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A good story about a start-up company
excellent history and biographyThe writing is excellent, and his ability to explain the super technical process of Hydrogen fuel cell technology, in terms that lay people can completly understand, keeps you from putting this book down.
I really hope that Tom Koppel keeps up on this company, and the industry in whole, and writes another book as good as this one, keeping us updated on the supersonic speed of advancement in this Incredible field of energy.
I loved this book.
Fuel Cells in Your FutureFuel cells have long been successful in space craft. Soon you will be able to use them in your vehicles and buildings. Utility power plants typically discard about 60% of the heat energy from fuel. A fuel cell in your home would provide electricity efficiently. Instead of discarding the heat, you could use the fuel cell to heat your water everyday and provide some winter space heating.
A fuel cell in your vehicle will increase fuel efficiency and eliminate the need for oil changes.
About 40 cubic miles of crude oil remain available for more than six billion people, and we are consuming more than one cubic mile each year. By helping to reduce fuel consumption, fuel cells will help us to delay and reduce the severity of the coming shortages of fossil fuels.

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Absolute Stroke of Genius!
Important for e-commerce managers
A Primer for Effective web site developmentDOT COM CIOs should have purchased this book before hiring anyone!!!

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Much overrated!The author emphasized throughout the book the importance of entering the zone, a state of mind that you can neglect fear, greed, P/L, and just trade according to your feeling of the market, though he supplemented that with the need of analysis, hardwork, focus blah blah blah, and that different people have different means to enter the zone, illustrated with examples anonymous. Those might be true stories. However, the author just did not tell the readers how they could do it themselves without the assistance of a coach like the author's good self.
A reviewer of this book wrote that this should be read together with Douglas's Trading in the Zone and Mc Call's The Way of the Warrior Trader. One should read those two excellent books only, but definitely not this.
Not his best...
Inspirational and Insightful
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Describes more than ExplainsOverall, the book seems more to describe than explain, more to report than intrepert. There arises no general, well defined thesis from its 500+ page volume. At best, this book can be said to raise a lot of issues which a designer ought to have in mind when desining a game.
However, the vast majority of the issues raised are either of secondary importance or generally irrelevant. It breaks down the process of game design into topics in a way which is neither natural nor logical, and proceeds to pursue a rather sizyphian discussion of each of these topics in turn. These are: What is Game Design?, Game Concepts, Game Settings and Worlds, Storytelling and Narrative, Character Development, Creating the User Experience, Gameplay, and The Internal Economy of games and Game Balancing.
This division makes very little sense. These topics are all so closely realted, some to the point of overlapping, that attempting to develop a theorem which deals with each of them separately would result in exactly the kind of negligable book we have before us.
Actually, it would be impossible for the authors to develop any meaningful discussion of their subject, because they fail to define a) what we are trying to create and b) how do we measure our success. Nor can such a definition be induced from this overflous and superficial book. Without this definition, there is nothing that binds the book's pieces together (and, actually, had the authors bothered to provide a rigorous definition, they would have relized that no reasonable definition could be found for the garbled mess they've created), and it remains a pile of expressions in the spirit of "some people did this in some games, and some people did that in some other games". In short, the book does an admirable job in showing how NOT to perform a critical analisys of a subject, not to mention attempt to construct a wholesome theory.
While the book can be interesting at times, mainly because it makes one think on how such a book SHOULD be written, it is chuck full of assertions obviously made on the basis of misunderstandings, like the authors' curious misuse of the term Suspension of Disbelief, or their suggestion of the Hero's Journey narrative template as an object of imitation rather than a tool for analisys.
The authors' goal with this book also seems qustionable. At one point, they assert that, even were it possible, we wouldn't like our player to be tormented by remorse after taking an immoral action in the game. Why? isn't moral education one of the most important and unique roles of art? If it were indeed possible, and I'm sure it is, it would've been a glorious achievement for this medium, one which would put all its previous achievements far behind.
Or are the authors only interested in computer games as a source of pure fun? If so, I suggest they invest their impressive talent and enthusiasm in cooking or adult toy design - a medium's greatness lies not in the fun it offers, and these repectable fields are all about fun.
An interesting book for raising a large scale discussion, but one which falls short of grasping the deeper principles of its subject, and is, therefore, unimportant.
Review: Andrew Rollings and Ernest Adams On Game DesignFor instance, the back cover of the book On Game Design posits: "How do you turn a great idea into a game design? What makes one design better than another? Why does a good design document matter, and how do you write one? This book answers these questions and stimulates your creativity?"
It is important to note that the book does not limit itself to console video games or computer games. The essence of the rules discussed in this book are those of creating any type of game. Right away that should tell you whether or not you're going to find the book useful. Are you looking for a book that tells you, in general and abstract terms, what concepts are involved with creating a game, or are you looking for a book that actually works examples of concepts?
While this book does a good job of providing many checklists for consideration, advice for certain conditions, and a dictionary of possible ways to view game design, the writers do not follow through. There are few solid examples of checklist scenarios or of worked-through versions of a game scenario which a game designer would find helpful. Without a practical means to an end, there is little purpose in reading these examples except for reassurance that you're facing the same problem that other people have faced. There are many psychology texts available for that situation already.
If you're used to reading programming books, like I am, you're probably aware that they follow a standard format: Propose a problem, choose a method of solution, work through several to many versions of the solution, solve the problem. With only a proposal, it is rather unhelpful to not see why one solution is better than another when it comes to game design. For that matter, as you might have guessed, the level of abstraction to design presented in this book leaves no space for any code examples.
While the advice given in certain situations might be helpful to someone who knows nothing about game design, it is highly likely that whoever reads this book will have little need of it since the advice is so much common sense that a gamer of several years would already be aware of much of this. It's like a senior in college having to take freshman seminar.
But, aside from this little discussion of fault, there is much to be savored in this book. Don't let this review scare you off! Get a copy of the book. Read it. Keep it as a reference for when you might need a more formalized way of presenting a problem you face in game design.
And as I'm sure you know, once you've found a way to state a problem, you're almost ready to find a way to solve it.
Advances the field of game design knowledgeAlso, while Rollings' other book is most suited for people making strategy games, this book really is general enough to be a worthy read for anybody working on any kind of game.
I only gave it four stars because, for me, the last half of the book--summary chapters of different game genres--was mostly throwaway, rarely going into very much depth or telling me information I didn't know already.

