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Chris Crawford on Game Design
 
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Chris Crawford on Game Design [Paperback]

Chris Crawford
4.9 out of 5 stars  See all reviews (7 customer reviews)

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Book Description

Chris Crawford on Game Design is all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today. Chris Crawford, the most highly sought after expert in this area, brings an intense opinion piece full of personality and flare like no other person in this industry can. He explains the foundational and fundamental concepts needed to get the most out of game development today. An exceptional precursor to the two books soon to be published by New Riders with author Andrew Rollings, this book teaches key lessons; including, what you can learn from the history of game play and historical games, necessity of challenge in game play, applying dimensions of conflict, understanding low and high interactivity designs, watching for the inclusion of creativity, and understanding the importance of storytelling. In addition, Chris brings you the wish list of games he'd like to build and tells you how to do it. Game developers and designers will kill for this information!

From the Inside Flap

Yet games haven't become a thousandfold or even a hundredfold better. Today's games are unquestionably more impressive than the games of 1982, but the advances we have seen aren't commensurate with the progress of the hardware or the budgets. Indeed, some people who nostalgically play the old-time games aver that modern games are no more fun. Games are bigger, splashier, more impressive, but not much more fun, they claim.

De gustibus non est disputandem—you can't argue about taste. We'll never agree on just how much more fun the new games are. But we can agree that the games have not improved commensurately with the technology. Clearly, technological progress does not automatically make games more fun. There's something else at work here, something that can't be nailed down in program code. It's often called the fun factor, but I don't like the term—it suggests that fun is a standard component that can be stuffed into a game somewhere between the mouse input code and the 3D graphics engine. I prefer to think of it as simply good game design: a soft, fuzzy concept involving a great deal of expertise, some rules of thumb, and strong intuition.

Note

Game design is not at all the same as game programming.

Game design shares nothing with game programming; they are completely separate fields of endeavor. True, a game designer must understand programming just as a game programmer must know something of game design. Yet as these two fields have progressed, they have diverged; master game designers focus their energies on mental challenges utterly different from those that bedevil master game programmers. This book is about the problems of game design; it has no truck with technical problems, for which a plethora of books await the reader.

Since game design is so soft and fuzzy, this book cannot offer simple answers with the directness and clarity that a technical work could provide. Alas, we must struggle with vague theories instead of precise formulations; rough guidelines instead of polished specifications; abstract concepts instead of direct rules. In many cases we must accept mutually incompatible concepts, uncertain where the dividing line between them lies. It comes with the job.

Fortunately, we have a vast array of experience on which to draw. In the last twenty years, some twenty thousand games have been published. Most of these were pretty lousy; some were good; and a handful were excellent. We can learn from all of these games. Indeed, the turkeys are the most instructive, because often a turkey fails for a single, easily identified reason. A thousand factors make a great game; it's impossible to evaluate them separately when they all sing together in perfect harmony. But when just one factor sings off-key, it stands out with terrible

Note

It's easier to learn from turkeys than from masterworks.clarity.

My first book, The Art of Computer Game Design, was still being read and recommended twenty years after its publication; I intend for this book to be similarly long-lived. Therefore, I shall not be citing the current popular games. I shall limit my commentary to the great classics, milestones that should be available to any prospective designer. Occasionally, I will pick out some special turkey that beautifully illustrates a design blunder, but when I do so, I shall attempt to describe the game adequately.

© Copyright Pearson Education. All rights reserved.


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Customer Reviews

7 Reviews
5 star:
 (6)
4 star:
 (1)
3 star:    (0)
2 star:    (0)
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Average Customer Review
4.9 out of 5 stars (7 customer reviews)
 
 
 
 
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5.0 out of 5 stars Good job Chris, Feb 23 2004
By 
Jacek Orowski "jorlowski" (Warsaw Poland) - See all my reviews
(REAL NAME)   
This review is from: Chris Crawford on Game Design (Paperback)
This is very personal book. The author shares his experience and knowledge with you, showing you the strenghts and weaknesses of his designs. What is important it looks he always worked alone ( as designer and programmer ), so you can see all the difficulties related with such lonely achievments. From time to time Chris compare his games with Sid's Mayer Civilization (1991), but he do not mention that this game was created by a team of maybe 12-15 people!
This book is also a wonderful essay of game development history.
How to create a game if processor of your computer does't know how to devide two numbers (there is not such assembler instruction)!
Chris also diagnoses that entire game industry is in crisis today. He argue that from quite a long time the most important thing during game creation is not a game itself or the gameplay but just a beatiful graphics! So today, almost every game has beatiful graphics but it is difficult to find any fun while playing! And I agree with him.
Game creation is the form of the art. From the other side, the game should be fun for the player. This is very important to keep track on both.
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5.0 out of 5 stars Crazy but Great, Jan 7 2004
By 
George E Collins (Los Angeles, California United States) - See all my reviews
This review is from: Chris Crawford on Game Design (Paperback)
Chris Crawford has a reputation in the game industry for being a bit of a nut. But it is this nuttyness -- or original thinking -- that makes this book worth reading. Who else but Chris Crawford would list Siboot, his own game, as one of the most important computer games of all time?

Crawford's attacks on the game industry are for the most part accurate, although not always completely fair. His perspective on what makes an interesting game is unique, and contrary to most of the things that are hyped in this disposable industry. Not many people see things his way, but not many people have cared about computer games this much for this long.

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4.0 out of 5 stars 51% Opinions, 30% Fluff, 19% Insight  But a Must Read, Dec 13 2003
This review is from: Chris Crawford on Game Design (Paperback)
Anybody who is familiar with Chris Crawford won't be surprised to know that his latest book on game design is littered with opinions! Also they wouldn't be surprised to know that there are some real gems of insight buried within the morasses of fluff and opinion. This book is a 'MUST READ" for that 19% of insight.

His rants, side tracks and "old fart stories" are always amusing, I am sure some people will take offense and unfortunately they probably wouldn't get past the first few chapters and hence miss out some great thoughts on game design.

This should not be your only book on game design in your library, but it should definitely be there. Chris's thoughts on creativity, his list of "games I would like to write" and analysis of his games are worth the entry price alone.

Overlook the ego, be amused by rants and stories, ignore the author's over use of a thesaurus to sound smart but most definitely take note of his insights.

Only 4 stars, but no books with this much bias can truly get 5.

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