Rules of Play: Game Design Fundamentals and over one million other books are available for Amazon Kindle. Learn more
CDN$ 38.21
  • List Price: CDN$ 62.25
  • You Save: CDN$ 24.04 (39%)
Only 2 left in stock (more on the way).
Ships from and sold by Amazon.ca.
Gift-wrap available.
Quantity:1
Add to Cart
Have one to sell?
Flip to back Flip to front
Listen Playing... Paused   You're listening to a sample of the Audible audio edition.
Learn more
See all 2 images

Rules of Play: Game Design Fundamentals Hardcover – Sep 25 2003


Amazon Price New from Used from
Kindle Edition
"Please retry"
Hardcover
"Please retry"
CDN$ 38.21
CDN$ 38.21 CDN$ 49.99

Join Amazon Student in Canada



Frequently Bought Together

Customers buy this book with The Game Design Reader: A Rules of Play Anthology CDN$ 46.81

Rules of Play: Game Design Fundamentals + The Game Design Reader: A Rules of Play Anthology
Price For Both: CDN$ 85.02

Show availability and shipping details


Customers Who Bought This Item Also Bought

NO_CONTENT_IN_FEATURE

Product Details

  • Hardcover: 688 pages
  • Publisher: The MIT Press; 1 edition (Sept. 25 2003)
  • Language: English
  • ISBN-10: 0262240459
  • ISBN-13: 978-0262240451
  • Product Dimensions: 23.9 x 20.4 x 3.4 cm
  • Shipping Weight: 1.6 Kg
  • Average Customer Review: 3.1 out of 5 stars  See all reviews (15 customer reviews)
  • Amazon Bestsellers Rank: #77,969 in Books (See Top 100 in Books)


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

3.1 out of 5 stars
Share your thoughts with other customers

Most helpful customer reviews

7 of 9 people found the following review helpful By K. Sampanthar on 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.
Read more ›
Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback. If this review is inappropriate, please let us know.
Sorry, we failed to record your vote. Please try again.
2 of 2 people found the following review helpful By Jack Colon on 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? Yes No Sending feedback...
Thank you for your feedback. If this review is inappropriate, please let us know.
Sorry, we failed to record your vote. Please try again.
1 of 1 people found the following review helpful By Paulette Wellington on 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? Yes No Sending feedback...
Thank you for your feedback. If this review is inappropriate, please let us know.
Sorry, we failed to record your vote. Please try again.
3 of 4 people found the following review helpful By A Customer on April 14 2004
Format: Hardcover
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 to write puzzles, or how to work with technology. There's plenty of books that cover those aspects already (Richard Rouse, Ernest Adams, etc.)
Instead, Rules of Play is all about fundamental game concepts. What are games, really? What are the different models to look at games? Rules of Play gives you an enormous understanding of the actual mechanics of gameplay that no other book has offered to date.
Other reviewers are upset by the fact that this book uses both digital and board games as examples. A lot of them discredit the authors because they haven't designed any games they've heard about. That's pretty shortsighted, and unappreciative of the valuable high-level concepts presented in this book.
A game played with dice might not have Isomorphic Real-Time X-Treme Bloomed Shadowing Effects, but it does have a pureness that will allow you to look at the game undistracted by its superficial elements.
Is John Carmack more qualified to talk about games? If that's what you think, you're probably a programmer at heart -- not a game designer.
Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback. If this review is inappropriate, please let us know.
Sorry, we failed to record your vote. Please try again.
3 of 4 people found the following review helpful By Louis E. Dargin on Jan. 28 2004
Format: Hardcover
This book shows how to analyze games, rather than design them. As such, it easily covers its bases. It is not light reading, and it is a textbook of sorts, but it is a very fun read.
It takes adequate time to define and present abstract concepts and qualities that games have. It looks at games from many different angles. It presents three distict levels (or "schemas") in describing games: as collections of rules, as systems of play, and as cultural systems. I find it refreshing that the authors did not take a "one size fits all" approach.
Those who would like to design their own games would find this book very useful. Those who want a tutorial that explains how to design certain types of games would probably be disappointed.
Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback. If this review is inappropriate, please let us know.
Sorry, we failed to record your vote. Please try again.

Product Images from Customers

Most recent customer reviews

Search


Feedback