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The Art of Game Design: A book of lenses
 
 
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Editorial Reviews

Review

"I've spent hours trying to write this review; trying to figure out how I'm going to preserve my precious journalistic integrity while reviewing Jesse Schell's The Art of Game Design: A Book of Lenses. I've been looking for ways to pan it, to do what all good critics do: critique... I can't. This is unequivocally the best book on game design I've ever read." - James Portnow, Edge Online(http://www.edge-online.com)


Book Description

The fundamentals of designing classic games from one of the world's top designers.

Product Details

  • Paperback: 512 pages
  • Publisher: Morgan Kaufmann (August 18, 2008)
  • Language: English
  • ISBN-10: 0123694965
  • ISBN-13: 978-0123694966
  • Product Dimensions: 9.1 x 7.5 x 1.1 inches
  • Shipping Weight: 2.3 pounds (View shipping rates and policies)
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (23 customer reviews)
  • Amazon.com Sales Rank: #19,622 in Books (See Bestsellers in Books)

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    #14 in  Books > Entertainment > Puzzles & Games > Reference
    #51 in  Books > Computers & Internet > Graphic Design > Web Design > Web Graphics
    #91 in  Books > Computers & Internet > Programming > Graphics & Multimedia

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Jesse Schell
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The Art of Game Design: A book of lenses
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12 of 12 people found the following review helpful:
5.0 out of 5 stars Book of the Year, January 3, 2009
By Ethan Kennerly (Los Angeles, CA USA) - See all my reviews
Jesse Schell, game design professor at Carnegie Mellon University, wrote an introductory book that was published in August, titled "The Art of Game Design: A Book of Lenses." The back overleaf quotes Will Wright saying, "Easily the most comprehensive, practical book I've ever seen on game design." I will try to briefly state why I agree and offer details to help you decide if this book is for you.

Each chapter of the book adds a node to a network of relationships between the designer, the game, and the player. Throughout, Schell boxes 100 tips, with questions that induce a novel perspective on the design. He calls these lenses. I applaud the volume of diverse traditions, such as: psychology, storytelling, engineering, business, and management. They are so diverse as to change not only perspective, but also target. "The Lens of the Puzzle" looks at the mechanisms of the game; whereas, "The Lens of the Team" looks at the developers of the game. This is an eclectic approach that distills many abstract tips on what to consider when designing. Some experience and diligence with most of the 100 lenses would almost guarantee the reader is a competent designer.

Most lenses seemed crystal clear and provoked thoughts. Oftentimes, Schell deploys the wheels that others have invented. Many lenses refer to prior literature, such as Barry Boehm's spiral model of development (82), Scott Kim's thoughts on puzzles (209).

Furthermore, Schell gives us some original gems on the psychology of games that expanded my mind. He touches on the tactile aesthetics of the Rubik's cube (213), the learning curve of a jigsaw puzzle (215). He has some tips on personal communication that, upon reflection, exposed mistakes I have made, and would be more likely to continue to make had I not read Schell's advice. For example, in "Coping with Bad Suggestions," rather than agree or disagree, he advises to "understand why the client is making the suggestion" (417). He gives similarly important advice for playtesting (389).

Perhaps the inevitable danger of writing a comprehensive book is that one's own rough facets become apparent when placed side-by-side with one's brilliance. In a few spots, I would like to see wheels being reused rather than reinvented, such as mathematical graphs (132), epistemics of players (139), military tactics (141), risk and return (181), interface affordances (212), models of human-computer interaction (225), and plotting interest (247). I don't disagree with what Schell wrote there, but would rather dive deeper by leveraging prior literature (as he did in other lenses).

The book is well-presented with modest illustrations and easy to read from beginning to end. On an editorial note, although I affirm Schell's eclectic approach to game design, after reading the book, I wish it were easier to find the information I wanted to refer to. The table of lenses at the front of the book was not enough for me. The lens titles are not always evocative and distinct.

To summarize:
* What you will find in this book: informal habits of a professional game designer.
* What you will not find in this book: details or examples of designs and their implementation.

Game Developer magazine nominated The Art of Game Design for the Book of the Year. It got my vote.
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11 of 11 people found the following review helpful:
5.0 out of 5 stars 2.3lbs of game design joy , August 11, 2008
By ProducerDev (Pittsburgh, PA USA) - See all my reviews
The Art of Game Design: A Book of Lenses Is an awesome addition to the library of anyone, not just in the game industry, but in the themed entertainment industry as a whole. Chapters are clearly laid out, full of useful and most importantly practical information. Jesse's many years in the industry are evident as most sections of the book reference examples from his own experience. The tone of the book is easy going and open-minded, Jesse never "preaches" game design theory but rather explores it with you, the reader, and allows you to reach your own conclusions.

