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Swords & Circuitry: A Designer's Guide to Computer
 
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Swords & Circuitry: A Designer's Guide to Computer [Paperback]

Neal Hallford , Jana Hallford
4.9 out of 5 stars  See all reviews (8 customer reviews)
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Product Description

Book Description

Computer role-playing games (RPGs) allow players to assume the role of a hero on an epic quest. During the course of the game, the player's character "learns" new spells and skills that, in turn, allow him or her to explore even more of the game world and to solve the challenge presented by the game designers. Never in the history of gaming have role-playing titles been more popular.

Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games by Neal Hallford and Jana Hallford takes the reader on a journey into the arcane world of game development, deciphering the mysteries of the role-playing audience, the history of RPGs, the technical definition of the genre, the roles of a game designer, the fundamentals of building good gameplay and interfaces, and last, but certainly not least, the art of professional worldbuilding. Featuring actual design document excerpts from the hit games Deus Ex, Fallout, Nox, and Stonekeep, it also presents in-depth interviews with top role-playing designers like John Cutter (Betrayal at Krondor), Chris Taylor (Dungeon Siege), Trent Oster (Neverwinter Nights), Sarah Stocker (Pools of Radiance II: The Ruins of Myth Drannor), Jon Van Caneghem (Might & Magic series), and Carly Staehlin (Ultima Online). Game industry artists Shawn Sharp, Jon Gwyn, Jim Wible, and Jeff Perryman also provide exciting and topical illustration! s that evoke not only the look, but the feel, of the worlds that every role-playing designer strives to create. Co-written by a veteran marketeer and the designer behind role-playing bestsellers Betrayal at Krondor, Planet's Edge, and Dungeon Siege, Swords & Circuitry provides everything that a role-playing title must have to succeed!

About the Author

Neal Hallford has been a professional game designer for more than ten years and has led several best-selling computer role-playing titles. He co-authored the story behind the New York Times best-selling novel "Krondor: the Betrayal," and has created stories and designs for well-known computer role-playing games (RPGs) including Betrayal at Krondor, Planet's Edge, and Dungeon Siege.

Jana ("Jayna") Ondrechen Hallford started out as an art critic, then moved on to public relations and marketing. She spent over five years promoting books and authors for an international publishing company. Jana has also supplied background material for two Sci Fi Channel specials, and has spoken at science fiction and fantasy conventions in the U.S. and the U.K.


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Customer Reviews

8 Reviews
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4 star:
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Average Customer Review
4.9 out of 5 stars (8 customer reviews)
 
 
 
 
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5.0 out of 5 stars Organized, detailed, and Enlightening, Dec 10 2003
By A Customer
This review is from: Swords & Circuitry: A Designer's Guide to Computer (Paperback)
I really don't know where to begin in thoroughly recommending this book. If you have any interest in designing RPG games (or any game at all, for that matter) this is the best book for your bank. Neal Hallford lays it all right out in front. From story design to gameplay mechanics to writing your pitch documents, this book will show you the most important stages of game development. More importantly, this book is down to earth and easily digestible. The chapters and subsections were written in a very clear and concise manner. I've seen other game design books that failed to educate or even entertain.

Neal Hallford writes this book not only from the point of view of a veteran game designer (Betrayal at Krondor, Dungeon Siege, and others), but also from the point of view of a GAMER. It is from that point of view that really makes this title stand out. You can tell how much he enjoys his work, and his excitement for the focus medium (RPGs) is infectious as you read. He really helps you to craft a world in your own mind (and helps you think 'outside of the box' as you design). Each chapter is complete with a handful of exercises to help the budding game designer expand the way in which they think about games

This title is also rife with interesting tidbits and trivia about past games and game development. Neal Hallford never forgets that, even though this is a billion-dollars-a-year industry, we make GAMES. Even though the process should be taken seriously, you should work very hard at both doing it well, and having fun while you do it. The process itself is, in fact, one of the strongest aspects of this title. Neal takes you through every step of the process including writing your design document (the game designer's bible, as it were). He points out critical features, and common oversights. Again, he does all of this in a way that is very easy to understand.

Finally, the appendix to this title is a treasure trove itself. Included in the back of the book are interviews with some of the top game developers in the business. And while many other books have included 'fluff' interviews with game designers, this book actually focuses on the critical topic: game design. You learn about how different game designers work, how they approach certain problems, and where they get their inspiration. In addition to these interviews, you can also find sample design documents, descriptions of levels, and charts for gameplay mechanics.

I don't recommend this book. I demand that you buy it. If you have even a passing interest in game design, this book was written for you. Professionals should own it. This is even a great resource for mod authors who are looking for help in creating their own worlds within other game titles. You won't be sorry.

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5.0 out of 5 stars Highly recommended, Oct 3 2003
By 
Dave Astle (San Diego, CA) - See all my reviews
(REAL NAME)   
This review is from: Swords & Circuitry: A Designer's Guide to Computer (Paperback)
This book has been out for a few years, and unfortunately, it has never really received the attention it so richly deserves. From the title, you might infer that it teaches how to design role-playing games, which it does, but what might not be immediately obvious is that the information contained in it can be applied to games from any genre.

This book discusses everything from product life cycles, to plot design, to team roles, to world building, to gameplay issues, and much more. Each topic is covered in detail, with advice and examples. The book includes in-depth interviews with people behind some of the top role-playing games (e.g. Dungeon Siege and Neverwinter Nights), as well as copies of real design documents from leading games (e.g. the world layout from Fallout and the design document from Nox).

The Halfords' writing style is colorful without being condescending. Neal's experience shows through as he is able to back up all of his advice with real-world experience on major titles.

This is quite simply one of the best game design books on the market, and an entertaining read to boot. I give it my highest recommendation.

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4.0 out of 5 stars Good information for designing any kind of game, period., July 13 2003
By 
J. Fristrom (www.gamedevblog.com) - See all my reviews
(REAL NAME)   
This review is from: Swords & Circuitry: A Designer's Guide to Computer (Paperback)
I think the Hallfords sold themselves short with the title of this book: I'd heard of it, but wasn't interested in reading it, because I didn't think it applied to the kinds of games I work on. I was wrong.

Highlights for me include the section on the different reasons different people play videogames and the section on difficulty curves. Both of these sections have ideas I hadn't come across before.

The interviews with designers are good, too: the interviewees are all players in the industry, and the interviews don't limit themselves to information that would only apply to RPG's.

The ratio of meat to fat in this book is quite high. The Hallfords know a lot, and they try to get it all on the page.

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