front cover of Stalin's Railroad
Stalin's Railroad
Turksib and the Building of Socialism
Matthew J. Payne
University of Pittsburgh Press
The Turkestano-Siberian Railroad, or Turksib, was one of the great construction projects of the Soviet Union’s First Five-Year Plan. As the major icon to ending the economic "backwardness" of the USSR’s minority republics, it stood apart from similar efforts as one of the most potent metaphors for the creation of a unified socialist nation.

Built between December 1926 and January 1931 by nearly 50,000 workers and at a cost of more 161 million rubles, Turksib embodied the Bolsheviks’ commitment to end ethnic inequality and promote cultural revolution in one the far-flung corners of the old Tsarist Empire, Kazakhstan. Trumpeted as the "forge of the Kazakh proletariat," the railroad was to create a native working class, bringing not only trains to the steppes, but also the Revolution.

In the first in-depth study of this grand project, Matthew Payne explores the transformation of its builders in Turksib’s crucible of class war, race riots, state purges, and the brutal struggle of everyday life. In the battle for the souls of the nation’s engineers, as well as the racial and ethnic conflicts that swirled, far from Moscow, around Stalin’s vast campaign of industrialization, he finds a microcosm of the early Soviet Union.
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front cover of Ultima and Worldbuilding in the Computer Role-Playing Game
Ultima and Worldbuilding in the Computer Role-Playing Game
Carly A. Kocurek and Matthew Thomas Payne
Amherst College Press, 2024
Ultima and World-Building in the Computer Role-Playing Game is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its lasting impact on the RPG genre and video game industry. Through archival and popular media sources, examinations of fan communities, and the game itself, this book historicizes the games and their authors. By attending to the salient moments and sites of game creation throughout the series’ storied past, authors Carly A. Kocurek and Matthew Thomas Payne detail the creative choices and structural forces that brought Ultima’s celebrated brand of role-playing to fruition.

This book first considers the contributions of series founder and lead designer, Richard Garriott, examining how his fame and notoriety as a pioneering computer game auteur shaped Ultima’s reception and paved the way for the evolution of the series. Next, the authors retrace the steps that Garriott took in fusing analog, tabletop role-playing with his self-taught lessons in computer programming. Close textual analyses of Ultima I outline how its gameplay elements offered a foundational framework for subsequent innovations in design and storytelling. Moving beyond the game itself, the authors assess how marketing materials and physical collectibles amplified its immersive hold and how the series’ legions of fans have preserved the series. Game designers, long-time gamers, and fans will enjoy digging into the games’ production history and mechanics while media studies and game scholars will find Ultima and World-Building in the Computer Role-Playing Game a useful extension of inquiry into authorship, media history, and the role of fantasy in computer game design.
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