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Game Design: Theory and Practice (With CD-ROM) (Paperback)

by Richard Rouse (Author)
4.1 out of 5 stars See all reviews (21 customer reviews)


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Editorial Reviews

Product Description
One of the most important but least discussed elements of a computer game is the gameplay that makes a game compelling and entertaining. Game Design: Theory & Practice focuses on this elusive topic and how you can ensure your title has the best gameplay possible. Richard Rouse discusses in detail key game design topics including game balancing, storytelling, non-linearity, player motivations, input/output, artificial intelligence, level design, and playtesting. This book delves into the entire breadth of interactive games, covering computer, console, and arcade titles, and spanning a variety of gaming genres including strategy, adventure, simulation, action, role-playing, sports, and wargames.

Follow the entire game development process, from brainstorming a game idea, establishing the focus, and determining the storytelling mode to getting the gameplay working, documenting the design, and playtesting. Learn the techniques of top game designers through in-depth interviews:
Chris Crawford, Balance of Power, Eastern Front (1941)
Ed Logg, Asteroids, Centipede, Gauntlet
Jordan Mechner, Prince of Persia, Karateka, The Last Express
Sid Meier, Civilization, Pirates!, Railroad Tycoon, Gettysburg!
Steve Meretzky, The Hitchhiker’s Guide to the Galaxy, Planetfall
Will Wright, SimCity, The Sims

Understand the elements that make a game successful through detailed analysis of Centipede, Tetris, Loom, Myth: The Fallen Lords, and The Sims.

Find out how to most effectively document your game ideas, including the use of the focus, design document, story bible, script, and technical specification. A complete sample design document in the appendix illustrates the principles of good game development documentation

About the Author
Richard Rouse III is a computer game designer, programmer, and writer at Surreal Software. Among his credits are Centipede 3D, Odyssey: The Legend of Nemesis, Damage Incorporated, and the PlayStation 2 version of Drakan. Rouse has written extensively about game design for publications including Game Developer, SIGGRAPH Computer Graphics, Gamasutra, and Inside Mac Games.


Product Details

  • Paperback: 500 pages
  • Publisher: Wordware Publishing, Inc. (February 15, 2001)
  • Language: English
  • ISBN-10: 1556227353
  • ISBN-13: 978-1556227356
  • Product Dimensions: 9.1 x 7.5 x 1.3 inches
  • Shipping Weight: 3 pounds
  • Average Customer Review: 4.1 out of 5 stars See all reviews (21 customer reviews)
  • Amazon.com Sales Rank: #973,952 in Books (See Bestsellers in Books)


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Customer Reviews

21 Reviews
5 star:
 (10)
4 star:
 (6)
3 star:
 (4)
2 star:    (0)
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Average Customer Review
4.1 out of 5 stars (21 customer reviews)
 
 
 
 
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27 of 27 people found the following review helpful:
4.0 out of 5 stars The Best That's Out There, April 8, 2003
By J. Fristrom (www.gamedevblog.com) - See all my reviews
(REAL NAME)   
I work on video games professionally as a programmer, but I read a lot of books on design because that is the most challenging aspect of what we do. Technology is a solved problem; project management is getting there; that leaves the black hole of design. Of the books I've read, Richard Rouse's is the best. Where most books on game design treat you as if you have somehow landed in the position of creative director for a thirty man team -- and now you need help -- Rouse's book covers everything from level design in the trenches to the concept work of the lead designer. They say those who can't do, write, but Richard is an exception, with a few above average games in his ludography (and a flop or two, just like me). And when his knowledge isn't enough, he supplants it with interviews with the greats. Although it's true that some of the greats are no longer in the game, their advice is still valuable. (One thing that all of them agree on is the value of other people playtesting, whether it's Ed Logg field testing coin-op machines or Steve Meretzky looking at transcripts of people playing text adventures.) This book is also a survey of current trends in game design, from simulation to emergent strategy to meaningful choices. It provoked me to think deeper than I had before.

So why only four stars?

Yes, it is somewhat dated. Interviews with John Carmack, Warren Spector, and Jason Uyeda would be more relevant than the coin-op/PC game gurus presented here.

Furthermore, I could have used less survey and more depth. Take emergent strategies, for example: he touches on this concept, says that It Is Good, but without really giving it the treatment it deserves: how does one create a game in which emergent strategies develop? What are the costs of such an approach to game design?

Still, if you only read one book on game design, this should be it.

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17 of 17 people found the following review helpful:
4.0 out of 5 stars good resource for game designers, May 31, 2001
By Dave Astle (GameDev.net) - See all my reviews
(REAL NAME)   
Each of the chapters of this book fall into one of three categories: an interview with a prominent game designer, an analysis of a successful game, or a discussion of game design principles. Each is valuable for different reasons, so I'd like to review each of them separately.

