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Okay, so I'm reading Rules of Play.
I'm about half way through it and it has raised some thought-provoking questions about game design that I'm trying to apply to a game I'm designing. It's full of insights that I would not have considered had I not read the book. But it is long and textbook-y.
I just came across a review of another book The Art of Game Design: A Book of Lenses.
Is anyone familiar with this book? It's also a lengthy tome, at 512 pages. Does anyone have a practical but yet not superficial book on game design to recommend?
Thanks!
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Okay, a couple of things. First, Rules of Play is excellent in that it actually includes material about board game design, and includes essays by game designers like Richard Garfield and Reiner Knizia. I have that and I would say that and its companion volume are the best text-book type books out so far.
But thanks for mentioning the new one about "lenses," this could be a really good book too. Take note of one reviewer's comment, however:
" read some online, August 10, 2008 By tired developer (Florida) - See all my reviews
I've only read one chapter - available online at the site for this book and already I've pulled out so much that is relevant to the current project I'm working on. It's titled "The Designer usually works with a team" This book is good for anyone who works in a game development environment because it documents the design process - as a 'process' not just a mish mash of free flowing creativity."
This is a telling statement. Obviously this book is primarily about computer game design. But this is key: whether you're talking about a video game or a board game, the larger game publishers and even smaller ones involve not just the designer, but also the key roles of developers and playtesters.
Game design is hard, not because it is crazy complex or anything, but because to make a game that has the right mix of challenge and playability, you have to go through months of careful playtesting with various different groups to get enough sample input to be able to a) catch all the actual and potential problems and b) build a game that's going to be playable in the time stated and also be fun. That means a robust system that brings out the best creative energy in the players to give them a rewarding experience that they'll tell stories about and talk about after it's over.
I came up with a geeklist that is also a jumping off point for a lot of really good reading on game design: it represents some really good writing on the subject in geeklists and in the archives of the now-static The Games Journal. Here's a link:
http://boardgamegeek.com/geeklist/23757
enjoy, and if it's helpful, tips are appreciated.
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Brian Coppedge
United States New Haven Connecticut
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Mark Rosewater recently answered this question in his column on magicthegathering.com:
Quote: Quote: Dear Mark Rosewater, I was curious if there are any books on game design you're particularly fond of?
Thanks, -Matt Matt, Believe or not, I haven't actually read many books on game design. Up until the last few years there really weren't many, and having three kids has significantly cut down on my available reading time. So I turned to an R&D member who I consider an expert in this area, Brian Tinsman, R&D's head designer of new games. Brian recommended the following: * A Theory of Fun for Game Design by Ralph Koster. Brian felt it was pretty theoretical but had a wonderful approach that's relevant to games in all categories. * Game Design Workshop by Tracy Fullerton. This book is mostly focused on video games, but it had the best step-by-step "how to design a good game" approach that Brian had seen. The book draws on principles from many genres. * New Rules For Classic Games by R. Wayne Schmittberger. This isn't a game design book per se, but Brian felt it had some wonderful examples of how to change games to meet different player needs, essentially what Wizards' development process is all about. And I'll recommend the following: * The Game Inventor's Guidebook by Brian Tinsman. This is one I have read, and since Brian was too humble to peddle his own book, I will. The book is mostly focused on how to get a game published once it's designed but it covers all the fundamentals of the game design process and interviews just about every name game designer (myself included) in the business. The book is currently out of print, but it's due to be reprinted November 1st. Finally, I'm forced (by the same powers that keep making "Roseanne" references show up) to also mention that my favorite book, A Whack on the Side of the Head by Roger von Oech, is an excellent book on creative thinking, and also a must for any aspiring game designer. source: http://www.wizards.com/default.asp?x=mtgcom/daily/mr344
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M C
United States Orem Utah
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New Rules for Classic Games has some good stuff as Mittleberger tweaks old favorites.
A Gamut of Games has some great examples and discussions as well.
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Thanks, I had forgotten about the Game Journal. I just went there and found some great articles on the topics I'm interested in.
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Andy Van Zandt
United States West Coxsackie New York
check out "Grave Business"!
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bc84 wrote: Mark Rosewater recently answered this question in his column on magicthegathering.com: Quote: Quote: Dear Mark Rosewater, I was curious if there are any books on game design you're particularly fond of?
Thanks, -Matt Matt, Believe or not, I haven't actually read many books on game design. Up until the last few years there really weren't many, and having three kids has significantly cut down on my available reading time. So I turned to an R&D member who I consider an expert in this area, Brian Tinsman, R&D's head designer of new games. Brian recommended the following: * A Theory of Fun for Game Design by Ralph Koster. Brian felt it was pretty theoretical but had a wonderful approach that's relevant to games in all categories. * Game Design Workshop by Tracy Fullerton. This book is mostly focused on video games, but it had the best step-by-step "how to design a good game" approach that Brian had seen. The book draws on principles from many genres. * New Rules For Classic Games by R. Wayne Schmittberger. This isn't a game design book per se, but Brian felt it had some wonderful examples of how to change games to meet different player needs, essentially what Wizards' development process is all about. And I'll recommend the following: * The Game Inventor's Guidebook by Brian Tinsman. This is one I have read, and since Brian was too humble to peddle his own book, I will. The book is mostly focused on how to get a game published once it's designed but it covers all the fundamentals of the game design process and interviews just about every name game designer (myself included) in the business. The book is currently out of print, but it's due to be reprinted November 1st. Finally, I'm forced (by the same powers that keep making "Roseanne" references show up) to also mention that my favorite book, A Whack on the Side of the Head by Roger von Oech, is an excellent book on creative thinking, and also a must for any aspiring game designer. source: http://www.wizards.com/default.asp?x=mtgcom/daily/mr344
in my opinion there are two kinds of books: those on the design end, and those on the business end. often one will touch on the other for a chapter or two, but not change its major focus.
Highlights from my reading:
Books on design: Theory Of Fun For Game Design is interesting and useful, though a light read overall. it deals primarily with -why- people enjoy games.
Rules of Play which you're already reading, is definitely excellent, since it quantifies a lot of concepts without being overly assumptive. it is, unfortunately, not laid out in a way that makes it enjoyable to read, which makes its material less accessible. They could have stood to apply some gaming "usability" and "fun" concepts to it. I'd rather it be twice as long and be less textbooky. But don't get me wrong, it's certainly worth reading. I have the first supplement, but haven't read it yet, and am looking forward to that.
Books on the business: The Toy and Game Inventor's Handbook Hugely fluff. if you read any other business end book, this one will have less than 10 pages of worthwhile material.
The Game Inventor's Guidebook Brian Tinsman's book. it's what the above one should have been... and it's 10% of the size. it's not -great-, but it's a good starter, and a quick read.
Game Inventor's Handbook by Stephen Peek This book delivers THE GOODS. it is 15 years old, its references to the impact of computers are laughable, and it is still far and away better than any of the other business end ones i've read. by a lot.
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I agree that books could be categorized in the two ways you've mentioned. I'm more interested in the design category, hoping I'll have the problem of dealing with the business end soon.
I see a third category of books on creativity per se, as Brian mentions above. A Whack on the Side of the Head by Roger von Oech would fit this category.
Thanks!
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