Chris Crawford on Interactive Storytelling
by Chris Crawford
Andrew Rollings and Ernest Adams on Game Design
by Andrew Rollings; Ernest Adams
Clean Code: A Handbook of Agile Software Craftsmanship
by Robert C. Martin
Working Effectively with Legacy Code
by Michael Feathers
The Practical Guide to Defect Prevention
by Marc McDonald; Robert Musson; Ross Smith
Chris Crawford on Game Design is all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today. Chris Crawford, the most highly sought after expert in this area, brings an intense opinion piece full of personality and flare like no other person in this industry can. He explains the foundational and fundamental concepts needed to get the most out of game development today. An exceptional precursor to the two books soon to be published by New Riders with author Andrew Rollings, this book teaches key lessons; including, what you can learn from the history of game play and historical games, necessity of challenge in game play, applying dimensions of conflict, understanding low and high interactivity designs, watching for the inclusion of creativity, and understanding the importance of storytelling. In addition, Chris brings you the wish list of games he'd like to build and tells you how to do it. Game developers and designers will kill for this information!
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Based on 12 Ratings
Entertaining and thought-provoking - 2004-11-04
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I have been making video games for about 7 years and have reached the top technical position I can at my company. So I wanted to learn some more about game design.
I bought 3 books on game design. The first, I discarded after 5 minutes of browsing as full of common sense and no real meat. (Be warned - there are lots of books on game design like that out there.)
Here's really where I think this book is different. I devoured this book in one siting. It's interesting and thought provoking, and I honestly came away feeling like I had some more insight into making games.
High points:
* Some interesting theories (or perhaps opinions masquerading as theories, but I mostly liked them all) about what is at the heart of a good game. Why do people "play?" Why is interactivity so important
* Lots of examples of games he felt had good design, and some analysis of what made them good.
* A list of common mistakes people make when trying to make games.
* A list of game ideas! He has a list of game ideas he's had that he's never turned into games.
* Plenty of war stories about how some of his games came into being, including the political battles and the evolution of ideas.
* PLENTY of strong opinions. This guy is opinionated. He either likes it or he hates it. I didn't agree with everything he said, but I enjoyed the way in which he pursued his arguments.
* An eye-opener as to just how narrow our industry really is, versus the range of games that we could be making. This, to me, was the most inspiring. He basically says that we've dug a hole for ourselves, and will have a hard time climbing out of it and becoming a mass-market medium. He says that video games we make are primarily making "candy" or "cartoons" to use food or television analgies. But where's the sandwiches, vegetables, salads, the olives, or the sitcoms, mysteries, dramas, or chick-flicks that would be consumed by a more mature and diverse audience? I think a light bulb came on for me and I realized how we are all fighting to see who can get the most piece of this little tiny pie, when there are so many other pies.
He's a bit bitter with the industry, and angry with the path it has taken - he basically says that nothing new has ben done in video games in the past 10 years, which consist of an endless stream of doom-wanna-bes. As I'm starting to become a more veteran person and some of the newness has worn off and I'm seeking new challenges, I can see how this happened to him.
All in all, I thoroughly enjoyed it.
The one negative about this book, is that he is coming from a time when everything was new and games were a lot simpler. To make a hit game, you took one key idea and ran with it - and the entire game was SO focused on that one idea. I mean it really was very simplistic. But that's where the rubber really hits the road, isn't it? Let's ignore graphics, sound, etc. The average game today is FAR more complicated than those simple games of 10 years ago. Even games like SimCity, Civilization, the Sims, Half Life, or GTA3 - which take a new idea and run with it - they are really deep and involved games. Almost all of his examples are 5 or 10 years old - which sort of makes it hard to apply to today's market. This is where I think his book leaves you hanging. Of course, the other design books I've read all suffer from this flaw of putting a bit too much stock in old games and forgetting that with modern games, the devil really is in the details. Buy this book for inspiration, not for practical advice.
A Must Read for Serious People Interested in Games - 2005-09-14
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I used to think that this book had some sort of flaw in its conception. It's written by one of the greatest game designers of all time, who is also the number one computer game theorist in the world, yet it neither teaches the craft of game design nor does it contain any great theoretical breakthroughs. There are important concepts in here, as well as many useful points, but it really doesn't seem to live up to Crawford's reputation.
But I was wrong. This book is perfect for what it sets out to do. It is designed as a complex, long-winded, utterly convincing argument aimed at the games industry, with the sole purpose of opening the reader's eyes to the sad truth - the computer games industry is in a dire situation from an artistic and creative perspective, and it's only getting worse.
Among other things, Crawford exorcises many of the buzzwords that haunt the dialogue of game design, presenting principles that are so much cleaner and more accurate than we've come to expect from game design books. He contends that "fun" is not a sufficient design goal for a game, indeed, that it's hardly a design goal at all, and presents what served as his goals on his many game projects. He gives examples of several games he'd like to make, each of which is completely different from anything ever seen on the market, although they are all great ideas, and this just serves to prove how narrow the creative emphasis of the games industry is.
This book is the painful look in the mirror that the games industry needs so badly. It lucidly explains what went wrong and why, and what needs to be done differently. If you are a serious person interested in games, then this is an excellent book to learn why today's games are less and less worthy of your attention. If you are actually a game developer, this book will show you the path to a creative freedom and artistic possibilities beyond common imagining, if you're honest and can take the criticism. Either way, Crawford's wit and insight will entertain and enlighten you, as will his stories of the early days of game design.
Highly recommended!
A decent read, but teaches little about game design - 2006-11-30
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I agree with what most of the other reviewers have said, but I guess I enjoyed it slightly less.
The first thing to know about this book is that you'll learn next to nothing about game design by reading it. Crawford even lists some *other* books to read to learn the subject.
This book if first and foremost about curling up by a fireside and listening to (reading) someone with an enormous ego and an equally large chip on his shoulder, rant about the video game industry. He'll tell you you'll never make it, he'll tell you good design is essential in the success of a game project, and laugh at projects that failed due to (he claims) bad game design. Then you'll hear him tell you what a bad designer Carmack (sp?) of Doom fame is, and how the best game he (Crawford) ever designed was a huge commercial flop. And lots of other borderline crazy rantings. There's also a lot of completely worthless fluff in the book, like really long-winded, pointless excercises in trying to define certain words like "game" and "interactive" and so forth.
But tucked in between the ranting, boasting, and fluff, almost by accident, there seem to be a few thought provoking passages and some decently entertaining stories. I'm not sorry that I read this book, but I have trouble giving it a high recommendation to others. You should at least know what you're getting yourself into before reading it.
Worth it for the description of Interactivity alone - 2005-12-15
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I agree with some of the other reviewers on this page that Crawford has some very strong opinions. If you disagree with his point of view (that the computer game industry could aim quite a bit higher than it is currently, and ultimately will have to in order to survive) then you might grumble at certain parts of the book, but Crawford's description of Interactivity, and its importance to game design, is spot on. It clarified for me why computer games are entertaining to the complex human animal, and why this particular quality sets computer games apart from all other forms of media. A great portion of the book is devoted to Crawford's own experiences in the game industry. I found these descriptions equally entertaining and illuminating - If you grew up watching the transition from Pong and Atari to Doom and Civilization, I believe you will as well.
a great resource - 2005-12-14
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this book is informative and interesting in that you'll-be-thinking-about-it-for-months kind of way. it will confirm your thoughts, and offer insights you have yet to gather. crawford's ego is apparent, yet logical; his points piquant, yet measured.
Top Level Categories:
Software Engineering
Sub-Categories:
Software Engineering > Process
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