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Showtime your review of The Fine art of Game Design: A Book of Lenses
Michael Burnam-Fink
On one level, this is a textbook about how to design a game. On some other level, this a work of love by someone who clearly understands why games are fun, and how to manage the tricky business organization of coordinating all the people required to build i. Jesse Schell breaks games down into their private components, and explains how those can piece of work together to reinforce an experience of fun. The book is full of practical, folksy wisdom on managing artists, programmers, playtesters, and clients. A charmin On i level, this is a textbook about how to design a game. On some other level, this a work of love by someone who clearly understands why games are fun, and how to manage the catchy business organization of coordinating all the people required to build i. Jesse Schell breaks games down into their individual components, and explains how those can work together to reinforce an experience of fun. The book is full of applied, folksy wisdom on managing artists, programmers, playtesters, and clients. A charming, conversational volume total of hard communication and useful ideas. A good read for everyone who loves games, and essential for somebody who plans to design one. ...more than
Jessica Mae Stover
Update: My giftee has read deeper into this book and shared some parts with me that I hadn't yet seen. This book is sexist and misogynistic.

I'll update with more than details as soon as I have fourth dimension (I desire to await into who else is responsible for publishing this cloth in support of the author), but, wow: those parts are terrible, poorly cited, and comprise glaring problems such as "people are saying" weasel words.

I'chiliad going to go ahead and say nearly reviewers here likely would not accept given this boo

Update: My giftee has read deeper into this book and shared some parts with me that I hadn't yet seen. This book is sexist and misogynistic.

I'll update with more details equally soon as I have time (I desire to look into who else is responsible for publishing this cloth in support of the author), but, wow: those parts are terrible, poorly cited, and contain glaring problems such equally "people are maxim" weasel words.

I'thou going to go alee and say most reviewers here probable would not have given this volume a laissez passer if information technology contained racism and antisemitism equivalent to the book's sexism, yet look at the iv-5 star reviews with non a unmarried mention of the outrageous sexism independent herein. Either those readers believe as the author does, without testify, so they didn't notice, or they just don't care, which is frustrating and disturbing no matter how yous slice it.

This book is used as a academy textbook, and I cannot imagine seeing those sections in a classroom setting. Furthermore the table of contents for the offensive sections hasn't changed for 3rd edition, so the fabric is still there! Until I render with more particular, this is being talked nigh online in other spaces: https://medium.com/@partytimehxlnt/ti...
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Bought the 2d edition of this book as a souvenir, and read a few excerpts with the giftee. If you search the reviews hither for "gender" and "sexist," you lot'll meet that there are red flags about one detail section, and I urge readers to talk back to that part of the book in your reviews and in your game design. For future editions, it would exist helpful if the section in question was handed over to someone else due to the author'southward limitations and the lack of needed citations, or else omitted entirely. I'm not sure if that lens permeates the entire book, simply I sincerely hope not since this is the go-to volume on game design, and otherwise looks to be well received.

A simple examination readers and writers tin can utilise: Try reading the work with race substituted for gender. If you lot wouldn't say the matter nigh race -- if information technology sounds incorrect -- don't say it virtually gender.

...more
Graham Herrli
This book contains some thought-provoking suggestions most game pattern, but it as well contains plenty empty truisms to become abrasive. For example: "there were many decisions the designer made to lay it out, and these decisions made a meaning bear upon upon the game feel" (p. 237). The final paragraph of each chapter and subchapter could probably be omitted without removing any data from the volume.

And the number of typos was phenomenal. (I sent Jesse Schell a list of near twenty t

This book contains some thought-provoking suggestions well-nigh game design, but it too contains enough empty truisms to become annoying. For instance: "there were many decisions the designer made to lay information technology out, and these decisions made a meaning impact upon the game feel" (p. 237). The final paragraph of each chapter and subchapter could probably be omitted without removing whatever information from the volume.

And the number of typos was astounding. (I sent Jesse Schell a list of nearly 20 to correct in due east-books or reprintings.) Their sheer book made me a bit dubious of the depth of thought that went into the book. Some parts of it, especially the emotional ramblings toward the stop, read like commencement drafts.

The premise of the book intrigued me. Schell pulled together a drove of one hundred "lenses": means looking at a game to meet what needs to be changed about information technology. Some of these could be quite useful, although most don't demand the surrounding context of the book to support them. The book has a companion Deck of Lenses that might make a ameliorate purchase for anyone actually intending to use the lenses for a design.

As a former professional juggler and former employee of Disney, Schell's perspective on the entertainment side of the industry was valuable, albeit somewhat trite.