Perhaps the best part of this book is the lenses (which are detailed in the book and can be purchased separately in a handy "deck of cards" format). Particularly after you've read the book, these cards become a wonderful distilled version of the book's main design lenses. These lenses allow you to view your design in 100 different ways, many of which I promise you've never would have thought of. This is a very valuable tool kit for any designer.

Noobs and veterans' alike will find plenty to discover with in his book. When I have some free time I often find myself cracking the spine and simply picking a chapter at random, I always learn something new when I do.
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6 of 6 people found the following review helpful:
5.0 out of 5 stars A Book of Paths, October 4, 2008
By Stephane Bura (Charleroi, Belgique) - See all my reviews
(REAL NAME)   
I've been designing games for more than 20 years and I've read a ton of books on the subject.
This one is unique.

Most game design books focus on teaching you how to make a good game, detailing what techniques and processes one must master to understand an audience, to design a product that will satisfy their needs and aspirations, and to work with a team to produce it. "The Art of Game Design" goes beyond that: It teaches you how to become a better designer.

Here's an excerpt from the Deck of Lenses' instructions (it's the deck of cards sold separately that illustrates the 100 design "lenses"):

How to Design a Game
Step 1: Think of an idea for a game (it's easy, it can be anything!)
Step 2: Try it out (no really - try it out - you have to play games to see if they work)
Step 3: Figure out what's wrong with it, and change it so it is better. Then go back to Step 2!

That's what game designers do, over and over again, until they're satisfied with the game or they run out of time or money. However, if there are lots of books out there that explain how to increase the quality of whichever aspect of the game you want to change, it's the first one that so directly and so thoroughly addresses the problem of "figuring out what's wrong" with a game at each iteration.
In the book, Jesse Schell presents one hundred ways of looking at your game in order to figure this out, one hundred lenses. Even if this number seems big, it really isn't, because the book covers every domain touched by design: from the nature of the playing experience itself, to understanding the player, the game mechanisms, interface, story, technology, theme, etc.
For instance, here's the sum-up of a lens taken at random:

Lens #82: The Lens of Inner Contradiction
A good game cannot contain properties that defeat the game's very purpose. To remove those contradictory qualities, ask yourself these questions:
- What is the purpose of my game?
- What is the purpose of each subsystem of my game?
- Is there anything at all in my game that contradicts these purposes?
- If so, how can I change that?

The book doesn't give answers but helps you ask the right questions. I think of this book as the Tao of Game Design, a path toward understanding, each step its own path that can be explored and perfected. The one hundred lenses are one hundred design domains in which a designer can become more proficient. Jesse Schell's knowledge, experience and talent are obvious when he clearly explains how to consider all these questions, why they are important and how they are linked together.
This book makes and helps me think. To me, that's the best things a book about design can do.
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Most Recent Customer Reviews

5.0 out of 5 stars Inspiration / Design / Reference
The book is written cleanly in an language that is inviting to new comers of game design. Mr. Schell provides great stories, concepts, and asks questions that force you to think... Read more
Published 12 days ago by J. Sabo

5.0 out of 5 stars Great perspective
This book really digs down to the fundamentals of game design and reminds you to step back to look at your game often. Highly recommended.
Published 19 days ago by Ian Volkwein

5.0 out of 5 stars Essential foundation book for designers
I bought this book a few weeks ago with the intent of strengthening my skills in game design and programming, especially with an intent towards mobile games. Read more
Published 1 month ago by Sathya Srinivasan

5.0 out of 5 stars Over the Top!!!
I will keep it simple. Within the first 2 or 3 paragraphs i knew this book was going to be different from all the other game design books I read. And all in a good way. Read more
Published 1 month ago by Brad Hutchins

5.0 out of 5 stars WOW
This is definately a book to buy if you are at all interested in game design. The lenses are cool... its always exciting seeing the next one. Read more
Published 3 months ago by Daniel C. Borgen

5.0 out of 5 stars A superb and unbiased book.
Every now and then, amidst the seemingly endless torrent of new publications each year on practically every subject known to mankind, there is a book that somehow finds a way to... Read more
Published 3 months ago by Emerys Goldsberry

5.0 out of 5 stars A must-own for all game designers
The Art of Game Design - A Book Of Lenses is a must own for any game designer. Don't judge the book just by the intro: while he starts at a very basic level (such as the lens of... Read more
Published 4 months ago by Matthew G. Cox

5.0 out of 5 stars Thinking about games
I'm a professional game designer, so I'm very interested to see what is written about my profession. Read more
Published 5 months ago by T. R. Smith

5.0 out of 5 stars Professor's endorsement
Like Schell, I teach in a university game development program. But unlike him, I do not have personal experience in the commercial game industry, so I am always on the lookout for... Read more
Published 6 months ago by Charles Rich

5.0 out of 5 stars Incredibly Good
I've been a professional game designer for over 10 years. This is the best game design book I've ever read - by a wide margin. Read more
Published 7 months ago by B. Tinsman

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