วันจันทร์ที่ 17 กันยายน พ.ศ. 2555

Ian Livingstone game books

how their role has become increasingly at the heart of culture

When I was 10 I wanted, for a brief period, to be a professional gambler Fantasy battle. I was so fascinated by the gamebooks now iconic green shirt, bearing the words "exciting fantasy adventure in which you are the hero!" They hatched a plan to play them with my work as an adult. Market of GameBook professional players never materialized, but the fantasy games become a big deal. If I had chosen to hit the magic tour professional gathering, or joined a clan game that could have had a better chance .

What Fighting Fantasy so addictive for myself 10 years, and for a generation of fans my age, was a combination of two things I love with passion, stories and games. I am fascinated by how the enormous growth of games over the 30 years since Fighting Fantasy was first released has changed the way we think about stories - the chance to take a bit of time with one of the most influential personalities in the game, Ian Livingstone, co-creator of Fighting Fantasy, Games Workshop founder and life president of Eidos Interactive, the company behind Lara Croft and Tomb Raider.

"I started playing as a child and never stopped," said Ian when asked about his own passion for the game, which began with classics like Monopoly and failures, war games and games before discovering Dungeons & Dragons in his 20. "Since I have memory I always wanted to do with my passion for gaming into a business."

Dungeons & Dragons was

who helped to realize this ambition. Games Workshop has bought the rights of the United Kingdom cult role-playing game in 1975, which established the company's mission to make progressive games for core gamers, and has led in turn to the great success of the franchise Warhammer early 1980. Dungeons & Dragons define an entirely new paradigm for the game that has history and character in games like never before. "In many respects, the pen and paper role-playing game creates an experience much deeper than many video games," says Ian. "The story is composed as the game is played, rather than along a predetermined arc written by the game designer. Unstructured format, this role-playing game on the big screen of the imagination can not be beaten in terms of unique user experience. "

was on the big screen of the reader's imagination playing Fighting Fantasy gamebooks. Ian and co-creator Steve Jackson wrote books in a modern style in the second person, with branching story lines and a system based craps screwed. "Fighting fantasy gamebooks enhance the reader who felt the anguish and joy of being a fantasy heroes themselves - they lived or died by their decisions and if at first you do not succeed, try and try again.. "And many people have done exactly that: more than 17 million gamebooks fantastic fight have been sold in 28 languages. And Fighting Fantasy is still strong, with translations in Chinese launched very recently.



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