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21st Century Game Design (Charles River Media Game Development) Paperback – August 29, 2005


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Product Details

  • Series: Charles River Media Game Development
  • Paperback: 1 pages
  • Publisher: Cengage Learning; 1 edition (August 29, 2005)
  • Language: English
  • ISBN-10: 1584504293
  • ISBN-13: 978-1584504290
  • Product Dimensions: 7.4 x 0.8 x 9.2 inches
  • Shipping Weight: 4 ounces (View shipping rates and policies)
  • Average Customer Review: 4.8 out of 5 stars  See all reviews (5 customer reviews)
  • Amazon Best Sellers Rank: #353,124 in Books (See Top 100 in Books)

Editorial Reviews

Review

Acknowledgments Preface Introduction-by Ernest W. Adams PART I AUDIENCE Chapter 1 Zen Game Design Chapter 2 Designing for the Market Chapter 3 Myers-Briggs Typology and Gamers Chapter 4 The DGD1 Demographic Model Chapter 5 Player Abilities PART II DESIGN Chapter 6 Foundations of Game Design Chapter 7 Principles of Interface Design Chapter 8 Game World Abstraction Chapter 9 Avatar Abstractions Chapter 10 Game Structures Chapter 11 Action Game Genres Chapter 12 Genres: Quest, Strategy, and Simulation Chapter 13 The Evolution of Games: Originality and Chreodes Glossary References Index

About the Author

Chris Bateman is Managing Director of International Hobo, a specialist company in the field of market-oriented game design and narrative, and a noted game designer and writer. His games include Discworld Noir, Ghost Master and, Bratz: Rock Angels. He sits on the executive panel of the IGDA Game Writers¿ special interest group, and is also co-author of 21st Century Game Design.

Richard Boon, one of the world¿s foremost game writers, has been involved in the development of dozens of games, and was a major source of information for the recent IGDA white paper on Game Writing. His articles have been published in the industry trade press and magazines, and he lectures on game writing and associated game design issues for writers in other media, and young writers looking to get into the field.

Customer Reviews

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7 of 8 people found the following review helpful By Jack Monahan on September 30, 2005
Format: Paperback
21st Century Game Design's quiet brilliance lies in its logical, sensible treatment of game design in today's market. Things game designers may know on some intuitive level, but often have no conscious access to, no way of articulating, this book illuminates. Chris Bateman's DGD1 audience model allows designers to make more intelligent, informed decisions in the way they design.

Thorough implementation of the principles Bateman describes would help everyone: help publishers understand and support developers, help marketers know who to target, and most importantly of all, help gamers by making games that are made with their playstyles in mind. Not all gamers game alike, so as our industry grows and matures, understanding and identifying the different types of gamers is essential.

Of particular import for growth of our industry is appeal to women and the casual segment, considerations that Bateman shows need not be commensurate with alienating the hardcore segment. You don't need to "water down" a great game to broaden its potential audience; you just need to be aware of your audience and make design choices accordingly.

Bateman shows us that great game design is ultimately subjective; therefore an audience-driven approach to game design is essential to designing games in the 21st century.

For any colleges and universities that have or are developing game design based cirriculum, for all industry professionals: here is an indispensable text.
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3 of 3 people found the following review helpful By axcho on February 17, 2013
Format: Paperback
21st Century Game Design is not so much about games - it's about understanding the people who play them. The book presents a model for understanding players and their differing motivations and skills, in terms of Myers-Briggs personality types and the Keirsey Temperament Sorter. The authors make sure to emphasize that the broad categorizations they present are not meant to peg individual people into boxes, but rather to describe the tendencies of large populations of players. It's great if you enjoy thinking about personality types, but if you tend to get offended by the thought of labeling and categorizing people, you'll probably have a hard time with this book.

Personally, I find the approach very valuable in getting beyond my own particular preferences and prejudices around what games are and what "fun" is. For example, the book presents four main player types: Conquerors, Managers, Wanderers, and Participants. As I personally tend toward "Wanderer" play, it would be easy for me to believe that a game is "good" only if it has an interesting world that I can wander around in. But in fact, there are many other ways to judge and enjoy a game, and I would be blind to a huge amount of thinking about games (and people playing and buying them) if I did not look beyond my own experience. In particular, the game industry has traditionally been very preoccupied with "Conqueror" gameplay, the fun of conquering challenges, and there are still many people who fail to acknowledge the validity (and commercial potential) in other types of fun. 21st Century Game Design presents a systematic way for understanding these variations, even if you don't personally feel them yourself.
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2 of 2 people found the following review helpful By Red Shirt on April 25, 2013
Format: Paperback Verified Purchase
The title is slightly deceiving as a large portion of the book is exclusively focused on the psychology of different player models and styles of play. But this was why I purchased the book. It is this detailed analysis of player psychology and how it applies to design which makes 21st Century Game Design so relevant. Especially at a time when the game market is being turned inside out by disruptive competition, innovation and technology.

Through objective analysis of (what was at the time) new player research, Bateman and Boon provide strong evidence that the preferences of designers and programmers may more often than not, be misaligned with the preferences of the most common player types in the gaming audience. And as the authors noted: "What is clear is that designers who design games solely to please their own sensibilities are unlikely to create genuinely mass market games."

Learning to understand why this is the case is why 21st Century Game Design should be required reading for all game designers, programmers, creative directors, producers, etc...
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3 of 5 people found the following review helpful By John Matlock on October 28, 2005
Format: Paperback
I suppose it comes as no surprise to anyone to hear that game design has gotten very complex. The power of computers has grown tremendously since the first games like Pong. And with the ability to do more on the computer, and with more competition in the marketplace the need for a higher class of game designer has become clear.

Now game designers have to consider such things as the age, gender, ability, attitude of the player -- many years ago my daughter got hooked on the Roger Rabit game. I told an executive in the Disney game group that they needed some games for young girls. He turned me down with a huff. 'We have Mickey Mouse,' he said. 'Yes,' I told him, 'but you also have Minnie Mouse.' He tuned me out. Now such a manager couldn't afford to ignore such an audience.

This is a book written by professionals on what it will take to suceed in game development in the coming years. These people have 'been there, done that,' pay attention to what they say.
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More About the Author

Chris Bateman is an outsider philosopher, game designer and author, whose philosophy explores the role of imagination in games, art, science, religion and ethics. He has worked in game design and writing since the 1990s, and has credits on more than forty videogames.

Chris holds a Masters degree in Artificial Intelligence/Cognitive Science. In 2009, he was invited to sit on the IEEE's Player Satisfaction Modelling task force, in recognition for his role in establishing this research domain. He has also travelled the world studying religious practices, taking part in everything from Native American sweat lodges to Pagan solstice celebrations, visiting Buddhist and Shinto shrines in Japan, and witnessing traditional tribal religions in Africa.

He lives in Manchester, UK with his wife, child and dog, but often visits the United States, especially Knoxville, TN, where he lived for a few years.