Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic

Dungeons and Dreamers The Rise of Computer Game Culture from Geek to Chic Enter the quiet living rooms and cacophonous gaming environs of gaming kingpins like Richard Garriott and John Carmack who invented games such as Quake and DOOM Learn about gamers who make their livi

  • Title: Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic
  • Author: BradKing John Borland
  • ISBN: 9780072228885
  • Page: 328
  • Format: Hardcover
  • Enter the quiet living rooms and cacophonous gaming environs of gaming kingpins like Richard Garriott and John Carmack, who invented games such as Quake and DOOM Learn about gamers who make their living by winning gaming tournaments, and secrets of devoted gamers who practically live at LAN parties and gaming conventions.

    One thought on “Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic”

    1. My review is written from the perspective of an outsider. I grew up in the 50s and 60s, before the rise of role-play gaming (RPG), and entered the emerging computing world of the 70s and 80s as a scientist and professor, eager to use new digital tools for my research and teaching. By the time online gaming developed, matured, and propagated, I was off in a different realm of data acquisition and analysis.Why would I read King and Borland's Dungeons & Dreamers: A Story of How Computer Games C [...]

    2. An informative but unstylish look at the visionaries behind games like EverQuest, Doom and Ultima Online, with particular focus on Richard Garriot, a designer who dubs himself Lord British and likes to buy castles. His story is the most entertaining and shows a truly eccentric character at work, a D&D geek and Lord of the Rings fan determined to bring co-operative fantastia to the mainstream. And he did. The book loses focus, drifting into other stories and personalities sometimes at random, [...]

    3. The book is absolutely fantastic! While one of the main characters is Richard Garriott it certainly is not limited to him. Dr. Cat, Starr Long, Steve Jackson, and many many more are referenced. People whose paths did not cross with Richard and even some famous game players. Yet there is a core feel that uses Richard to tell a story and by doing so it makes the book fun and interesting. I have a hard time passing up a good Fantasy or Sci-Fi novel in favor of non-fiction as I really like to get lo [...]

    4. Over all pretty good, looses focus at times. Could have spent more time on DnD itself and less on FPS like DOOM even though I understand their significance in terms of network gaming. More time on Ultima Online would have helped as it seemed the realization of Garrets idea of a virtual DnD game with lasting consiquences.

    5. "Dungeons and Dreamers" details the genesis, evolution, mechanics, psychology, and roots of multiplayer computer games. On the whole, the book covers a lot of interesting history and provoked both nostalgia and introspection, although I found some sections (especially the section on violence in video games) to feel rather "duh."The first parts of the book follow Gary Gygax and Dave Arneson (co-creators of Dungeons and Dragons), Richard Garriott (creator of Ultima), and id Software (creators of D [...]

    6. Although this was an old book that I purchased at a deep discount and didn't cover anything after 2003, I thought it was a good introductory book to the history of PC gaming, how it evolved from its early roots in paper Dungeons & Dragons to text-based PC games, to the gaming consoles of PlayStation 2 and XBox. I could easily extrapolate the theme and emphasis of this book to the photorealistic video games of today. The premise was that social gaming is what drove the state of the art forwar [...]

    7. Una narrativa muy amena que busca hacer un trazado de la evolución de los juegos de RPG.Me parece que el mejor acierto de este libro es hacer de tomar que de entrada es medio aburrido y narrarlo de una manera interesante. En este libro se gesta una especie de lucha entre el antecedente histórico del RPG y una novela con sus héroes y villanos.Me hubiera gustado que el estudio que aquí se hace fuera menos íntimo, en realidad. Todo el contexto está sumado a uno o dos jóvenes que lograron sor [...]

    8. I grew up in the period covered in this book, playing many of the games referred to. But as one often does, while I was familiar with the names, I didn't really know the backstory. The authors do a great job of covering the evolution of computer games with a specific focus on the roleplaying games that grew out of Dungeons and Dragons into the such well known names as Everquest and World of Warcraft.The book is written in a clear and logical manner making the information accessible to those new [...]

