Press Start to Play
Stories
(Sprache: Englisch)
IT S DANGEROUS TO GO ALONE! TAKE THIS.
You are standing in a room filled with books, faced with a difficult decision. Suddenly, one with a distinctive cover catches your eye. It is a groundbreaking anthology of short stories from...
You are standing in a room filled with books, faced with a difficult decision. Suddenly, one with a distinctive cover catches your eye. It is a groundbreaking anthology of short stories from...
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IT S DANGEROUS TO GO ALONE! TAKE THIS.You are standing in a room filled with books, faced with a difficult decision. Suddenly, one with a distinctive cover catches your eye. It is a groundbreaking anthology of short stories from award-winning writers and game-industry titans who have embarked on a quest to explore what happens when video games and science fiction collide.
From text-based adventures to first-person shooters, dungeon crawlers to horror games, these twenty-six stories play with our notion of what video games can be and what they can become in smart and singular ways. With a foreword from Ernest Cline, bestselling author of Ready Player One, Press Start to Play includes work from: Daniel H. Wilson, Charles Yu, Hiroshi Sakurazaka, S.R. Mastrantone, Charlie Jane Anders, Holly Black, Seanan McGuire, Django Wexler, Nicole Feldringer, Chris Avellone, David Barr Kirtley,T.C. Boyle, Marc Laidlaw, Robin Wasserman, Micky Neilson, Cory Doctorow, Jessica Barber, Chris Kluwe, Marguerite K. Bennett, Rhianna Pratchett, Austin Grossman, Yoon Ha Lee, Ken Liu, Catherynne M. Valente, Andy Weir, and Hugh Howey.
Your inventory includes keys, a cell phone, and a wallet. What would you like to do?
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God ModeDaniel H. Wilson
Memories. Nauseous snatches of infinity trickling in, thumbing into my forehead, pinning me to this flower-smelling bed. My fractured thoughts are bursting away with the cannon-shot split of glaciers, broken towers that knife into a sea of amnesia.
In all of the forgetting, there is this one constant thing.
Her name is Sarah. I will always remember that.
She is holding my right hand with her left. Our fingers are interlaced, familiar. The two of us have held hands this way before. The memory of it is there, in our grasp.
Her hand in mine. This is all that matters to me now. Here in the aftermath of the great forgetting.
I m twenty. Studying abroad at the University of Melbourne in Australia, learning how to make video games. Today I m riding on a crowded tram, south to St. Kilda Beach.
Sarah.
Another American mixed in among dozens of Aussie college kids in board shorts and bikinis, all of us packed into the heaving car, bare shoulders kissing as the heat rolls off sticky black plastic floorboards. We are headed to the beach on Christmas holiday.
Her hair is brown streaked with blonde. Her lips are red. Teeth white.
The tram pulls to a stop. Double doors open accordion-style and a cool salty breeze floods in. I m watching her when she faints. Her eyes roll up and she falls and I try to catch her. But my grip isn t strong enough. She s beautiful and lean and tan under a sheen of sweat. She slips through my grasp and instead of saving her, I leave four bright-red scratch marks across her shoulder blades.
Her sun-kissed hair swirls as her head hits the floor.
Sarah is only unconscious for a few seconds. Then her brown eyes are fluttering open and I m holding her left hand with my right, pulling her up toward me, apologizing to her for the scratches and never for a moment realizing that our lives have now been grafted together, forever.
I remember. I think I can remember.
This is the day that the
... mehr
stars disappeared.
For the rest of the day, Sarah is woozy from the fall. Bright light hurts her eyes, so I m pulling the plastic rolling shade down over her small dorm window. Outside, downtown Melbourne is babbling to itself. Her room is tiny, just four white-painted concrete walls cradling a college twin-size bed across from a sink. Drawers are built into the wall. We haven t stopped talking since I pulled her to her feet.
We sit together on sheets that smell like flowers. The sun falls.
Later, we lie whispering in the dark. My bare feet are pressed against the cool wall. Muffled sounds of the dormitory reverberate around us: laughter, slamming drawers, music, the slap of feet on tile floors.
Sarah and I are talking philosophy while the stars blink out one by one, billions of miles away. The rules of physics are splintering and the foundation of rational thinking is dissolving like a half-remembered dream.
Holding hands in bed, we talk.
I can remember now. If I try very hard.
Sarah studies English. I am in Melbourne to study how to build virtual worlds. She doesn t blame me for the scratches I left on her back when she fell. She says I was only trying to hold on. Her teeth are so white. The sharp angles of her face are tanned and an unlikely round dimple is tucked into the corner of her cheek.
A few nights later, she leaves scratches on my back.
We are both trying to hold on.
What s beyond the mountains? Sarah asks me.
I am building my video game world, hands sweaty on the controller. This is my honors project. I call it Synthesis. As I create this world, my point of view leaps across valleys and over mountains. I am gazing down on a fractally generated city and its myriad, faceless inhabitants.
Nothing,
For the rest of the day, Sarah is woozy from the fall. Bright light hurts her eyes, so I m pulling the plastic rolling shade down over her small dorm window. Outside, downtown Melbourne is babbling to itself. Her room is tiny, just four white-painted concrete walls cradling a college twin-size bed across from a sink. Drawers are built into the wall. We haven t stopped talking since I pulled her to her feet.
