From the Publisher
Andrew and Ernest have compiled a wonderful book for both potential and experienced gamers alike. The best part about this book is the worksheets that appear in almost all the chapters. They enable you to stop and consider various game design questions even before starting your own design questions such as "What process is the player going to manage?" "What actions will the player take in managing that process?" and "Who is the central character in the game, the players avatar?"
Here's what Will Wright (creator of The Sims and SimCity) says about the book: "A very useful book for anyone working in (or hoping to work in) interactive media. Andrew Rollings and Ernest Adams approach the topic with very practical advice for both new and experienced designers."
We hope you like it, too. Please send me your thoughts.
Lisa Thibault, New Riders (firstname.lastname@example.org)
From the Author
This book contains our combined thoughts on the important issues that relate to designing games. We have chosen to address areas that we believe are important and under-served.
We offer a game design methodology intended to get your creative juices flowing. We discuss the central issues that every game designer must face, and pose a series of questions for you to ask yourself about the game that's in your head. The answers to those questions will move you along the path from idea to design. You are at the beginning of a voyage of discovery. The journey begins here.
One day I received a letter from Andrew Rollings asking if I would like to co-author a book on game design. Andrew had already written the highly successful Game Architecture and Design with Dave Morris, so I knew he would be a good collaborator. It didnt take me long to say yes. We first met in a restaurant, and blocked out the chapter plan over dinner. Andrew would write the chapters on storytelling and core mechanics, I would write the ones on concepts and worlds, and wed split the genre chapters between us according to interest and experience.
Philosophically, we were very much on the same wavelength. We wanted to be definitive without being dictatorial, and comprehensive but still concise. We wanted to write a book that designers and students could turn to for specific advice. We dont tell you exactly what to do. Instead we tell you what to think about, identifying the major questions that every designer must face. We dont design your game for you; we give you the tools to help you design it yourself, including numerous examples from current and earlier games.
It has been a long, hard road. But we got there in the end and were proud of our work. We hope youll find it valuable.