Here are some things this book says:
(view spoiler)[
*Compared with other media, it is harder to hibernate the artifacts and connect the user straight to the feel in games because games are more than interactive (p. 11).
*The lack of standardized definitions in game blueprint means that we have to clarify what we mean more than. Although this footstep of description slows the process, information technology likewise means that nosotros recollect near each detail more thoroughly (p. 25). [This concept reminds me of the essay about Curt Hand Abstractions from This Will Make You Smarter. Past using SHAs, nosotros can think almost combinations of SHAs faster, but we don't stop to consider what each SHA really means.]
*Schell proposes a x-function definition of a game (they are entered willfully, have goals, have conflict and rules, tin can be won and lost, are interactive, have challenge, and create their ain internal value to engage players in airtight, formal systems)(p. 31-four). He then combines all these equally "A game is a trouble-solving action, approached with a playful attitude" (p. 37).
*The four main components of a game (mechanics, story, aesthetics, and technology) (p. 41-3) should support a unified theme (p. 53).
*When brainstorming, numbering the ideas in lists helps to give each idea individual significance (p. 71).
*Games are built on top of toys. I way of designing is to come up up with the toy first and allow that inspire the class of the game (p. 90).
*In much the same style that comics simplify perception by adjustment with our mental models (with large faces and lines dividing objects), games may be fun because they are simplified models and thus require less idea than non-abstracted perceptions of reality (p. 117).
*When designing a game's mechanics, it'southward worthwhile to consider separately the vi basic elements of spaces, modes, actions, rules, skills, and chances (p. 130-69).
*Playtest with a mix of novices and experts to ensure that players begin in and remain in the flow channel (p. 177-8).
*Each individual game chemical element should serve as many purposes as possible. Elements with few purposes should exist merged (p. 197-viii).
*If a game for children is designed to require only one mouse push, information technology can be useful to set the right-mouse push button to too deed as a left button so that if their small hands mis-click, the game still responds as predictable (p. 244).
*A successful entertainment experience should have an "interest bend" that begins with a claw to engage the person's interest and and then adds gradually more interesting experiences until terminal with the nearly interesting (p. 246-52).
*Inconsistency in a story world is bad because it takes people out of the world and prevents them from imagining themselves in it in the future (p. 276).
*When creating game characters, it tin can be useful to consider their relationships with each other character, including their relative statuses (p. 318-23).
*1 technique for designing aesthetics is to pick a vocal that evokes the feeling you want to convey and then structure the residual of the game around information technology (p. 351-2).
*It's worthwhile to make your client feel like a creative partner in your blueprint (420).
*Schell explains how the education system has many mechanics of a game but that it doesn't feel like a game because it lacks the elements of a good game design. "Information technology's not that learning isn't fun, it is just that many educational experiences are poorly designed" (443).
*If curiosity is a trait that tin can be nurtured, then structuring the didactics system to support the evolution of curiosity will exist beneficial to students because they tin then seek out any data they need on the internet (p. 447-8).
(hide spoiler)]

EDIT: Jesse responded to the list of typos I sent him by sending me a pack of his Deck of Lenses as a thank you. This was a very proactive gesture and gave me considerable respect for his professional courtesy. Now that I ain the deck, my earlier recommendation that the deck is likely more useful than the volume still stands. The deck also has the added merit of existence beautifully illustrated and satisfyingly crisp.

I recollect information technology's a proficient idea to publish the media in multiple formats similar this; multiple entries into a world are something which Jesse Schell advocates convincingly for in his volume. I've heard that Stephen Anderson also created a complementary deck of psychological principles to go with his Seductive Interaction Design .

