Vous voulez voir cette page en français ? Cliquez ici.


or
Sign in to turn on 1-Click ordering.
More Buying Choices
Have one to sell? Sell yours here
Rules of Play: Game Design Fundamentals
 
 

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$ 62.50
Price: CDN$ 36.33 & this item ships for FREE with Super Saver Shipping. Details
You Save: CDN$ 26.17 (42%)
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
In Stock.
Ships from and sold by Amazon.ca. Gift-wrap available.
Only 4 left in stock--order soon (more on the way).
Want it delivered Tuesday, May 29? Choose One-Day Shipping at checkout.

Frequently Bought Together

Customers buy this book with Fundamentals of Game Design CDN$ 63.00

Rules of Play: Game Design Fundamentals + Fundamentals of Game Design
Price For Both: CDN$ 99.33

Show availability and shipping details

  • This item: Rules of Play: Game Design Fundamentals

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

  • Fundamentals of Game Design

    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*

Book Description

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.


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

Suggested Tags from Similar Products

 (What's this?)
Be the first one to add a relevant tag (keyword that's strongly related to this product)
 

Your tags: Add your first tag
 

What Other Items Do Customers Buy After Viewing This Item?


 

Customer Reviews

15 Reviews
5 star:
 (7)
4 star:
 (1)
3 star:    (0)
2 star:
 (1)
1 star:
 (6)
 
 
 
 
 
Average Customer Review
3.1 out of 5 stars (15 customer reviews)
 
 
 
 
Share your thoughts with other customers:
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
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
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.

Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


2 of 2 people found the following review helpful
1.0 out of 5 stars Little insight from an inexperienced pair., Jan 24 2004
By 
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.

Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


1 of 1 people found the following review helpful
1.0 out of 5 stars Mediocre at best. Easily forgettable., Jan 5 2004
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.

Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No

Share your thoughts with other customers: Create your own review
Want to see more reviews on this item?
 Go to Amazon.com to see all 31 reviews  3.4 out of 5 stars 
 
 
Most recent customer reviews











Only search this product's reviews



Listmania!


Look for similar items by category


Look for similar items by subject


Feedback


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