We sit together on sheets that smell like flowers. The sun falls.
Later, we lie whispering in the dark. My bare feet are pressed against the cool wall. Muffled sounds of the dormitory reverberate around us: laughter, slamming drawers, music, the slap of feet on tile floors.
Sarah and I are talking philosophy while the stars blink out one by one, billions of miles away. The rules of physics are splintering and the foundation of rational thinking is dissolving like a half-remembered dream.
Holding hands in bed, we talk.
I can remember now. If I try very hard.
Sarah studies English. I am in Melbourne to study how to build virtual worlds. She doesn t blame me for the scratches I left on her back when she fell. She says I was only trying to hold on. Her teeth are so white. The sharp angles of her face are tanned and an unlikely round dimple is tucked into the corner of her cheek.
A few nights later, she leaves scratches on my back.
We are both trying to hold on.
What s beyond the mountains? Sarah asks me.
I am building my video game world, hands sweaty on the controller. This is my honors project. I call it Synthesis. As I create this world, my point of view leaps across valleys and over mountains. I am gazing down on a fractally generated city and its myriad, faceless inhabitants.
Nothing,
... weniger
Inhaltsverzeichnis zu „Press Start to Play “
God ModeDaniel H. Wilson
NPC
Charles Yu
Respawn
Hiroshi Sakurazaka
Desert Walk
S.R. Mastrantone
Rat Catcher s Yellows
Charlie Jane Anders
1UP
Holly Black
Survival Horror
Seanan McGuire
Real
Django Wexler
Outliers
Nicole Feldringer
< end game >
Chris Avellone
Save Me Plz
David Barr Kirtley
The Relive Box
T.C. Boyle
Roguelike
Marc Laidlaw
All of the People in Your Party Have Died
Robin Wasserman
Recoil!
Micky Neilson
Anda s Game
Cory Doctorow
Coma Kings
Jessica Barber
Stats
Marguerite K. Bennett
Please Continue
Chris Kluwe
Creation Screen
Rhianna Pratchett
The Fresh Prince of Gamma World
Austin Grossman
Gamer s End
Yoon Ha Lee
The Clockwork Soldier
Ken Liu
Killswitch
Catherynne M. Valente
Twarrior
Andy Weir
Select Character
Hugh Howey
Autoren-Porträt von Daniel H. Wilson, John Joseph Adams
Daniel H. WilsonDaniel H. Wilson is a New York Times bestselling author and coeditor of the Press Start to Play anthology. He earned a PhD in robotics from Carnegie Mellon University in Pittsburgh, where he also received master s degrees in robotics and in machine learning. He has published more than a dozen scientific papers, holds four patents, and has written eight books. Wilson has written for Popular Science, Wired, and Discover, as well as online venues such as MSNBC.com, Gizmodo, Lightspeed, and Tor.com. In 2008, Wilson hosted The Works, a television series on the History Channel that uncovered the science behind everyday stuff. His books include How to Survive a Robot Uprising, A Boy and His Bot, Amped, and Robopocalypse (the film adaptation of which is slated to be directed by Steven Spielberg). He lives and writes in Portland, Oregon. Find him on Twitter @danielwilsonPDX.
John Joseph Adams
John Joseph Adams is the series editor of Best American Science Fiction & Fantasy, published by Houghton Mifflin Harcourt. He is also the editor of many other bestselling anthologies, such as The Mad Scientist s Guide to World Domination, Armored, Brave New Worlds, Wastelands, and The Living Dead. Recent and forthcoming projects include: Loosed Upon the World, Robot Uprisings, Dead Man s Hand, Operation Arcana, Wastelands 2, and The Apocalypse Triptych, which consists of The End Is Nigh, The End Is Now, and The End Has Come. Called the reigning king of the anthology world by Barnes & Noble, Adams is a winner of the Hugo Award (for which he has been nominated eight times) and is a six-time World Fantasy Award finalist. Adams is also the editor and publisher of the digital magazines Lightspeed and Nightmare and is a producer for Wired.com s The Geek s Guide to the Galaxy podcast. Find him on Twitter @johnjosephadams.
Bibliographische Angaben
- Autoren: Daniel H. Wilson , John Joseph Adams
- 2015, 528 Seiten, Maße: 13,1 x 20,3 cm, Kartoniert (TB), Englisch
- Herausgegeben: Daniel H. Wilson, John Joseph Adams
- Verlag: VINTAGE
- ISBN-10: 1101873302
- ISBN-13: 9781101873304
- Erscheinungsdatum: 07.08.2015
Sprache:
Englisch
Pressezitat
Fascinating. If you want some interesting, adult takes on aspects your favorite hobby, this is worth picking up. Felicia Day, author of You re Never Weird on the Internet (Almost) and creator of The Guild "Even those who doubt the editors' claim that "video games have come to play a vital role in modern human civilization" will be enthralled by these 26 stories (most of which are original to this volume). . . . Wilson and Adams have assembled a provocative assortment of thoughtful stories, making a valuable contribution to ongoing conversations about the future directions of video gaming." Publishers Weekly (starred review)
"Sci-fi fans will find [Press Start to Play] well worth their while Kirkus Reviews
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