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George
Jun 25, 2017 rated it really liked it
My crash course into game blueprint continues. This book is an excellent resource for the whole process of making a game (most of these lessons can too be used for software development in general). It covers everything from the original concept/idea for a game to the finish product, with all the hurdles in between (teem communication and organization, testing, balancing, talking to clients...). My only problem is that some of the topics were covered too mostly, but I understand that this is the on My crash course into game pattern continues. This book is an splendid resource for the whole procedure of making a game (most of these lessons can likewise exist used for software evolution in general). It covers everything from the original concept/idea for a game to the end product, with all the hurdles in between (teem communication and arrangement, testing, balancing, talking to clients...). My only problem is that some of the topics were covered likewise generally, but I understand that this is the simply manner to do it without making it the size of Encyclopedia Britannica. The iv star review is mostly considering the writing style didn't sit well with me. ...more than
Kars
Apr 12, 2012 rated it actually liked it
I take mixed feelings about this book. To start with the proficient: Schell takes a very holistic arroyo to game design. He'south too plain spoken, demystifying a lot of the work that goes into making games. On the downside: the range of topics Schell covers in his endeavor to be holistic leads to some shallow treatments. His insistence on accessibility ways things are sometimes dumbed downward besides much, assumptions aren't examined or (in the worst cases) arguments are based on questionable pseudoscience. I I have mixed feelings about this book. To start with the good: Schell takes a very holistic approach to game design. He'south besides apparently spoken, demystifying a lot of the work that goes into making games. On the downside: the range of topics Schell covers in his effort to be holistic leads to some shallow treatments. His insistence on accessibility means things are sometimes dumbed down too much, assumptions aren't examined or (in the worst cases) arguments are based on questionable pseudoscience. I likewise found the insistence of turning everything into a lens tiresome. I personally find a list of 100 things to proceed in mind when designing unwieldy and ultimately unrealistic. An approach that is at odds with the pragmatic tone of the rest of the book. In summary, I can't think of any game design book that covers this much ground, so information technology makes a great (if hefty) introduction to the field. Yet, each divide topic discussed herein is served improve by other titles. ...more than
Caroline Berg
Nov 15, 2017 rated it it was astonishing
I figured information technology was about time I read this, having heard such great things well-nigh it from other game designers, and it is an fantabulous volume. Information technology should accept been a standard function of curriculum in college for my Game Art & Design degree. Honestly, anyone interested in going into game design, be it for board games, RPGs, or video games should spend some time reading this book.

Still, as great every bit it is, I still disagree with parts of it. And to be off-white, Schell does say in the book to question the knowle

I figured it was about time I read this, having heard such great things nigh it from other game designers, and it is an excellent book. It should take been a standard part of curriculum in college for my Game Fine art & Blueprint degree. Honestly, anyone interested in going into game design, be it for board games, RPGs, or video games should spend some time reading this book.

However, as great equally it is, I still disagree with parts of it. And to be fair, Schell does say in the book to question the noesis presented within. The parts that bothered me the almost were Chapter nine, which portrays sexist stereotypes as to what games women play and why they play games and Chapter 23 which is unapologetically anti-solitaire gaming. Schell says, "the single-player phenomenon appears to accept been a temporary abnormality" - seriously? Equally an avid solo gamer beyond all platforms I notice this to be a very extroverted fashion of looking at games. Equally long as there are introverts in the world, there will be solo games. Non everyone wants to game with friends.

As for the rest of the book, it is a veritable wealth of data and would be well worth owning, peculiarly for the lists of further reading material at the end of every chapter.

...more than
Sander Vanhove
This book is a bible for game designers. Information technology introduces you to all the aspects of game design and gives pointers to places where you tin acquire about each topic in more particular.

Become it, read it, be a better game designer/person.

Florian
Good inspiration for beginners, but with flaws

I am torn about this textbook. There is much to like in The Art of Game Design, and the book is arguably at it's best when Schell relays his extensive personal experiences in the manufacture. I indeed plant some sections to be splendid, for instance the discussions of blueprint principles, of games in education, or or the social responsibilities of designers. I also appreciated the accessible writing mode.

That said, every bit a uni teacher looking for a tex

Good inspiration for beginners, but with flaws

I am torn nearly this textbook. There is much to like in The Art of Game Design, and the book is arguably at information technology's best when Schell relays his extensive personal experiences in the industry. I indeed institute some sections to be splendid, for instance the discussions of design principles, of games in instruction, or or the social responsibilities of designers. I also appreciated the accessible writing mode.

That said, as a uni instructor looking for a textbook for undergrad students in a Games Studies course, the book ultimately missed the mark for me. Aside from its excessive length and over-ambitious telescopic, I establish many of the observations poorly reasoned and often grounded in a cursory understanding of related fields. I was irritated by the frequent generalisations about 'human nature', the uncritical word of 'player types' (taking the controversial arguments by Bartle at face value), and the frequent assumptions near gender in gaming ('women like to play nurturing roles', etc.). The volume would have benefitted from a more conscientious consideration of the country of the field in disciplines like psychology, anthropology, sociology, and cultural studies. Instead, the writer ignores much of the academic literatures, and at one point fifty-fifty derides theoretically-minded work as 'pedantic'. This is a real same, and a missed opportunity.

In brusque, if you are looking for inspiration, at that place is plenty to exist found in these pages, but for a more than critical assessment of game design I'd recommend turning elsewhere.

