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Computer Game Design: Theory and Practice with CDROM
 
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Computer Game Design: Theory and Practice with CDROM [Paperback]

Richard Rouse
4.0 out of 5 stars  See all reviews (11 customer reviews)

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Paperback CDN $37.93  
Paperback, February 2001 --  

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Book Description

One of the most important but least discussed elements of a computer game is the gameplay that makes a game compelling and entertaining. Game Design: Theory & Practice focuses on this elusive topic and how you can ensure your title has the best gameplay possible. Richard Rouse discusses in detail key game design topics including game balancing, storytelling, non-linearity, player motivations, input/output, artificial intelligence, level design, and playtesting. This book delves into the entire breadth of interactive games, covering computer, console, and arcade titles, and spanning a variety of gaming genres including strategy, adventure, simulation, action, role-playing, sports, and wargames.

Follow the entire game development process, from brainstorming a game idea, establishing the focus, and determining the storytelling mode to getting the gameplay working, documenting the design, and playtesting. Learn the techniques of top game designers through in-depth interviews:
Chris Crawford, Balance of Power, Eastern Front (1941)
Ed Logg, Asteroids, Centipede, Gauntlet
Jordan Mechner, Prince of Persia, Karateka, The Last Express
Sid Meier, Civilization, Pirates!, Railroad Tycoon, Gettysburg!
Steve Meretzky, The Hitchhiker’s Guide to the Galaxy, Planetfall
Will Wright, SimCity, The Sims

Understand the elements that make a game successful through detailed analysis of Centipede, Tetris, Loom, Myth: The Fallen Lords, and The Sims.

Find out how to most effectively document your game ideas, including the use of the focus, design document, story bible, script, and technical specification. A complete sample design document in the appendix illustrates the principles of good game development documentation

About the Author

Richard Rouse III is a computer game designer, programmer, and writer at Surreal Software. Among his credits are Centipede 3D, Odyssey: The Legend of Nemesis, Damage Incorporated, and the PlayStation 2 version of Drakan. Rouse has written extensively about game design for publications including Game Developer, SIGGRAPH Computer Graphics, Gamasutra, and Inside Mac Games.

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Customer Reviews

11 Reviews
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 (5)
4 star:
 (3)
3 star:
 (2)
2 star:    (0)
1 star:
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Average Customer Review
4.0 out of 5 stars (11 customer reviews)
 
 
 
 
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4.0 out of 5 stars The Best That's Out There, April 8 2003
By 
J. Fristrom (www.gamedevblog.com) - See all my reviews
(REAL NAME)   
This review is from: Computer Game Design: Theory and Practice with CDROM (Paperback)
I work on video games professionally as a programmer, but I read a lot of books on design because that is the most challenging aspect of what we do. Technology is a solved problem; project management is getting there; that leaves the black hole of design. Of the books I've read, Richard Rouse's is the best. Where most books on game design treat you as if you have somehow landed in the position of creative director for a thirty man team -- and now you need help -- Rouse's book covers everything from level design in the trenches to the concept work of the lead designer. They say those who can't do, write, but Richard is an exception, with a few above average games in his ludography (and a flop or two, just like me). And when his knowledge isn't enough, he supplants it with interviews with the greats. Although it's true that some of the greats are no longer in the game, their advice is still valuable. (One thing that all of them agree on is the value of other people playtesting, whether it's Ed Logg field testing coin-op machines or Steve Meretzky looking at transcripts of people playing text adventures.) This book is also a survey of current trends in game design, from simulation to emergent strategy to meaningful choices. It provoked me to think deeper than I had before.

So why only four stars?

Yes, it is somewhat dated. Interviews with John Carmack, Warren Spector, and Jason Uyeda would be more relevant than the coin-op/PC game gurus presented here.

Furthermore, I could have used less survey and more depth. Take emergent strategies, for example: he touches on this concept, says that It Is Good, but without really giving it the treatment it deserves: how does one create a game in which emergent strategies develop? What are the costs of such an approach to game design?

Still, if you only read one book on game design, this should be it.

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5.0 out of 5 stars Excellent game design book plus more..., Jun 30 2002
By 
Carlo R. Montoya "Toy photographer" (Cebu City, Cebu Philippines) - See all my reviews
(REAL NAME)   
This review is from: Computer Game Design: Theory and Practice with CDROM (Paperback)
As a beginning game programmer, this book perfectly fills in the
gap of (hopefully) making me into a better one.

The author was wise enough to include interviews with respected
game designers to prevent the book from being too opinionated.

The best thing about this book is the author's honesty about
why some of his games were flawed in the hopes that we learn
from them.

The sample game design document is one of the best
I've seen. I've seen samples from the web that were either too
short (leaving it to the team to assume anything) or too long
(too detailed).

Lastly, he doesn't comment on the 'business' of the game
industry (he pokes at them though). I think this was a wise
move. Who wants to read about project management, financial
forecasts, focus groups, marketing in a book about game
design?

I don't think I'll be buying any more game design books until I
find one that can best this.

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5.0 out of 5 stars The fundamentals, in a clean read., Oct 16 2001
By 
"cardeal_setzer" (Vila Velha ES, Brazil) - See all my reviews
This review is from: Computer Game Design: Theory and Practice with CDROM (Paperback)
This book brings the very fundamentals of game design. I dont think its dated, because those are the things that every game will always have, period.

A very good read, with very good examples and interviews. Rouse talks a lot about his own games, specially Centipede 3D, but I think it's natural. To make everything complete, Rouse could get deeper about the commercial side of game industry, with things like schedule pressure, getting fund and etc. The main objective is to teach how to design games, but this kind of information adds great value.

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