On Game Design
How often have you heard "anyone can design a game?" While it seems like an easy job, game ideas are cheap and plentiful. Advancing those ideas into games that people want to play is one of the hardest, and most under-appreciated, tasks in the game development cycle.Andrew Rollings and Ernest Adams on Game Designintroduces both students and experienced developers to the craft of designing computer and video games for the retail market. The first half of the book is a detailed analysis of the key game design elements: examining game concepts and worlds, storytelling, character and user interface design, core mechanics and balance. The second half discusses each of the major game genres (action, adventure, role-playing, strategy, puzzle, and so on) and identifies the design patterns and unique creative challenges that characterize them. Filled with examples and worksheets, this book takes an accessible, practical approach to creating fun, innovative, and highly playable games.
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LibraryThing ReviewUser Review - LibraryThing
Excellent overview of things you need to keep in mind while designing video games. Goes into detail without getting overly bogged down in technical specifics, which is no small feat. Chapters 7 (on the types of challenges that go into a game) and 8 (on game balancing) are must-reads for any designer. They can go a long way towards developing a vocabulary of game design that goes beyond "fun/not-fun." The second half of the book is a series of discussions on various game genres: action, strategy, RPG, etc. Each of these genres is deserving of a book of its own, and one chapter can't really do them any real justice. Disappointing, but the first half of the book is well worth the price of admission.