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Something fascinating about train wrecksThe authors of "Fumbling the Future" go into this history in great detail. They first set the stage by describing Xerox's early history, how Xerox invented a copier, and for a number of years they were so successful that they were able to basically print money. Many of the major players in the industry are mentioned, their goals and interests. Xerox was very aggressive, and in some ways they were also a bit lucky, with the copier. Then Xerox decided they needed to also get into the computer industry.
Next the authors talk about how the Palo Alto Research Center (PARC) was created, how George Pake selected various key people to help staff the research center, and the charter PARC was given. The book goes over who was hired, what they did, and how the groups at PARC worked together, and sometimes didn't work together.
Here is where you can start to see the train wreck. The first President of Xerox, Joe Wilson, seems to have been a very gifted leader. In terms of "Good to Great" by Jim Collins, Joe Wilson was a level five leader. Unfortunately Joe Wilson dies, and the next president of Xerox, Peter McColough, was at best a level four leader. Peter decided to spend almost a billion dollars for a niche science computer company which Peter then tried to force out into the general computer market, going up against IBM. Peter also took Xerox into Medicine and Education. And Peter got involved in Politics and Charities. Peter McColough was not focused on Xerox, and let several problems simmer.
We get some insights into what drove the researchers at PARC to develop the first personal computer, the Alto, and many of the reasons why it was revolutionary. The authors chart the destruction of the potential of the Alto, largely because of various managers at Xerox not catching the vision, or those who caught the vision not being able to work well with upper management.
One thing which would have improved the book was to have some pictures. It would have been nice to have some pictures of the early copiers, the Alto, and some of the major players.
It was a well written book, with a lot of good history, and some important lessons. Even though you know how it will all turn out, this was a hard book to put down.
My Life at "Brand X"
Fascinating Business Case StudyThe really innovative work at PARC was done under the direction of Bob Taylor. When Taylor was forced out, he started DEC's Systems Research Center (SRC) (later acquired by Compaq, and then HP), and he brought much of the top talent along with him.
I read this book on Bob Taylor's recommendation when I first joined DEC SRC as a researcher. But I decided to read it again recently before attending a talk by George Pake, the founding director of PARC. Pake's history of PARC agreed with the book, but he drew very different conclusions about the overall benefit of PARC's inventions to Xerox. In particular, Pake gave far more credit to PARC for contributing to Xerox, but all the examples he gave related to how computer technology has come to be used in photocopiers, which entirely misses the point. As the book's subtitle suggests, most of PARC's astounding computer innovations were largely squandered by Xerox (and "borrowed" by Steve Jobs to create the Apple Macintosh).
The first time I read the book, I was fresh out of school and didn't have much experience in the business world, so the parts of the book dealing with business issues were mostly a mystery to me. This time, it made much more sense, and I actually found the business aspects of the story more intriguing than the technical ones. Even so, the story of the first bit-mapped display, laser printer, ethernet, personal computer, and WYSIWYG editing software -- innovations we take largely for granted today -- is quite interesting!

