Evel Up The Guide To Great Video Game Design
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I play games; I play some video games and I play RPG. I have some ideas about what makes a great game and I was curious about Rogers' thoughts on the subject.
I liked his short history of video games.
He moves logically from ideas and story through characters, point of view, elements of combat, bad guys, multiplayer, and covers addi
I am not a game designer; I am certainly not a "video" game designer; I haven't put together a computer program for a long, long time. So why am I reviewing this book?I play games; I play some video games and I play RPG. I have some ideas about what makes a great game and I was curious about Rogers' thoughts on the subject.
I liked his short history of video games.
He moves logically from ideas and story through characters, point of view, elements of combat, bad guys, multiplayer, and covers additions such as music. In each case he deconstructs the topic and then adds his own thoughts. Finally, he has some thoughts on "the business" side.
Here is a sample: "There are many ways to start building level maps. The designers of the original Metal Gear built their levels out of Lego blocks. Many developers do rapid level prototyping in 3-D tools like Maya or 3-D Studio Max. One designer I know liked to model his levels in clay. Myself, I like a ream of blank paper, a very sharp #2 pencil and an eraser. I like making maps on paper because it reminds me of the good old days of creating Dungeons and Dragon levels."
And speaking of D&D, there is a lot in this book that a dungeon master could use to improve their RPG.
I agree with the publisher's blurb that says that when you read this book you will learn how to:
Create what gamers want
Bring compelling (and playable) characters to life
Build game levels that tell stories and challenge players
Design everything from controls to cutscenes to combat
Structure your game documents for success
Pitch your game like the professions
I hope you are successful and I am sure that this book will be of help.
PS: There is a newer edition of this book, but that wasn't important for what I was seeking.
...moreI'd recommend this book to anyone who is interested in video games and how they do what they do. If you are interested in creating a game, or even if you like to understand more about what kind of choices and compromises go into the games you love.
...morehttps://www.kobo.com/gb/en/ebook/leve...
Pretty good so far. Multiple 'Starship Troopers' references.
Does the annoying thing of mixing in 'she' and 'her' with 'he' and 'his' when giving examples, eg: 'Can the player steady her shot?'. Firstly, it feels forced and jarring, since this just isn't how the English language is written, and it's forcing politics and feminism into a book that is supposed to be about videogame design, not a book about feminism and politics. And
Get the ebook version here:https://www.kobo.com/gb/en/ebook/leve...
Pretty good so far. Multiple 'Starship Troopers' references.
Does the annoying thing of mixing in 'she' and 'her' with 'he' and 'his' when giving examples, eg: 'Can the player steady her shot?'. Firstly, it feels forced and jarring, since this just isn't how the English language is written, and it's forcing politics and feminism into a book that is supposed to be about videogame design, not a book about feminism and politics. And it doesn't make feminists happy anyway; if you ask them, they insist on the use of genderless pronouns, like 'xe, xir,' etc. There is no point in bending the knee. No matter how low you grovel, the just say 'Grovel more. Grovel lower.' So just write like a normal human being instead of like an ideological puppet. Let your words be in your mouth and their words be in their mouths.
...moreAlso, there are some concepts I plain disagree with, like the way the author insists on dynamic difficulty. It feels like a manual to create successful games, as in games that people like to pl
This is the first book I've read on Game Design. I am a player. I have played board games, video games and sports all my life. I did not find anything groundbreaking in this book. I guess that it has merit collating all those ideas together and it makes for a nice read but I never felt like I was learning.Also, there are some concepts I plain disagree with, like the way the author insists on dynamic difficulty. It feels like a manual to create successful games, as in games that people like to play, keep playing till the end and then recommend to other people . What I wanted instead is a manual to create great games (as the title of the book suggests), as in games that leave a mark on the player even if they are not able to finish it, games that push the gaming industry and set new milestones. Sadly, I found none of that.
...moreI can definitely see myself picking this book up many more times to revise the basics, or use the great documentation examples as a basis for my docs.
Highly recommended to any starting-out game designer.
Re-read the book recently, was as useful as the first time!