...more than
Wise_owl
I read this book mostly because a friend was reading it and game blueprint is something I'thou peripherally interested in. That being said, with a few exceptions, I establish the volume pretty useful. It covers the total range of decisions that go into game design and has tips, or at the book puts information technology 'lenses' through which you can examine y'all game. Who is your game for. What is your games 'world'. How do the players inter-human action with that world. What are the spaces of that world. Information technology was effective is getting me I read this book mostly considering a friend was reading it and game design is something I'm peripherally interested in. That beingness said, with a few exceptions, I found the volume pretty useful. Information technology covers the full range of decisions that go into game design and has tips, or at the book puts it 'lenses' through which you tin can examine y'all game. Who is your game for. What is your games 'earth'. How do the players inter-act with that world. What are the spaces of that globe. It was effective is getting me to await 'under the hood' every bit it were, and to recognize some of my own gaming decisions. For example, I realized I tend to be attracted to games with strong 'stories' where the game-play isn't divorced from the story or abstracted.

I take a few criticisms. Some of the book does experience similar it dwells a little deeply in 'gamer' culture. The section in Gender and Demographics made me bite my tongue for information technology'southward predictability. Non that the underlaying message; that when you make a game you take to be conscious of the reality of different interest in different demographics, I simply think his assertions regarding what those trends are is myopic and a tad ignorant of the broader social factors at play.

Over-all I'd recommend the book to those interested in Game-design. Information technology'southward a pretty easy read.

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Rich
Aug 12, 2008 rated information technology information technology was amazing
Jesse has to be i of the smartest people I know...and this book is proof.

This volume is not simply a neat way to acquire most designing games, simply teaches a lot of skilful tips for creating annihilation. I specially appreciate that the book is not overly technical (its easily accessible to anyone who would pick it up), only it does go into some complex ideas...he hit that perfect residuum in creating a book that anyone, regardless of skill or education level, tin can read and larn from.

Osama Alsalman
This is a life changing book, not as a game designer only, but as a man. For it contains many valuable lessons on the design of man experiences, I would recommend this book to anyone.

The last iii capacity were the most effecting for me, for they discussed the effect of games and how they can transform us.

Once you finish information technology, you will get a ring, a secret band, but I can't tell you more. So, go read it yourself :)

This is a life changing book, non as a game designer merely, merely as a human. For information technology contains many valuable lessons on the design of homo experiences, I would recommend this volume to anyone.

The final 3 chapters were the nearly effecting for me, for they discussed the effect of games and how they can transform the states.

Once you finish it, you volition become a band, a cloak-and-dagger ring, but I can't tell you more than. And so, go read it yourself :)

...more than
Madhur Bhargava
A very different take on game blueprint! Near books endeavor to teach past taking working examples and narrowing it down to details - this book is unlike - information technology narrows it downwardly more than to the thought process and encourages to look at the decisions existence fabricated through the lenses which are introduced in this book. Although the book is specifically for game design, however, just as a personal opinion, I felt that the process can exist scaled to a lot of other digital mediums. The bonus role is the inspiration at t A very different take on game blueprint! Nearly books try to teach past taking working examples and narrowing it downwards to details - this book is different - it narrows it downward more than to the thought procedure and encourages to look at the decisions being fabricated through the lenses which are introduced in this book. Although the book is specifically for game design, nevertheless, just every bit a personal stance, I felt that the process tin exist scaled to a lot of other digital mediums. The bonus part is the inspiration at the end of each affiliate where the author selflessly shares a listing of blogs/talks/literature that inspired his decisions and thought process. ...more than
Mythreyi
Mar 26, 2021 rated information technology did not like it
It starts off interesting. The structure(lenses) Jesse provides to understand a complex arrangement i.eastward. video game is pretty good intro to design. But so midway through information technology derails. Information technology has missed the point and then much on gender that I accept to wonder what else was over simplified? Few of the quotes that were troubling

"There is no female equivalent of a pickup game of touch football game. On the surface, this is strange—girls tend to be more social, so you might expect that games involving large gatherings wo

It starts off interesting. The structure(lenses) Jesse provides to empathise a complex organisation i.eastward. video game is pretty practiced intro to blueprint. But then midway through it derails. It has missed the point and then much on gender that I have to wonder what else was over simplified? Few of the quotes that were troubling

"At that place is no female equivalent of a pickup game of touch football. On the surface, this is strange—girls tend to be more social, so you might expect that games involving large gatherings would
appeal to them more. The problem seems to lie in conflict resolution. When a group of boys play a game and there is a dispute, play stops, at that place is a (sometimes heated) discussion, and the dispute is resolved. At times, this involves one male child going home in tears, but despite that, play continues. When a group of girls play a game and there is a dispute, it is a different story. Nearly of the girls will take sides on the dispute, and it generally cannot be resolved right away. Play stops, and
often cannot continue. Girls volition play team sports when they are formally organized, but two informal competing teams put likewise much stress on their personal relationships to be worth the trouble"

???

He goes on to generalize maxim how men look for mastery, competition, destruction etc in games while women looks for Emotion, Nurturing and real world in games.

?????????

Terrible stereotypes are harmful for women AND men.

