Rise of the Videogame Zinesters by Anna Anthropy

Rise of the Videogame Zinesters

Part critical essay, part manifesto, part DIY guide, and altogether unprecedented, Rise of the Videogame Zinesters shows why the multi-billion dollar videogame industry needs to change—and how a new generation of artists can change it. Indie game designer extraordinaire Anna Anthropy makes an ardent plea for the industry to move beyond the corporate systems of production and misogynistic culture and to support games that represent a wider varie...

Details Rise of the Videogame Zinesters

TitleRise of the Videogame Zinesters
Release DateMar 20th, 2012
PublisherSeven Stories Press
GenreNonfiction, Sports and Games, Games, Video Games, Gaming, Game Design, GLBT, Queer

Reviews Rise of the Videogame Zinesters

  • Cow
    Okay! This book is half essential manifesto, half terrible. So, .. three stars?The good: Chapters 4-7, plus the appendices, wherein the author makes the case that video games are in need of revolution, and that that revolution is in the same way zines brought it to publishing: everyone creating, everyone sharing, everyone evolving. (And everyone getting to tell their own stories.)This is solid, emotional, and excellent stuff. And it also is backe...
  • Kate
    Functional as a manifesto, otherwise a little short on argument. Anthropy's solution to the problems in games seem to be that everyone should be working alone, for free, on stories that express their innermost whatever. That's a nice idea, but folks also gotta pay the bills. And we don't all want to play these same kind of weird meta-critical games, either. Not exclusively, anyway. I would have also liked to see a deeper discussion of the labor i...
  • Adrien
    2 stars? 3 stars? Fuck stars, whatever. There are things I like about this book: what it's trying to say, what it *does* say, the few passages I highlighted in the instances where Anthropy says them very well and very clearly. I wish it dug into things more deeply (the state of video game development, the worker burn out and how, exactly, that is influencing the games like it's claimed, or the ways in which games can force a person to embrace a p...
  • Valentin
    As a manifesto, it's really good. Inspirational, witty, interesting. Even with some aggression towards the popular game making "one percent", the book is far from whimpering and criticising. Many manifestos I've read were about how bad our world is. This one is quite the opposite: it's a story about how you can try and create something the way you probably never considered seriously. Something relevant for you. And about people who have been doin...
  • Andy
    One of the most inspiring books I've read in a long time. Anna's book is part manifesto about why games matter--they foster empathy and can be utilized in sharing experiences--and part how-to guide on creating personalized, small-scale videogames that buck the homogeneous, corporate-made publishing model that the industry relies on. It was one of the most inspiring books I've read in a long time. I really want to make a game now! I was thinking o...
  • Ryan Wolf
    If you are thinking about making a game but are intimidated by all the tooling options, or scared that it won't be "good enough," this book is for you. It's a great message that making games is for everyone, along with solid advice on how to get started.After years of talking about it, I finally made a game thanks to this book. Thanks!
  • Steph
    p 137-139What to Make a Game About?Your dog, your cat, your child, your boyfriend, your girlfriend, your mother, your father, your grandmother, your friends, your imaginary friends, your summer vacation, your winter in the mountains, your childhood at home, your current home, your future home, your first job, your worst job, the job you wish you had.Your first date, your first kiss, your first fuck, your first true love, your second true love, yo...
  • Cari
    This book, which reads more like a loaded editorial than an analysis on gaming culture is a frustrating read. To begin, I was asked to read the book as part of an introductory course on video game history that was half analysis of the medium, and half game creation. Otherwise I wouldn't have bothered to buy or even finish this book. Anthropy does everything right as far as encouraging players to take advantage of little known sources like twine, ...
  • Zach
    I'm not the target audience for this book. I play a lot of games, I've tried making them before, and I read Anna Anthropy's blog regularly. This book is probably for people who aren't so sure about this whole video game business, as it spends a lot of time talking about how games are usually made, and why that's a problem. The book talks about themes in games, and how limited they sometimes are, and how expansive they can be.For the most part, I ...
  • Jamie Gaughran-Perez
    If you're interested in games and game-making, this book does a great job of offering some perspective on possibilities. You can start small, it is easier than ever, their are people you can find that are doing the same. She has some axes to grind that I don't, but I understand where she's coming from and that didn't get in the way of her message coming through clearly. And the appendices and guides to various tools -- sure they will age fast, bu...
  • Dang Ole' Dan Can Dangle
    The Garage bands of the 60s and the punk bands of the 70s proved that anyone and a few friends can become musicians. Disposable and instant cameras allowed anyone to become a photographer. Camcorders and camera phones turned anyone into a filmmaker. Paper and ink, and later typewriters and computers, made everyone a potential writer. Crayons and fingerpaint...well, you get the point. Making an art form accessible and its tools widely available do...
  • Dessa
    “It’s possible that your interest in digital game creation is purely academic and doesn’t extend to becoming an author. In that case, I hope what you take away from this book is that the videogame isn’t the creation of a corporation, but if an author, that this form is important, and that people are using it to do exciting things. What we call a videogame is not a product. It’s the creation of an author and her accomplice, the player; i...
  • Vanessa G.
    Contrary to my expectations, only the first few chapters feature scholarly content. Anthropy gives reasons why most big games resemble one another in many ways and criticizes the videogame industry and its culture of crunch before explaining why there is a need for fresh ideas and individual creators of indie games. The rest of the book is part manifesto, part manual: The author invites everyone to create their own games and discusses first steps...