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Great for Quixtar Neophytes
Great book on the site and power of idea behind it.
click-by-click is quick and fun!Whether you want to make money or just get the best deal available, you will benefit greatly from this exceptionally well written guidebook. Ordering this book today will save you precious time and money. JUST DO IT!

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Good, fast, easy read of the xbox creation story1. Innovation. This is always a topic for business stories. The book does an excellent job on describing the (almost) day to day activities that an internal, subversive group within Microsoft that hatched the idea for a game console.
2. Corporate culture. Microsoft has been accused of having a insular culture that prohibits risk-taking activities. I think in the Windows Operating System group this might be true. But Microsoft's game console strategy was one of new entrant. Sony, Sega, and Nintendo were the heavyweights. It was interesting to read how Microsoft approached the market by listening to game developers and gamers needs. They outlined a strategy that highlighted several competitive elements that the other, more entrench firms ignored.
3. Overview of Game Culture. The author is a well-known journalist that has been covering the game industry for years. There are some great insights on the industry's perks and unique charactistics. The Japanese game culture is much more highly developed vs. the American. The demographics are very selected in the US -- 18 to 26 males. Microsoft, as part of its initial console strategy, aimed to enlarge this demographic to include woman and older men.
Yet I have several misgivings about this book.
1. There aren't any reproduced internal memos, white papers, or notes that made up the effort to create the console. We are only shown photos of Microsoft employees. It would have been nice to see actual artifacts.
2. The reading sometimes is too easy. The author, of course, is a journalist. It is by far an unscholarly text.
A good authorised biography
The book is the usual business profile project creation book. It has the obligatory references to The Soul of a New Machine and lots of resume-like bios of the main characters involved in the Xbox saga. However, the book is well written and does have a number of insights into how capable the people are at MS, how well and with what determination they look at both the business case and the technology they can build.
The book also has a lot of interesting anecdotes about how the web tv project and the Xbox interacted and about Microsofts possible purchases of other games companies.
The one area where the book could be better is by including more discussion about the Xbox's actual technology, but this would have required a more technical writer and would be for a much more limited audience.
All in all, a well recommended good read.
three-and-a-half starsAn interesting look at how projects evolve inside a company like Microsoft and how that evolution effects subsequent strategy. It makes an interesting point of comparison for similar projects in other companies.
A good look at how Microsoft is responding to the question of games and the gaming industry.
What the book is not:
Particularly well-written, at least in my opinion. The writing felt clunky, too much like an extended magazine article and not enough like a book.
Well documented. I expected more than interviews and anecdotal evidence.

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This is an aweful bookOn last note, please notice that all the good reviews of this book are from people who remained anonymous. I wouldn't be surprised it they were written by Crain Winn himself.
Now I know what's killing Corporate America!
Entertaining and an Excellent "Lessons Learned" Account
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Terrible ChoiceAlways check the copyright date before you buy!
It is verbose and without substance.
If you've spent more than a week in any kind of enterprise environment, you should know most of what is in here.
If anyone really wants it, I'll gladly give you a good deal on my copy!
Good helpdesk book.
The one to get!!!
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Excellent source for developing a concise style guide.One improvement would be to include a section on layout and design.
I liked the formulas for calculating hours found under Recommended Reading. Good information about developing a publications department, too. Nice overview for constructing a document plan.
This is definately a book for people who do not have an established publication/documentation department. There's lots of great information found in the 256 pages.
A good basic text for initiating a style guide
A good book gets even better in 2nd edition
From a technical point of view one can argue that the author focuses too much on fuel cell development and too little on the necessary hydrogen delivery infrastructure, which is required to operate the fuel cells.
The book is also a good study in growing a start-up company. It shows how the founding entrepreneur pushes the idea forward until the company reaches a size where people with other qualities are needed to run the company. It shows how a company with hardly any products on the market can retain the public interest by carefully manage the information flow. Finally the book shows that it is possible for a relative small company to start development relationships with big multinational companies and still retain most of their independence.