The volume at all-time is reductive and at worst is perpetuating dangerous stereotypes.

This volume would have been better served equally a biography or opinion slice. It being recommended as a objective text or academic learning, is concerning. In any other field, this would be not the quality you would set for learning that subject field. Worries me about ecosystem of videogames , even further.

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Chris
Sep 03, 2010 rated it it was amazing
This is a fantastic intro to the field of game design. Information technology chooses to be comprehensive instead of detailed, and then towards the end, yous get some very breezy capacity about working in a team and with clients, for case, and mentions plenty biz talk so that you've at least heard the terminology but don't totally get it. I didn't fault the volume for glossing over these topics. I was happy that information technology mentioned them, in a getting-to-know-the-lay-of-the-country way, and I also appreciated that the writer clearl This is a fantastic intro to the field of game design. It chooses to be comprehensive instead of detailed, and then towards the stop, y'all get some very breezy chapters almost working in a team and with clients, for example, and mentions enough biz talk so that yous've at least heard the terminology but don't totally get it. I didn't fault the book for glossing over these topics. I was happy that it mentioned them, in a getting-to-know-the-lay-of-the-land way, and I also appreciated that the author clearly wasn't trying to stretch his own knowledge, or lay downwards rules that wouldn't work in real life. The book spends the most time on the bare essentials of game pattern from a by and large theoretical point of view, which felt very helpful. I feel that having read this book, I now have the beginnings of a rigorous manner of thinking nearly games, which is really valuable.

The gimmick of the book -- here are a set of 100 lenses you lot can use to think about game design! -- brutal a little flat for me, on the other manus. To me they seemed pretty much the same thing as the usual summary you'd find at the end of a chapter in a textbook, which is fine, only non especially amazing.

To close: this volume, more anything I have read so far, fabricated me proud to be exploring this field myself, and that is priceless.

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Sheri
Apr 14, 2012 rated information technology it was ok
Almost one-half of this book is truly splendid. Unfortunately I tin't say exactly which half, since the expert parts and the not-so-skilful parts are all mixed together.

The author himself seems to be of two minds about the importance and role of games in our culture, which causes some inconsistencies throughout the book. For most of the book i gets the sense that game pattern is a very cold calculating type of concern. Schell leaves discussion of the game designer's responsibilities and motivations fo

About half of this book is truly fantabulous. Unfortunately I can't say exactly which half, since the good parts and the non-so-expert parts are all mixed together.

The author himself seems to be of two minds near the importance and role of games in our culture, which causes some inconsistencies throughout the book. For most of the book one gets the sense that game pattern is a very cold calculating blazon of business concern. Schell leaves discussion of the game designer'south responsibilities and motivations for the very finish of the book. Those terminal 2 capacity experience much more honest, and I believe ameliorate reflect the author'south actual opinions than the residual of the book. The book would be much stronger if he had maintained that honesty throughout.

This book would probably be most helpful for those from a computer science groundwork or those without a traditional art groundwork. It is a proficient basic overview of the game design procedure. Just call up not to accept every discussion of it every bit gospel.

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Tara
May 21, 2018 rated it it was amazing
A fantastic book that gave me a lot to call up near every bit I continue to design tabletop games. While it isn't 100% (some concerns with gender, understanding of option-based narratives, etc), it is overall very useful. I've constitute means to apply the contents to my (not game related) day job and other aspects of my life. I definitely recommend reading it, even if you don't concur with everything in it.

(I'yard not certain how much I'll utilize the lenses, but the ideas around them are great. And, to echo some of th

A fantastic volume that gave me a lot to think most as I continue to pattern tabletop games. While it isn't 100% (some concerns with gender, agreement of choice-based narratives, etc), it is overall very useful. I've found ways to employ the contents to my (not game related) solar day job and other aspects of my life. I definitely recommend reading it, even if you don't agree with everything in it.

(I'm non certain how much I'll employ the lenses, simply the ideas around them are great. And, to repeat some of the reviews, his noesis at times tin can experience shallow. Every bit with any textbook--have what is good and explore what seems shallow or unsure).

...more than
Hung Vu
April 20, 2019 rated it liked it
Finished this book in under a calendar week. Not a very potent book, but even so indeed contains some gems. At times it feels similar the volume is more aimed towards game enthusiasts rather than game designers. The author often derails too far into the definition territory of things, making it hard to stay on bespeak. When done with definitions, the volume goes on well-nigh setting the correct framework of mind, how to stay on rail, overcome psychological pressures, and then on--which utilize to many other creative fields Finished this volume in under a calendar week. Not a very strong volume, merely yet indeed contains some gems. At times information technology feels similar the book is more than aimed towards game enthusiasts rather than game designers. The author oftentimes derails too far into the definition territory of things, making it hard to stay on point. When done with definitions, the volume goes on almost setting the right framework of mind, how to stay on rail, overcome psychological pressures, and and then on--which utilize to many other artistic fields also and are not exclusive to game blueprint. I guess that's fine too, but I was expecting something else coming in, so that was rather disappointing.

