Rules of Play: Game Design Fundamentals and over one million other books are available for Amazon Kindle. Learn more

Vous voulez voir cette page en français ? Cliquez ici.


or
Sign in to turn on 1-Click ordering.
or
Amazon Prime Free Trial required. Sign up when you check out. Learn More
More Buying Choices
Have one to sell? Sell yours here
Start reading Rules of Play: Game Design Fundamentals on your Kindle in under a minute.

Don't have a Kindle? Get your Kindle here, or download a FREE Kindle Reading App.

Rules of Play: Game Design Fundamentals [Hardcover]

Katie Salen , Eric Zimmerman
3.1 out of 5 stars  See all reviews (15 customer reviews)
List Price: CDN$ 56.02
Price: CDN$ 36.33 & this item ships for FREE with Super Saver Shipping. Details
You Save: CDN$ 19.69 (35%)
o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o
Only 6 left in stock (more on the way).
Ships from and sold by Amazon.ca. Gift-wrap available.
Want it delivered Thursday, May 23? Choose One-Day Shipping at checkout.

Formats

Amazon Price New from Used from
Kindle Edition CDN $32.17  
Hardcover CDN $36.33  

Book Description

Sep 25 2003 0262240459 978-0262240451 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.


Frequently Bought Together

Rules of Play: Game Design Fundamentals + A Theory of Fun for Game Design + Level Up!: The Guide to Great Video Game Design
Price For All Three: CDN$ 86.80

Show availability and shipping details

  • In Stock.
    Ships from and sold by Amazon.ca.
    This item ships for FREE with Super Saver Shipping. Details

  • A Theory of Fun for Game Design CDN$ 16.62

    In Stock.
    Ships from and sold by Amazon.ca.
    Eligible for FREE Super Saver Shipping on orders over CDN$ 25. Details

  • Level Up!: The Guide to Great Video Game Design CDN$ 33.85

    In Stock.
    Ships from and sold by Amazon.ca.
    This item ships for FREE with Super Saver Shipping. Details


Customers Who Bought This Item Also Bought


Product Details


Product Description

Review

" 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*

About the Author

Katie Salen is Professor of Design and Technology at Parsons the New School for Design. She is the coauthor of Rules of Play: Game Design Fundamentals and coeditor of The Game Design Reader: A Rules of Play Anthology and The Ecology of Games: Connecting Youth, Media and Learning, all published by the MIT Press. She is also Executive Director of Institute of Play, a design-led games and learning nonprofit.

Eric Zimmerman is a game designer, game design theorist, and co-founder and CEO of gameLab. He has taught at universities including MIT, the University of Texas, Parsons School of Design, New York University, Rhode Island School of Design, and the School of Visual Arts.

Inside This Book (Learn More)
Browse Sample Pages
Front Cover | Copyright | Table of Contents | Excerpt | Index
Search inside this book:

What Other Items Do Customers Buy After Viewing This Item?


Customer Reviews

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 Jan 19 2004
Format: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
This is the BEST BOOK ON BOARD GAME DESIGN that I have read and I have read many! The book is well written, it is thorough in its analysis, has references and bibliographies that allow you to explore the authors' research yourself. I had high expectations for this book and that normally leads to being a little disappointed, but this book not only met my high expectations but actually exceeded them! This book isn't for the impatient programmer who just wants to know how to write the next First Person Shooter, or the person who wants to be told some quick methods to come up with new ideas for games. This is for the serious student who wants to really understand game design and what it truly means to design immersive, balanced and compelling game play.

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:
- Reiner Knizia - writing about how he designed the Lord of the Rings Board game
- Richard Garfield (Sibling Rivalry), Frank Lantz (Iron Clad), Kira Snyder (Sneak) and James Ernest (Caribbean Star) - design board games for the book and each of them describe how they went about designing. (Note: James Ernest's game Caribbean Star is available as part of a game collection he released from his company Cheapass games - check out "Chief Herman's Next Big Thing" )
- There are game design exercises that students or teachers can use to learn more about each of the concepts. These exercises are split into 3 categories: game creation, game modification and game analysis.
- Complexity, Emergence, self organization as they refer to games
- Probability and Randomness (luck) in games
- Information Theory - uncertainty, noise and redundancy
- Systems of Information - public and private information
- Cybernetics - Feedback loops and game balancing
- Game Theory - Cake division and the prisoner's dilemma
- Conflict and Cooperation
- Interactivity
- Flow - Entrainment, reward schedules, behavior theory and addiction
- Edward De Bono's L Game
- Narrative play - story arcs etc..
- Simulations - games as simulations
- Metagames - the larger social context of games
- Open Source Games - like Icehouse
- Game modifications - Alterations, Juxtapositions, Reinventions
- Blurring the boundary between "real" and "play"

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.

Was this review helpful to you?
2 of 2 people found the following review helpful
1.0 out of 5 stars Little insight from an inexperienced pair. Jan 24 2004
Format: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.

Was this review helpful to you?
1 of 1 people found the following review helpful
1.0 out of 5 stars Mediocre at best. Easily forgettable. Jan 5 2004
Format: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.

Was this review helpful to you?
Want to see more reviews on this item?
Most recent customer reviews
4.0 out of 5 stars I had to buy this book for University
I've seen some people review negatively this book, but I think it is because they expected something else, a book on how to create a game. Read more
Published on Feb 8 2010 by Thomas Z.
1.0 out of 5 stars Not good for students of game making.
While it is a nice romp through the games culture of the 1980's, it really has no input on the world of games today. Read more
Published on May 29 2004 by Amy Talen
1.0 out of 5 stars A great door-stop!
Failing at virtually every level to deliver useful information, this book is a whole lot of dead weight. If you are a student of games, you have many superior options. Read more
Published on May 9 2004 by Greg Banning
5.0 out of 5 stars Finally! A conceptual framework for game design
If you're looking for a "how to" book on game design, don't buy Rules of Play. It won't tell you how to write a design doc, or how to reward players with powerups, or how... Read more
Published on April 14 2004
1.0 out of 5 stars Many words, little content
The authors treat you to a pretentious, hollow, lopsided ivory tower view of what games are and then summarize each section by having a guest writer design a game to be played with... Read more
Published on Feb 24 2004
5.0 out of 5 stars Teaches the analysis of games
This book shows how to analyze games, rather than design them. As such, it easily covers its bases. Read more
Published on Jan 28 2004 by Louis E. Dargin
1.0 out of 5 stars Dodge this bullet!
As a life-long game designer, I've worked on dozens of projects from multi-million dollar blockbusters to academic experimentation & pure research. Read more
Published on Jan 28 2004 by "john_l_s"
5.0 out of 5 stars an invaluable resource
This is an excellent text for serious students of game design. Game design like other forms of design is influenced and influences many other fields of study or as the authors... Read more
Published on Jan 27 2004 by Nikita Mikros
5.0 out of 5 stars Best Book on Game design
This is not the first book on game design but it is the best. It is comprehensive yet comprehensible. Read more
Published on Jan 24 2004 by K. Wark
5.0 out of 5 stars Much More Than Simply Game Design Fundamentals
Read Rules of Play cover to cover and found it not only fascinating and extraordinarily informative, but also compelling, entertaining, and provocative. Read more
Published on Jan 14 2004 by Ruth Charny
Search Customer Reviews
Only search this product's reviews

Listmania!

Create a Listmania! list

Look for similar items by category


Feedback


Amazon.ca Privacy Statement Amazon.ca Shipping Information Amazon.ca Returns & Exchanges