    9. I received Dungeons & Dreamers as part of a giveaway.I am not a gamer. However, I'm fascinated by niche interest communities, and that's why this title grabbed my attention. It highlights the rise of multiplayer computer games, from the advent of the idea in the 1970s to its realization in the 1980s, 1990s, and 2000s.King does a good job of keeping the reader straight on the book's many personalities and games. Even as a non-gamer, I could keep track of who was who and what was what. It's a [...]

    10. As a fan of video game History/Biography it was an interesting dichotomy between two of the industries juggernauts: Richard Garriot and the two John's from id. However Masters of Doom is much more in depth when concerned about John and John. I felt that shoe-horning in the 1993 hearings on violence which led up to the ESRB was exactly that shoe-horned. I felt that it would be a stronger book if it concentrated on Garriot's history or possibly the many other people influenced by Dungeons and Drag [...]

    11. I enjoyed this book on the history of early computer gaming. I now see there is a 2nd edition of this book that came out last year, so I am interested in the updates the authors have regarding the 11 year span between the two.

    12. My four stars is only because I've a gamer and the history interests me; don't expect great writing, just great information.

    13. Read the first edition in 2004. A second edition was released recently, with substantive updates. I may give it a read and an actual review

    14. I found out that the 2nd edition of Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic will be released at the end of 2013. dungeonsanddreamers/

    15. This readable, engaging book traces the development of multi-user computer games and non-game shared social spaces (such as Second Life) from their roots in tabletop gaming and D&D, through text adventure and then graphic action/adventure games, to current (as of writing, which is not current at all) massively networked games. I found the early chapters particularly interesting because I, too, was a D&D geek and gamer in the late 70s/early 80s (though I drifted away after early graphical [...]

    16. I absolutely loved this book, which aside from early computer lore, dives into the creation of D&D and the early to mid days of TSR, the company that brought us the world of Dungeons & Dragons. I highly recommend this for anyone wishing to know the story behind the role-playing game that started it all. You may just gain a new appreciation of the game after knowing of it's beginnings and struggles.

    17. Brad King and John Borland write a historical overview of gaming fandom and the player in general. The first four chapters focus mainly on the individual the authors choose to symbolize early gamers: Richard Garriott and the Ultima series. The second section is a little more varied, with a chapter on John Carmack and John Romero of Doom & Quake, another on the communities the games created and the rise of the gamer; and a return to Garriott with a focus on Ultima Online.The third section loo [...]

    18. A very readable and often entertaining history of, as the title says, computer game culture up through about 2002 (it was published in 2003.) I liked the mini-biographies of some of the key people that created influential games or organized competitions.I'd have given this book five stars, but the index is sparse, omitting a number of names and other entries that should have been included (and having written indexes, I know it's tedious but not hard to be comprehensive.) Also, some people, games [...]

    19. i think if i hadn't been gaming for the last 20 years i would have enjoyed this book a lot more. as it is i didn't find myself learning much new - i remember many of the events and games covered in this book so i didn't feel like i was getting much out of it. ALSO i wish the book were written last year instead of 5 years ago. they go on at length about the promise of a) MMORPGs and how that space is rich with possibilities (i wonder how those chapters would have read after WoW came out) b) the p [...]

    20. This book had its flaws - repetitive in places and a focus on some personal stories that at times were really not that fascinating!But overall it was fun to have a perspective put on a story that I feel part of. This was a recognizable history.Book conclusions: that people play games for social interaction. Not sure I fully agree but its an interesting counter-point to the games make you violent camp.

    21. Excellent as a history of gaming, particularly as a limited biography of certain key game developers. This was not particularly my interest when I picked this book up, however. I was hoping for more exploration of the cultural, sociological, and narratological aspects of computer gaming. For my interests, two chapters of this book blew me away with their commentary and insight, but the rest of the book, while well-written was not particularly engaging.

    22. Told in a very journalistic, almost predestined, style. A very entertaining read but with definate biases towards Western gaming, and networked play.

    23. Half bio of Richard Garriott, half about everyone else in the early MUD world (EverQuest, Lineage, and the games leading up to them.) Not bad, but showing its age.

    24. Decent book on the rise and influence of video games on our culture, but waaaay too much of the book is devoted to Richard Garriott.

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