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Casual Game Design: Designing Play for the Gamer in ALL of Us [Paperback]

Gregory Trefry
3.9 out of 5 stars  See all reviews (23 customer reviews)

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Book Description

January 26, 2010 0123749530 978-0123749536 1

From Windows Solitaire to Bejeweled to Wii Tennis, casual games have radically changed the landscape of games. By simplifying gameplay and providing quick but intense blasts of engaging play, casual games have drawn in huge new audiences of players. To entertain and engage the casual player, game designers must learn to think about what makes casual games work, from game mechanics to narrative content. Through the close examination of a number of casual games, you will learn how to inject the necessary game design elements into your casual games and give your designs the complexity and strategy they need to hook gamers. You will learn:


Frequently Bought Together

Casual Game Design: Designing Play for the Gamer in ALL of Us + The Art of Game Design: A book of lenses + A Theory of Fun for Game Design
Price for all three: $105.86

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Editorial Reviews

Review

"Gregory Trefry defines the attributes for casual games in his book "Casual Game Design" as follows:

- Rules and goals must be clear.

- Players need to be able to quickly reach proficiency.

- Casual game play adapts to a player's life and schedule.

- Game concepts borrow familiar content and themes from life.

I believe he has made a good approach in trying to define common aspects in casual games."--Gamasutra.com

About the Author

Greg Trefry designs games large and small, from offline games to video games. Greg is a Senior Game Designer at the New York-based studio Gamelab, where he leads design on the Gamestar Mechanic, a large web-based multiplayer game and the popular Jojo's Fashion Show franchise of casual downloadable games. Greg serves as the director of Come Out & Play, an annual festival of big games that brings together designers from around the world to turn New York City into a playground for an entire weekend. Greg also designs and produces big games, from low-tech events like CounterSquirt to large promotional Alternate Reality Games like Case of the Coveted Bottle. In addition to designing games, Greg teaches and writes about games. He has taught classes on subjects ranging from game design to interactive fiction and alternate reality games at New York University's Interactive Telecommunications Program and Parsons the New School for Design. He has spoken at conferences around the world about games. His writings about games have been published in Adobe Think Tank, Notes on Game Dev and PopMatters. Greg combines practical experience in game design with a background in teaching and theory. As both a professor and the director of the Come Out & Play Festival, Greg works with dozens game designers each year as they move from ideas to fully implemented games. In working with designers he brings a game designer's insight and a teacher's desire to help others produce their best possible work. This has given him a front-row view to what works and what doesn't in casual play and games.

Product Details

  • Paperback: 264 pages
  • Publisher: CRC Press; 1 edition (January 26, 2010)
  • Language: English
  • ISBN-10: 0123749530
  • ISBN-13: 978-0123749536
  • Product Dimensions: 7.5 x 0.8 x 9.2 inches
  • Shipping Weight: 1.2 pounds (View shipping rates and policies)
  • Average Customer Review: 3.9 out of 5 stars  See all reviews (23 customer reviews)
  • Amazon Best Sellers Rank: #293,154 in Books (See Top 100 in Books)

More About the Author

Greg Trefry has wide array of experience designing and writing about games. He has designed everything from web-based MMOs to hit casual games to alternate reality games. Prior to co-founding the independent game studio Gigantic Mechanic (www.giganticmechanic.com), Greg was the Creative Director on Gamestar Mechanic, a web-based massively multiplayer game for tweens. Before that he was a Senior Game Designer at Gamelab where he created and led design on the hit franchise Jojo's Fashion Show.

Greg doesn't limit his game design interests to casual video games. In 2006 he created the Come Out & Play Festival (www.comeoutandplay.org), a festival of street games that brings designers and players from across the globe to New York City every summer for three days of play.

Greg has spoken about games at conferences around the world. He teaches game design and development at New York University's Interactive Telecommunications Program (itp.nyu.edu) and Parsons The New School for Design (www.newschool.edu).

In his free time he wanders about Brooklyn on his bike.

Customer Reviews

The book itself is well and tightly written. Glenn R. Howes  |  6 reviewers made a similar statement
Author Gregory Trefry is a a game designer and teacher of game design and development. Jerry Saperstein  |  2 reviewers made a similar statement
Most Helpful Customer Reviews
7 of 7 people found the following review helpful
4.0 out of 5 stars Not a casual book, but a good one March 18, 2010
By B.L.
Format:Paperback|Amazon Vine™ Review (What's this?)
I spent several years doing game design and development work for a game that was very much targeted at the casual market, so I had a lot of opportunity to observe the way the design process played out and how different approaches were received by the players. The subject has remained an interest of mine, and so when I was offered the opportunity to read a review copy of this book I was quick to accept it.

The main negative here should be pointed out early - most of the people who are likely to think they might want to read this book will find that it doesn't suit them. This isn't one of those super casual "Learn to Design Games in 3 days!" books. Rather it encourages a level of deep thought and consideration to the way that casual games work - both in the larger sense, and how this relates to specific games that are well known. My understanding of most of the people who want to design games is that they're just not interested in thinking this hard about it.

Really, this book is an excellent textbook, whether for a class or to study on your own. The games he uses as examples are a great opportunity to get a copy and play for yourself for a while to see how the game makes you feel, and what aspects draw you in, so that you can compare notes against the book's explanation of how they work.