I did find the chapters on game balancing and game production very useful however. If game designers should ask me about this volume, I'd recommend those specific capacity. Otherwise, information technology's probably not worth your time if you're not looking to pursue game studies.

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yu ch
April 21, 2017 rated it it was astonishing
Pros: A thorough and idea-provoking guide to game pattern, and many of the techniques and knowledge from the book could be applied to general artistic cosmos equally well as performance art.

Cons: Later reading this book, I often find myself compulsorily analyzing the design when I'grand playing a game, or studying advisedly the structures of the plot line correct in the middle of a movie or novel...which could sometimes be disrupting.

Pros: A thorough and thought-provoking guide to game design, and many of the techniques and knowledge from the book could be applied to general creative creation besides as performance art.

Cons: Afterward reading this volume, I often find myself compulsorily analyzing the blueprint when I'm playing a game, or studying advisedly the structures of the plot line right in the heart of a movie or novel...which could sometimes be disrupting.

...more
Zsolt Varga
Jan 16, 2019 rated it it was amazing
Thorought, interesting, useful. From concept to market release with interesting stories and personal tidbits added to arrive more fun to read. Highly recommended to anyone interested in tabletop or computer games.
Jeremy Steingraber
You don't actually read a volume similar this cover to cover, but I've been skipping through it for quite some time at sporadic intervals. If you're interested in game design this is i that might aid you remember virtually different perspectives: perchance even pause yous out of some dead ends. You don't really read a book like this cover to encompass, merely I've been skipping through information technology for quite some fourth dimension at sporadic intervals. If you're interested in game pattern this is one that might help you recollect about dissimilar perspectives: perchance even break y'all out of some dead ends. ...more
Brian Gee
Dec 28, 2020 rated it really liked information technology
So far the well-nigh helpful book I've read on game pattern. About of the advice is very practical, but the writing manner tin can as well being somewhat philosophical (in a good mode). Information technology looks at the psychological roots of our appreciation of gaming, and how that connects to game blueprint. So far the virtually helpful book I've read on game design. Nearly of the advice is very practical, only the writing way can also being somewhat philosophical (in a practiced way). Information technology looks at the psychological roots of our appreciation of gaming, and how that connects to game blueprint. ...more
Amanda
October 30, 2020 rated information technology really liked it
Very robust and covers a lot of useful concepts to consider when developing and designing a game. -1 star for the gender stereotypes that were (in my heed) needlessly included in the volume.
Jargo
first volume I read about game evolution and all the same i of the all-time. Highly recommended for beginners.
Jimmy
October 12, 2021 rated it did not like it
Although this book is recommended by many people, I call up information technology's a typically badly-written book. Lots of personal stories, general points, whys, irrelevant matters. So many rules that they are just impractical or unfocused. Only it lacks hows, principles, and deep explanations. It's very verbose and most of the contents are baloney and unnecessary lilliputian details which y'all can hands figure out yourself. I like details, but not these kinds of useless ones which tells nothing. Not to mention the bad Although this book is recommended by many people, I recollect it's a typically desperately-written book. Lots of personal stories, general points, whys, irrelevant matters. And so many rules that they are only impractical or unfocused. Merely it lacks hows, principles, and deep explanations. It's very verbose and nearly of the contents are baloney and unnecessary trivial details which you can easily figure out yourself. I similar details, merely not these kinds of useless ones which tells nothing. Not to mention the bad structure of blatant 35 capacity without whatsoever sections to carve up them. ...more
Ignacio
Great volume, very comprehensive. Everything is very well explained and with very good examples that reinforce the points the author makes. If you are getting intro the game design manufacture, this should be a must read.
Holly
Jan 09, 2010 rated it it was astonishing
This amazing author observe connections in the virtually wonderfully and seemingly unrelated subjects. I learned many invaluable insights nigh life in general.
Vladimir
December 20, 2015 rated it information technology was amazing
I found information technology very insightful and quite fun. Easy to read through.
Bruce
Jan 09, 2009 rated it it was amazing
Recommends it for: every mouth-breather on the planet, even ostrich
The Art of Game Blueprint is a fabled, fun book, a must-read, a wonderful amalgam of philosophy, psychology, criticism, and analysis of games every bit both literary genre and practical blueprint. Allow me hyperbolize further. I think this book should be compulsory reading for anyone in the business of communicating with others for a living as the communication and insights here speak not just to game designers, merely to museum exhibit designers, spider web developers, filmmakers, educators, politicians, and public speakers The Art of Game Design is a fabled, fun book, a must-read, a wonderful constructing of philosophy, psychology, criticism, and analysis of games as both literary genre and practical design. Let me hyperbolize further. I think this book should be compulsory reading for anyone in the business of communicating with others for a living every bit the advice and insights hither speak not just to game designers, but to museum showroom designers, spider web developers, filmmakers, educators, politicians, and public speakers.

