Keep us informed bill, Matts book was great, so I expect all future endevours of the AA staff to be of same said caliber!
LOL, don't worry. If one of us can do it, two of us can do a much better job. I have to admit, I'm just flummoxed about why we're having problems finding a publisher for our book. It seems like a no-brainer to me. I guess we're facing somewhat of a "videogame book crash" right now that is comparable to the videogame crash of the early 80s. Maybe we need to find a Japanese book publisher, Bill? :)
I know it's popular to go the self-publishing or POD type option for books like this, but I think this subject deserves better.
If all else fails, I've been thinking I could write a quick volume on the relationship between gaming hardware and software, studying how the affordances and limitations of the various platforms affected the gaming experience. I could use the material from Bill's book as the foundation for that material. It might be interesting to see how a given set of parameters influences (or even determines) what developers achieve, and I'd *love* to wax on about what I see as a huge problem: the hardware tends to outpace the software by a large margin. Long-lived platforms tend to "get better" over time, simply because the programmers need time to optimize routines and what-not.
Keep us informed bill, Matts book was great, so I expect all future endevours of the AA staff to be of same said caliber!
LOL, don't worry. If one of us can do it, two of us can do a much better job. I have to admit, I'm just flummoxed about why we're having problems finding a publisher for our book. It seems like a no-brainer to me. I guess we're facing somewhat of a "videogame book crash" right now that is comparable to the videogame crash of the early 80s. Maybe we need to find a Japanese book publisher, Bill? :)
I know it's popular to go the self-publishing or POD type option for books like this, but I think this subject deserves better.
If all else fails, I've been thinking I could write a quick volume on the relationship between gaming hardware and software, studying how the affordances and limitations of the various platforms affected the gaming experience. I could use the material from Bill's book as the foundation for that material. It might be interesting to see how a given set of parameters influences (or even determines) what developers achieve, and I'd *love* to wax on about what I see as a huge problem: the hardware tends to outpace the software by a large margin. Long-lived platforms tend to "get better" over time, simply because the programmers need time to optimize routines and what-not.
Matt Barton, Managing Editor
Location: St. Cloud, Minnesota, USA
Email: matt@armchairarcade.com