The interviews are interesting, and go into much greater depth than most interviews you see. As a result, you're able to get a good idea of how each designer approaches the game design process, which can be useful in analyzing your own methods.

The chapters analyzing games focused on a single game, but also looked at similar games in the genre. If you're an aspiring game designers, you'll benefit from these chapters. Partially because you will see what these games did well, but moreso because they will encourage you to analyze the design aspects of the games you're playing to see what they do right, what they do wrong, and how you can apply that to your own designs.

About half of the chapters of the book cover various aspects of game design, presenting the author's own theories about what's important, what isn't, and the things you should be thinking about. It's hard to review the value of this; some of it you'll agree with, and some of it you may not. Depending on your degree of experience, some of it may be obvious, some of it may be new, and some of it may help you focus on areas you've been neglecting.

Overall, I wouldn't consider this book a must-have, but if you're interested in becoming a well-rounded and successful game designer, there's a lot in here that will be of value to you.

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12 of 12 people found the following review helpful:
5.0 out of 5 stars Lasting Importance for Designers, June 22, 2001
By "colinl53" (Los Angeles, CA) - See all my reviews
What I like most about this book is how it completely avoids technical implementation issues to focus on something altogether more intangible: making fun interactive experiences for players. I've bought many books wanting to learn more about computer game design, but almost always got bogged down in programming information that would be dated within two years. Sure programming's important to game development, but it's not the hardest part of the process: coming up with a game that's fun is. These days projects have large teams and game designers almost always don't do any programming on the games they design. This is exactly the book that a game designer working in the industry today (or who wants to enter the industry) needs to read and study.

Following in the footsteps of Chris Crawford's great but out of print The Art of Computer Game Design (another book that hasn't dated with the passing of the years), Richard Rouse's book cuts away the technical side to explore the artistic side of game development. When so many of today's games are just glorified technology demos, the writing of this design book was a commendable undertaking, and, as it turns out, is a terrifically good read. The author's passion for the subject is obvious on every page, and though his pronouncements of the best way to design a game may seem preachy, when I thought about each topic he covered, I found little to disagree with. Furthermore, the long interviews provide more useful game design lessons than I've found in all the game programming books I've ever read. And the rules I learned in this book I will still be using in ten years, after all my old programming books are collecting dust. If you're looking to learn to code, you should definitely stay away from this book, but if you're looking for something that will stick with you, you need look no farther.

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Most Recent Customer Reviews

3.0 out of 5 stars For Beginners, and it's Longwinded
For what it's worth, I'm a professional in the game industry. I haven't written many reviews here on Amazon, but I thought this one deserved some attention. Read more
Published 4 months ago by D.G.Saunders

5.0 out of 5 stars Great book for every game designer...
That's really great book for every game designer or someone who wants to be one, but also a good one for all other people working on game, so that they can understand design work... Read more
Published 9 months ago by Giniu

4.0 out of 5 stars Great interview and practical examples book.
The editorial review is kinda deceiving, so I'll just write what's missing on it: The book tries to balance between theory, practical examples and interviews. Read more
Published on June 26, 2007 by Renato Murakami

5.0 out of 5 stars Excellent resource for students
I am currently using this as my Game Design textbook. As a student, it provides not only mere theory, but valuable interviews with upstanding designers. Read more
Published on March 13, 2007 by Miriam Esther Puente Rodriguez

5.0 out of 5 stars Great book. helped for class greatly
I got this book to help in a class since it was a course requirement. It has alot of good info and intangibles about game design that is very helpful to anybody that would want... Read more
Published on September 14, 2006 by D. Beverly

3.0 out of 5 stars Didn't tell me much more than I already knew
Being an avid gamer, and dreaming of working in the video game industry, I pretty much knew everyhing there was in this book. Read more
Published on August 2, 2006 by S. Washington

4.0 out of 5 stars Solid and well done
This is a great walk through for a beginner. I would recommend it for its overview and insight into games and making games. Read more
Published on February 23, 2006 by thejamiv

5.0 out of 5 stars Second Edition Surpasses the First... I'm Impressed
I'm a big fan of the original edition of Game Design: Theory & Practice. Of all the game design books I've read, it was one of the most impressive at balancing lofty ambitions... Read more
Published on December 29, 2005 by 9th Level

5.0 out of 5 stars Must-have for game designers
There are not many books on game design, as opposed to the relatively huge number of game programming and art books available out there. Read more
Published on December 1, 2004 by Gabriel Dizon

4.0 out of 5 stars A Worthy Effort
This book is a pleasant surprise. The author modestly sets out to simply tell us what he knows of game design, and that, apparently, is a great deal. Read more
Published on November 2, 2004 by Jonathan Beyrak Lev

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