The text does tend to drag or become dry at times, so I would suggest that it's probably best taken in just a few pages at a time. Fortunately, this works well with the topic since it's a great excuse to go back and forth between reading and trying out the games being discussed.
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4 of 4 people found the following review helpful
3.0 out of 5 stars An Unclear Approach to an Interesting Topic November 1, 2010
Format:Paperback|Amazon Vine™ Review (What's this?)
So I've had this book for a few months now, to read and look over and just in general consider. The problem I had reviewing this book is I don't think the author really knew who his audience was, either who he wanted them to be or who would be most likely to pick up the book. The first thing you need to know is that this is not a how to book, not really a how to on any level for the general population. This book might be useful to people studying game design or already in it. I can't say for certain because that is not me. I thought it might be interesting for someone who has studied a little bit of programming and is a gamer, like myself, but I ran into a number of issues with the book. First, there aren't a lot of sources outside of WikkiCommons. There were so many references to WikkiCommons I began to wonder if there are actually serious sources available to the gaming industry to use for research; there are. In fact there is a reference to on page 72 even, but still it wasn't enough where I would feel comfortable using Casual Game Design as a source for anything academic. The other issue I have is the author makes a lot of comments without bothering to back them up with any source at all. For instance on page 79 he talks about Bejeweled being scoffed by hardcore video gamers. What? There is no source for this, and as a so-called hardcore gamer, I can tell you that is not how I feel, and I am not alone in this.

It is not that this book has no value, as it certainly does, but there wasn't enough work put into it for those wanting real insight into this part of the industry, and it wasn't focused enough to even try and appeal to a clear audience. I know the author knows what he is talking about because of the way he writes about the subject, the problem is he doesn't put any effort into supporting many of his statements to being anything more than opinion being sold as fact. As this is not marketed as one guy's opinion on casual game designed, I expected more. Fortunately, there is still enough to appreciate on some level if you are interested in ideas in approaching game design; I especially like the comparison to board games and the breakdown of existing, sometimes very old, casual games.
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4 of 4 people found the following review helpful
5.0 out of 5 stars Tightly Written Introduction to Game Design April 13, 2010
Format:Paperback|Amazon Vine™ Review (What's this?)
This is a book about the categories of casual games, and the design patterns needed to design them. Like most people, I've played my share of games from Tetris through Plants vs.Zombies, but I had never stopped to analyze what makes a game enjoyable or compelled me to return to it again and again. With the introduction of the iPhone I've had a lot more time to play casual games, so this is a more topical topic these days as I might be tempted to try and bang out the next big app store hit.

Turns out that there is a lot of theory and craft behind the design of games: who to design for, what are the basic activities people enjoy repeating, how to bring people up to speed on the mechanic, and how to spice things up with tricks of the trade like chaining, adding a timer, or breaking a rule. At its most basic level, this is a book about the "game mechanic". The underlying short list of rules which limit what the player can and can't do and how one scores or advances. It is not a book about game art direction or sound design, or back stories or packaging. It's not even a game entirely about video games, as much of what is taught could also be applied to board games or other out of the box activities.

If one were to start to write the next big game app, this would be a good place to start as it lays out all the basic apps types and archetypes. If nothing else, one could learn how to make a decent Bejeweled clone if not the next great original thing sweeping the inter webs.

The book itself is well and tightly written. I appreciate it when an author doesn't waste my time with filler. Chapters are short and to the point. So kudos to him and thanks for some insight into a field I knew little about.
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Most Recent Customer Reviews
3.0 out of 5 stars Not a programming manual
I bought this book for my son, who is a beginning game designer, thinking it might be of interest to him. Unfortunately he didn't find it usable. Read more
Published 1 month ago by Silicon Valley Girl
3.0 out of 5 stars Worthwhile, not great
The author no doubt knows his stuff, and this book is a sincere attempt to inspire and provoke deeper thought than a "how to" book would (and this is not a "how to"). Read more
Published 14 months ago by Cowboy Bill
5.0 out of 5 stars A serious text on casual game design
As a Morgan Kaufmann publication, this leans more toward an academic text book than what you might think to be a straight how to book on casual game design. Read more
Published on September 22, 2010 by stinhoutx
5.0 out of 5 stars It's not a "how-to" book, but it's a very enjoyable read!
I've been a video gamer for just over 3 decades. I've seen and played many types of games...First person shooters, trivia, survival horror, sports, and many more. Read more
Published on August 1, 2010 by The Matrix Fan
5.0 out of 5 stars Casual Book about Casual Game Design
'Casual Game Design' is a thorough, but approachable look at the very basics of game design. The author draws from personal experience designing several popular casual games, as... Read more
Published on July 8, 2010 by J. Finkel
4.0 out of 5 stars A good textbook for students of game design, but not a How-To
This is an excellent book on the theory and principles of casual game design and one that you might find in an intro computer/video game design class. Read more
Published on June 30, 2010 by buru buru piggu
4.0 out of 5 stars Very nice, but some too-basic some too-advanced info
This isnt a book for beginners; it's a book for seasoned programmers looking for specific talents and ways to do certain things. Read more
Published on June 18, 2010 by V S
5.0 out of 5 stars Casual game design succeeds in pinning down the mechanics of the...
The Casual Game industry is a burgeoning industry. For people for whom hardcore games are either too time consuming or too difficult, but who find themselves to the world of video... Read more
Published on May 20, 2010 by Patrick Regan
5.0 out of 5 stars More info than expected
When I saw this book I wondered how someone could write a whole book on casual game design. I mean, we all play games--we know how games work. Read more
Published on April 30, 2010 by ut158
3.0 out of 5 stars Please Guys if You're Going to Put out a Book on Gaming Make the...
This is the second book I got on finding more about the gaming industry, since I'd like to recommend some reading to other people who are artists but want something solidly written... Read more
Published on April 15, 2010 by S. Jenkins
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