Why should we care about games? Exc epting possibly anthropologists, child psychologists, and Cold War era economic and military machine strategists(leaving most everybody), I think in that location is a tendency to view games as a frivolous mode to pass the time instead of as what I think they really are, which is as a realtime, behavioral model of a circuitous arrangement. Games are immersive instruction enviroments that (if they are whatsoever good) encourage learners to repeat their lessons over and over until they achieve mastery. Players will remember more than data for a longer period of time through repeated, volitional exposure.

Take chess and Go every bit models of medieval war. Among other lessons, those who play them enough to absorb their born patterns are likely to see the interrelationship of criminal offense and defense (in chess) and the impact of position on territorial influence or control (in Go). Wonder whether Liddell Hart, Klausewitz, or Sun Tzu have the upper paw when it comes to battle or negotiating tactics? Sentry football and find out which plays leave their opponent flatfooted (game, set, match to the deception and surprise advocated by Liddell Hart and Lord's day Tzu). Care to written report the effects of cooperation and contest in a trouble-solving context? Take hold of a buddy and play a round of Joust. Want to (safely) explore the risks of possible futures with other similar-motivated people in the hopes of edifice a better tomorrow? Lookout man or participate in Superstruct online.

As with everything, at that place are good and bad games, and as a person who likes to go under the hood and see what drives the success of different experiences,

Art of Game Design delivers without didacticism. Neither highbrow nor how-to, Schell's authorial voice is fun-NY throughout (I found myself intermittently laughing out loud reading it, no doubt to the consternation of those around me). For case, he-e-ere's Jesse at page 391on the necessary agonies of playtesting every bit a means of eliciting effective criticism: "Having people detest your piece of work is probably one of the most painful parts of being a game designer. And playtesting is like an engraved invitation that reads:
You are cordially invited
to tell me why I suck
Bring a friend – Refreshments Served
"

Ba-DUMP-crash-land! These jokes leaven and underscore the importance of repeated testing of one's assumptions, a point made further by photographic metaphor, a motion picture of a banana all over whose peel is written the words, "I AM A APPLE!!!" [sic] More than a game designer'south or software developer'south truism, the value of iteration (what Schell calls "the dominion of the loop," my parents call "the encarmine forehead school, " and most anybody else calls "trial and mistake") is a life-lesson in favor of defining reality through empiricism in preference to opinion.

In my view, the book has only three weaknesses. Beginning, and despite the fact that internal contents are themselves rigorously, coherently organized, each chapter is preceded by an opaque and superfluous road map (ostensibly a diagram that shows how designers, games, and players – and their constituent components – quasi-chronicle to i another in the context of the book). 2d, the first thirty pages or and so – which seek to define, parse, or analyze basic terms and concepts too as set an unnecessarily folksy voice – may endeavour your patience, unless you remember reading the sentence "I am a game designer" repeatedly in boldface with each word italicized in turn makes for a meaningful reading-mantra. Finally, while Schell has something substantive to say about pretty much everything ranging from the influence of audiovisual cues on man behavior to the fine art of pitching a game in a manner that prospective funders volition be virtually probable to intendance virtually, he notwithstanding gives really brusque shrift to technology. In less than 10 pages Schell distinguishes foundational technology (Wiimote, strong) from decorational applied science (if I score enough points, I can post my photo to the leaderboard, weak), and balances the risks of premature adoption of the latest, greatest (and untested) thing against premature dismissal of emergent technologies that (upon maturity) could threaten a game with obsolescence. Yet, Schell deliberately eschews mention, permit lonely discussion, of the pros, cons, or even bare consequences imposed by the deployment of generic game technologies (e.g., die, cards, balls, rudimentary physics engines, polygonal rendering algorithms, etc.). So curious geeks and hardcore techies will need to supplement their reading.

In all other respects

Art of Game Pattern is comprehensive, including 100 "lenses" through which designers might view their work. Each "lens" (also published separately every bit a carte pack!) is really a series of provocative questions that promote introspection. For example, the lens of catamenia (#eighteen, p. 122, concluding a synopsis of inquiry findings from studies performed by psychologist Mihalyi Csikszentmihalyi and others) challenges designers to balance a growing level of challenge to a growing level of skill, maximizing the relevance of thespian actions to intended goals while minimizing distractions (a term explicitly defined and disambiguated). Meanwhile, the lens of status (#80, p. 323) borrows from improvisational theater to promote development of more sophisticated characters and character interactions by assuring that game characters deport in accordance with (and constantly jockey to establish and evolve) their relative, respective social condition.