  • Kat Hulu
    Read previously.Probably should’ve been a zine? 😅
  • Nick
    This is a great book on video game history and theory and self publishing. I read it to think about applying game dynamics in consumer software development.
  • Roger Whitson
    Anyone who has ever loved games and thought about making their own games — even if that thought lasted only a half a second before they felt intimidated by programming — would cherish this book.
  • Brittney Arafat
    I enjoyed this book. It was unique and has me interested in making my own games. Also I tried some of the mentioned games and am glad for the opportunity to experience different gaming perspectives.
  • Jake Hollman
    Excellent read! Very inspiring, and it will definitely help me in my future endeavors!
  • Fil Krynicki
    I recently finished [Anna Anthropy](http://www.auntiepixelante.com/)'s book [*Rise of the Video Game Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form*](http://www.amazon.ca/Rise-Videogame-Z...). The book acts as a manifesto and roadmap to democratized game-making with an as-close-to-zero-as-possible skill barrier. Anna argues that this is what is necessary ...
  • Olivia Dunlap
    If there was one thing I could say about this book, it's that it's worth a read.I'm currently a student studying English and computer science with the desire to pursue a career in game design. So, naturally, this book caught my eye (how couldn't it; do you see that awesome title??). Anna Anthropy, the author of this book, offers a lot of encouraging words, and has some amazing points to make. The book, however, it not perfect. A few things annoye...
  • Nick Cummings
    Rise of the Videogame Zinesters is, like the title says, an account of how games are finally a medium for the masses and no longer the exclusive product of big corporations and strict publisher-developer business models. It's a good thing that this is happening, and it's great that author Anna Anthropy recognized that this movement needs more people to both document and champion it. This book, in a mere 208 pages, is a short history of games and ...
  • Patrick
    This short, provocative book by a noted developer is partly a simple introduction to making your own video games, and partly a manifesto which calls for broader representation in games through making them easier for individuals to make as a form of self-expression. Its arguments are well-cited and compelling, though it hardly purports to be totally objective; indeed, the author makes it pretty clear that it mostly comes from her own experiences a...
  • Mjhancock
    I wouldn't go so far as to call it a manifesto, but Antropy's book is definitely edging toward screed in her argument supporting the development of homebrew, indie-made games. Her model for how she would like to see games work is the zine: intensely personal for the author, creative, cheap and easy to make, easy to distribute in low levels. The book is divided into eight chapters. She starts by talking about what's wrong with the videogame indust...
  • Phil
    I think Anna Anthropy's has done great work in spreading a sort of punk rock DIY mentality to game creation, and her articles and interviews are always a treat. I found this book to be curiously lacking in passion and depth, however. The title (and statements she's made in interviews, etc.) made me expect an inspirational manifesto, but while the book was logically structured and informative, it lacked much in the way of impact. There wasn't much...
  • Ryandake
    what a fabulous little book for people who don't program, love games, and want to make their own.part screed, part practical advice, this little gem will help you alter the way you think about videogames as an experience. like a lot of over-15 gamers, i adore games but often cannot find anything i want to play if i'm not in the mood to shoot something, put an arrow in it, slice it in half with a sword, zap it to cinder with my magical electrical ...
  • Salvodaze
    For the purpose it serves, this book is unique and deserves a good amount of appreciation for what it brings to the table. It greatly benefits from Anna's liberating perspective, which is fresh and inspiring for anyone who spends a fair amount of time thinking about video games. The text does slightly suffer from repetition, but I never really found it distracting. The best part for me was discovering the actual "zinester" games included in the b...
  • Krzysztof
    While there's a good deal of ideology intertwined in the book (and I don't even mean the author's insistance of using "her" and "she" exclusively, when referring to developers and players, or the linguistic slant when referring to her partner - those bothered me a bit, but shouldn't, really, so that's not my criticism - I refer to painting indie creators as saviours of the medium, while corporations get thrown into a single bag labeled "ScumBag"....
  • Marri
    The title probably makes this book appear more inaccessible (or unappealing?) to complete normies than it needs to be, especially considering the important message of video-games-as-art inside the pages, but that teeny-tiny gripe aside,* I liked this book a bunch.I learned some new things about the history of video games. Having lived through the Super Nintendo and every iteration of games in-between, I thought I knew how they've gotten to this p...
  • Khezu Khez
    The contents are mostly good, with some caveats. There's the strong flavour of "indie=good", "AAA=bad", and the idea that it's a zero sum game that the two branches can never co-exist. There are implications that a Japanese developed fantasy game has to have a default white character, solely because the character did not have the extra racial stereotypes to be marked as Asian. And as someone who really do not like Stirling's writing, I found that...
  • Nick Carraway LLC
    1) ''What to Make a Game About? [...] Your past lives, your future lives, lies that you've told, lies you plan to tell, lies, truths, grim visions, prophecy, wishes, wants, loves, hates, premonitions, warnings, fables, adages, myths, legends, stories, diary entries.Jumping over a pit, jumping into a pool, jumping into the sky and never coming down.Anything. Everything.''2) ''Do all of this again, using what you've learned from your first game. Ma...