Sklep
ENbook.pl
Marka
Univ Of Michigan Pr
iStarCraft iBlizzard Entertainment, 1998 is a real-time strategy video game, placing the player in command of three extraterrestrial races fighting against each other for strategic control of resources, terrain, and power. Simon Dor examines the game's unanticipated effect by delving into the history of the game and the two core competencies it encouraged decoding and foreseeing. Although iStarCraft iwas not designed as an e-sport, its role in developing foreseeing skills helped give rise to one of the earliest e-sport communities in South Korea. p Apart from the game's clear landmark status, iStarCraft ioffers a unique insight into changes in gaming culture and, more broadly, the marketability and profit of previously niche areas of interest. The book places iStarCraft iin the history of real-time strategy games in the 1990s--iDune IIi, iCommand Conqueri, iAge of Empiresi--in terms of visual style, narrative tropes, and control. It shows how design decisions, technological infrastruc
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