This is also a book chock full of fascinating cultural references (including illustrative quotes from Confucius, Plato, Scott McCloud, They Might Be Giants, and the Dalai Lama), anecdotes (How did Michelangelo come into his David committee? Whose gambling problem prompted Pascal and Fermat to develop the laws of probability? How did "Space Invaders" come into beingness?), and aphorisms ("A game is a trouble-solving activity approached with a playful attitude" – p. 37; "A puzzle is a game with a ascendant strategy" – p. 209; "Power is the ability to get what you want" – p. 424). For me, introductions to Christopher Alexander's views on compages and the concept of "griefers" and "griefing" (i.eastward., minimizing any game/activity'south potential to exist exploited as an expression/outlet of agile or passive aggression unrelated and inappropriate to the game) were wholly welcome surprises that have me actively seeking out the onetime from my library (and casually fugitive the latter, as it would not otherwise accept occurred to me that online game players might invest time and effort arranging virtual article of furniture to spell out obscenities).

In that location's much, much more than here that I haven't covered, including analyses of gender, age, Aristotelian involvement curves, and the virtue of a good juggling routine. (Among other topics that have bearing on good game blueprint.) But I'one thousand probably already over my GoodReads limit, and then you tin can stop reading my review and start reading this book.

...more
sidedishes
Jan 31, 2019 rated it it was amazing
Wow. Frequently when I read I pay attention to the nuggets of wisdom within some larger fabric or narrative. This volume is a goldmine of them. To some extent they're the brilliantly crafted lense statements, but likewise the way each of them is motivated by some humourous enlightening chestnut. Subsequently substantially every chapter I wanted to show what I had just read to a friend so nosotros could talk nearly his points.

This book is very broad indeed. Schell doesn't limit himself to games of a particular platform or

Wow. Often when I read I pay attention to the nuggets of wisdom within some larger fabric or narrative. This book is a goldmine of them. To some extent they're the brilliantly crafted lense statements, but besides the mode each of them is motivated by some humourous enlightening anecdote. After essentially every chapter I wanted to show what I had just read to a friend so nosotros could talk about his points.

This book is very broad indeed. Schell doesn't limit himself to games of a particular platform or manner, simply manages with, and puts to proficient use, a very full general definition of games so as to conform the breadth of examples and principles he draws, whether from sports, other entertainment, or adjacent fields like psychology and compages. He also covers the practice very holistically, from idea conception to prototyping and iteration, to the fine art of treatment a team or a customer. [His comments on the business concern side were valuable and well integrated with his other lessons, but as a hobbyist, I'yard personally glad virtually of information technology is on design and game elements proper :)].

Every bit others have pointed out, he doesn't go into much depth on whatsoever detail aspect, simply his level of detail was enough for me as a reader to be aware and beginning pondering / discussing these concerns afterward, or else pick up i of the items in his 'further reading' listing. I found his style accessible and his tone inviting. I thoroughly enjoyed it.

...more than
Lex Toumbourou
Every bit a person who's recently institute themselves for the first time on a squad building a game, this book was a godsend. In 34 chapters, Jesse Schell covers everything i should know about building a game. It balances nicely between theory (insofar as at that place is academic literature most game pattern) and practical advice. Each chapter is interspersed with applied "lens", which are effectively questions game designers can enquire themselves to guide their design process.

The volume covers all the loftier-levels

Equally a person who's recently found themselves for the first fourth dimension on a team building a game, this book was a godsend. In 34 chapters, Jesse Schell covers everything one should know about building a game. Information technology balances nicely betwixt theory (insofar every bit there is bookish literature most game pattern) and practical advice. Each chapter is interspersed with practical "lens", which are effectively questions game designers can enquire themselves to guide their design procedure.

The book covers all the loftier-levels of game design: refining the core feel; defining and reinforcing themes, working and iterating as a team, understanding player motivation, balancing the game; defining characters, stories and game worlds; building communities; play testing; working with clients and much more.

In particular, I got a lot out of the chapters on Game Mechanics (chapters 12 through 14) peculiarly the ideas of emergent gameplay (gameplay strategies that emerge that aren't role of the rules) and the exploration of probability theory as applied to game design. I as well found the chapter on Involvement Curves (16) particularly enlighten.

I highly recommend this book for anyone interested in learning more about Game Pattern.

...more than

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