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Game Design: Theory and Practice
 
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Game Design: Theory and Practice (Paperback)

by Rouse III (Author)
4.0 out of 5 stars  See all reviews (11 customer reviews)
List Price: CDN$ 59.95
Price: CDN$ 36.05 & eligible for FREE Super Saver Shipping on orders over CDN$ 39. Details
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Game Design: Theory and Practice + Gamer Theory + Unit Operations: An Approach to Videogame Criticism
Total List Price: CDN$ 105.20
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Product Details


Product Description

Product Description

[font face="Verdana, Helvetica" color="#0000a0" size="2"> Both burgeoning game designers and devoted gamers should consider [Game Design: Theory and Practice] an essential read."

Book Info

An intermediate to advanced level guide to computer game design and its many aspects. Topics covered include game balancing, storytelling, non-linearity, artificial intelligence. The CD-ROM contains more than a dozen software packages, links to various game design resources on the Internet, and more. Softcover. DLC: Computer games--Programming. --This text refers to an out of print or unavailable edition of this title.

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Customer Reviews

11 Reviews
5 star:
 (5)
4 star:
 (3)
3 star:
 (2)
2 star:    (0)
1 star:
 (1)
 
 
 
 
 
Average Customer Review
4.0 out of 5 stars (11 customer reviews)
 
 
 
 
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Most helpful customer reviews

 
4.0 out of 5 stars The Best That's Out There, April 9 2003
By J. Fristrom (www.gamedevblog.com) - See all my reviews
(REAL NAME)   
I work on video games professionally as a programmer, but I read a lot of books on design because that is the most challenging aspect of what we do. Technology is a solved problem; project management is getting there; that leaves the black hole of design. Of the books I've read, Richard Rouse's is the best. Where most books on game design treat you as if you have somehow landed in the position of creative director for a thirty man team -- and now you need help -- Rouse's book covers everything from level design in the trenches to the concept work of the lead designer. They say those who can't do, write, but Richard is an exception, with a few above average games in his ludography (and a flop or two, just like me). And when his knowledge isn't enough, he supplants it with interviews with the greats. Although it's true that some of the greats are no longer in the game, their advice is still valuable. (One thing that all of them agree on is the value of other people playtesting, whether it's Ed Logg field testing coin-op machines or Steve Meretzky looking at transcripts of people playing text adventures.) This book is also a survey of current trends in game design, from simulation to emergent strategy to meaningful choices. It provoked me to think deeper than I had before.

So why only four stars?

Yes, it is somewhat dated. Interviews with John Carmack, Warren Spector, and Jason Uyeda would be more relevant than the coin-op/PC game gurus presented here.

Furthermore, I could have used less survey and more depth. Take emergent strategies, for example: he touches on this concept, says that It Is Good, but without really giving it the treatment it deserves: how does one create a game in which emergent strategies develop? What are the costs of such an approach to game design?

Still, if you only read one book on game design, this should be it.

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5.0 out of 5 stars Excellent game design book plus more..., Jun 30 2002
By Carlo R. Montoya "Toy photographer" (Cebu City, Cebu Philippines) - See all my reviews
(REAL NAME)   
As a beginning game programmer, this book perfectly fills in the
gap of (hopefully) making me into a better one.

The author was wise enough to include interviews with respected
game designers to prevent the book from being too opinionated.

The best thing about this book is the author's honesty about
why some of his games were flawed in the hopes that we learn
from them.

The sample game design document is one of the best
I've seen. I've seen samples from the web that were either too
short (leaving it to the team to assume anything) or too long
(too detailed).

Lastly, he doesn't comment on the 'business' of the game
industry (he pokes at them though). I think this was a wise
move. Who wants to read about project management, financial
forecasts, focus groups, marketing in a book about game
design?

I don't think I'll be buying any more game design books until I
find one that can best this.

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5.0 out of 5 stars The fundamentals, in a clean read., Oct 16 2001
By "cardeal_setzer" (Vila Velha ES, Brazil) - See all my reviews
This book brings the very fundamentals of game design. I dont think its dated, because those are the things that every game will always have, period.

A very good read, with very good examples and interviews. Rouse talks a lot about his own games, specially Centipede 3D, but I think it's natural. To make everything complete, Rouse could get deeper about the commercial side of game industry, with things like schedule pressure, getting fund and etc. The main objective is to teach how to design games, but this kind of information adds great value.

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Most recent customer reviews

5.0 out of 5 stars An Introduction and More to the World of Game Design
A wonderful book, which has basically become my bible on what Game Designing really is. I am sure that anyone who buys this book will be pleased. Read more
Published on July 31 2001 by ghowpher

3.0 out of 5 stars A Decent Read With Some Interesting Content
For the aspiring game designer I would rate this book as average. Of the 23 chapters, the ones I found the most interesting were the interviews with leading game designers (though... Read more
Published on July 2 2001 by Sean Mountcastle

4.0 out of 5 stars A great book on game theory for developers and laypeople
The people below that are bashing on this book for not being technical or specific enough obviously didn't examine it very closely before they purchased it. Read more
Published on Jun 28 2001 by Benjamin E. Sones

3.0 out of 5 stars Fairly good - fairly dated though
"This book is out of date" is all I could think of when I read it. Rightly or wrongly, it tries to draw fundamental conclusions about game design by focusing on what has... Read more
Published on Jun 25 2001 by Benjamin K Gibbs

5.0 out of 5 stars Lasting Importance for Designers
What I like most about this book is how it completely avoids technical implementation issues to focus on something altogether more intangible: making fun interactive experiences... Read more
Published on Jun 23 2001 by colinl53

1.0 out of 5 stars A completely vacuous book
I am a programmer, though not of games.

I have a strategy turn-based board game that I made up on the floor of my bedroom for fun in the late 1980's, after play testing it it... Read more

Published on Jun 16 2001 by Mr P T Jones

4.0 out of 5 stars good resource for game designers
Each of the chapters of this book fall into one of three categories: an interview with a prominent game designer, an analysis of a successful game, or a discussion of game design... Read more
Published on May 31 2001 by Dave Astle

5.0 out of 5 stars At Last a Good Book for Game Designers
I don't know of any other book which covers the topic of computer game design as well or in as much detail as this one. Read more
Published on Mar 10 2001 by Max Woodward

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