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" Rules of Play is an exhaustive, clear, cogent, and complete resource for understanding games and game design. Salen and Zimmerman describe an encyclopedia of game design issues, techniques, and attributes. In particular, they analyze the elements that can make a game experience richer, more interesting, more emotional, more meaningful, and, ultimately, more successful. It should be the first stop you make when learning about game design." Nathan Shedroff , author of Experience Design
" Rules of Play makes a monumental contribution to the development of game theory, criticism, and design. It will instantly become a standard textbook in the field on the basis of its rigor and scope—yet it is written in such an engaging style that many will read it for pleasure. Salen and Zimmerman do for games what Sergei Eisenstein did for cinema—offer an expert practitioner"sperspective on central aspects of the aesthetics and cultural importance of an emerging medium." Henry Jenkins , Director of Comparative Media Studies, MIT
"This is the most impressive book on game design I've ever seen. Broad in scope yet rich in detail, Rules of Play sets a new standard for game analysis." Will Wright , Game Designer of Sim City and The Sims
"*Rules of Play* is an exhaustive, clear, cogent, and complete resource for understanding games and game design. Though successful, the game world is in dire need of innovation -- from the endless repetition of themes and structures, celebrity characters, and movie and television tie-ins -- and this book points the way forward. Salen and Zimmerman describe an encyclopedia of game design issues, techniques, and attributes. In particular, they analyze the elements that can make a game experience richer, more interesting, more emotional, more meaningful, and, ultimately, more successful. It should be the first stop you make when learning about game design."--Nathan Shedroff, author of *Experience Design 1*Please note: Endorser gives permission to excerpt from quote.
"This is the most impressive book on game design I've ever seen. Broad in scope yet rich in detail, *Rules of Play* sets a new standard for game analysis."--Wil Wright, Game Designer of *Sim City* and *The Sims*
"The future is created at the intersection of business, technology, design, and culture. *In the Bubble* is an insightful and delightful explanation of this nexus and of how each force affects the others. Designers often miss a great deal in their educations about the real people who will use and inhabit their work. Thackara astutely illuminates a lot of what designers don't know they're missing."--Nathan Shedroff, author of *Experience Design 1*
As pop culture, games are as important as film or television--but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games..Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
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Most helpful customer reviews
7 of 9 people found the following review helpful
5.0 out of 5 stars
THE BEST BOOK ON BOARD GAME DESIGN,
By K. Sampanthar "Inventor of ThinkCube" (Boston, MA) - See all my reviews
This review is from: Rules of Play: Game Design Fundamentals (Hardcover)
(NOTE: This is the final review of the book. I wrote preliminary reviews which have since been cleaned up by Amazon; unfortunately it looks like they left my negative review that was submitted to balance my multiple positive reviews.)The Summary I have been reading and researching game design for over 10 years now. I have been writing computer games for over 20 years. Over the last 4 years I have been researching board games, since discovering the European board games that have been doing so well across the pond, I got hooked and realized that these games were the embodiment of great game design. I decided that to become better at designing computer games I should learn what makes games like Settler's of Catan and Carcassonne so compelling. So for the last few years I have been exploring the theory of game design. Since there wasn't much out on board game design specifically, I read newsgroups, web site articles and the plethora of books coming out on computer game design. I also diversified my research and delved into psychology, mathematics, game theory, and anthropology and information architecture. Well all I can say is that if this book, Rules of Play had been available 10 years ago I would saved myself many years of reading! This book brings together all the different strands of game design, going into the theoretical aspects, delving into board game design from the Landlord game (the earliest form of the Monopoly type game) to Reiner Knizia talking about how he designed Lord of the Rings. It explores computer games from Pong to the recent slew of First Person Shooters. It explores psychology, anthropology, cybernetics, mathematics, probability etc... This has the broadest coverage of topics that relate to game design. If you want to know the fundamental principles behind what makes great games, then you need to understand people and why play and games are important. You need to understand how people think and the underpinnings of why reward schedules works. There are a lot of books out there that refer to reward schedules, flow and game balancing but this is the first one that truly explores the subjects and their roots. I found this book to be amazing. I am of the personality, when I start something I want to learn everything I can about the subject, and this book allowed me to be immersed in game design. Here is a list of some of the most interesting parts of this book: A part of me of wants to keep this book and all these amazing insights that I have read to myself, since then I could have that added advantage. But I know the best way to ratchet up the quality of games is to share information and the game industry as a whole will be improved.
2 of 2 people found the following review helpful
1.0 out of 5 stars
Little insight from an inexperienced pair.,
By Jack Colon (San Fran, CA) - See all my reviews
This review is from: Rules of Play: Game Design Fundamentals (Hardcover)
When I received a copy of this book I didn't have any solid expectations. I had never heard of Zimmerman or Salen before and so I wasn't overly surprised when the text turned to disappoint. If you look into the authors credentials you'll find that neither have any experience in game design beyond a beginner/hobbyist level. I felt mislead by the bravado the authors put forth in assuming authority on a subject they are blatantly unqualified to comment on. Overall the book delves into game design on only a very shallow level.On the brighter side, if you're a game player with a passing interest in old school design, or just want to know the opinions of some retro-gamers, you might care to check this book out. For anyone else, I'd suggest alternatives: "Game Design: Theory and Practice" and especially "Chris Crawford on Game Design". Both contain intelligent analysis from truly experienced designers with much more relevance to modern game design. The bottom line is that there are just too many good alternatives to be interested in this instantly forgettable material.
1 of 1 people found the following review helpful
1.0 out of 5 stars
Mediocre at best. Easily forgettable.,
By Paulette Wellington (San Diego, CA) - See all my reviews
This review is from: Rules of Play: Game Design Fundamentals (Hardcover)
Managed to finally get through this wordy behemoth. Now that I have, I'm not sure that it was worth the battle. The historic/cultural analysis is quite one sided, leaving the most controversial topics entirely untouched. The text reads like a "retro-gamers guide to the universe", and fails to offer any meaningful examination of game design topics. Certainly not enough to warrant calling it a "textbook" or "reference book" (as the books description claims). If you are interested in game design, skip this one and look to others like Chris Crawford for intellectual stimulation.
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