel would be nice.
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.
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.