...moreThis book will not hold your hand and explain how to d
Overall, I thought this was a really good book when taken in context. This is NOT a book to explain game design way down at the programming level. This book is an excellent 20,000 foot level overview of game design in general. It explains the major modules involved with the design of games such as marketing, financing, artwork, level design, camera control and gives advice on what to do and what not to do from someone whos been on the inside.This book will not hold your hand and explain how to do video game design, but it will give you the background knowledge to have your own "ah-ha" moments when you start your own designs.
...moreIf you are looking to learn more about our industry, or how to get started, this book is a great place to start. Heck, even if you are just an avid gamer with a curiosity for how we do it, check this book out.
Focuses more on bigger-budget games created by larger studios and less on the indie game developer, but single developers can still learn a lot from reading it.
A good, wide introduction to the non-technical aspects of creating games. If you're looking for a programming book you should look elsewhere, but this covers (in broad strokes) lots of the other parts of making games.Focuses more on bigger-budget games created by larger studios and less on the indie game developer, but single developers can still learn a lot from reading it.
...moreWholeheartedly recommend it.
Fun and engaging to read.
It's easy to read, I found Scott to be an entertaining writer but als
If you're anything but a complete novice, then perhaps this isn't the book for you: it does only cover the very basics of what a computer game should (and should not be), and is in essence a glossary of the fundamental mechanics underpinning games. For a complete novice (like myself), however, or for someone who is interested in designing games but needs a little inspiration/food for thought, I think this a good starting place.It's easy to read, I found Scott to be an entertaining writer but also able to convey what is in essence a large quantity of fairly tedious information, and the amusing diagrams and illustrations did help to both convey some of the concepts as well as break up the walls of text. There's also a lot of information about creating your Game Design Document (GDD) and pitches - with full examples of these at the end of the book - which I think justify the existence of the book on their own. I'll definitely be referring back to these when I start cobbling my ideas together!
I'm sure there are more insightful / thought-provoking books than this out there - but if you want an overview/refresh of the fundamentals without being bogged down in theory, I'd definitely recommend this book.
...moreIf you work with games and didn't read it yet, please do.
This book is a great overview on game development and design, but doesn't go too deep into many of the facets, so some people may think it is a bit too superficial, but as someone that works with games and knows many people who works with games, I wish more people - not just designers, but artists and developers too - read this and followed some of the authors advices. I've seen people fall in the the most obvious pitfalls described here.If you work with games and didn't read it yet, please do. In special if you work as a designer, producer, or anything with any decision power. Your team will be happier this way.
...moreBut for someone who is just getting into game design, I can see this being a good entry-level read that is fast-paced and light-hearted. Perhaps you'd learn a thing or two, get some ideas working in your brain, but if you, like me, have already taken Gam Don't get me wrong, it's not bad content or bad wriitng. It's the lack of content. As someone who has spent her entire life playing games and have been rather passionate about games design, the book didn't tell me anything I did not already know.
But for someone who is just getting into game design, I can see this being a good entry-level read that is fast-paced and light-hearted. Perhaps you'd learn a thing or two, get some ideas working in your brain, but if you, like me, have already taken Game Design 101, I suggest other reads.
(The illustrations are pretty cute, though.) ...more
So you'll get solid listing of:
- game genres
- aspects each game consists of
- details of every listed aspect.
There are some "do's and dont's" and "what does work and what does not" mentioned from time to time. But I was expecting much of those. And even though those listings are universal, I couldn't get rid of feeling that most of it suits best to action(arcade) games produced by big game companies. That's
Don't get me wrong it's a good book. But it reads a lot like biology text book on insects.So you'll get solid listing of:
- game genres
- aspects each game consists of
- details of every listed aspect.
There are some "do's and dont's" and "what does work and what does not" mentioned from time to time. But I was expecting much of those. And even though those listings are universal, I couldn't get rid of feeling that most of it suits best to action(arcade) games produced by big game companies. That's just main author's perspective, there is nothing wrong with it, but indi games and what makes them great was barely mentioned in the book.
That being said, this is the second book I've read on game dev. And I've almost enjoyed it.
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Evel Up The Guide To Great Video Game Design
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