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Andrew Rollings and Ernest Adams on Game Design First Edition
Purchase options and add-ons
- ISBN-101592730019
- ISBN-13978-1592730018
- EditionFirst Edition
- PublisherNew Riders Pub
- Publication date
2003
January 1
- Language
EN
English
- Dimensions
7.0 x 1.0 x 8.8
inches
- Length
400
Pages
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Editorial Reviews
From the Publisher
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 (lisa.thibault@newriders.com)
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.
Ernest Adams:
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.
From the Back Cover
About the Author
Andrew Rollings (co-author of the highly successful book Game Architecture and Design) has a B.S. in Physics from Imperial College, London, and Bristol University, and has worked as a technical consultant spanning the games industry and the financial industry since 1995. Ernest Adams (co-founder of the IGDA) is an American game design consultant currently based in England. He has developed on-line, computer, and console games for everything from the IBM 360 mainframe to the Sony PlayStation 2. He is the author of the popular Designer's Notebook series of columns on the Gamasutra developers' webzine.
Ernest Adams is a freelance game designer and a member of the International Hobo game design consortium. He was most recently employed as a lead designer at Bullfrog Productions, and for several years before that he was the audio/video producer on the Madden NFL Football product line for Electronic Arts. He founded the International Game Developers Association in 1994.
Product details
- Publisher : New Riders Pub; First Edition (January 1, 2003)
- Language : English
- Paperback : 400 pages
- ISBN-10 : 1592730019
- ISBN-13 : 978-1592730018
- Item Weight : 2.25 pounds
- Dimensions : 7 x 1 x 8.75 inches
- Best Sellers Rank: #2,933,414 in Books (See Top 100 in Books)
- #632 in Computer & Video Game Design
- #769 in Computer Graphics
- #1,898 in Game Programming
- Customer Reviews:
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About the authors

Dr. Ernest Adams is a freelance game designer, writer, and teacher. He has served in the game industry since 1989, and is the author of five books, including the university-level textbook "Fundamentals of Game Design, Second Edition." Dr. Adams was most recently employed as a lead designer at Bullfrog Productions on the Dungeon Keeper series, and for several years before that was the audio/video producer on the Madden NFL Football line for Electronic Arts. He is also the founder and first chairman of the International Game Developers' Association and a popular speaker at conferences and arts festivals around the world. His website is at http://www.designersnotebook.com.

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Top reviews from the United States
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I highly recommend both books, and I suggest reading this latest book, co-authored by Ernest Adams, first, and then follow-up with the larger, more advanced book co-authored by Dave Morris. Together, they provide a comprehensive guide to making fun, successful games.
Scott Miller, CEO
3D Realms
Also, while Rollings' other book is most suited for people making strategy games, this book really is general enough to be a worthy read for anybody working on any kind of game.
I only gave it four stars because, for me, the last half of the book--summary chapters of different game genres--was mostly throwaway, rarely going into very much depth or telling me information I didn't know already.
Overall, the book seems more to describe than explain, more to report than interpret. There arises no general, well defined thesis from its 500+ page volume. At best, this book can be said to raise a lot of issues which a designer ought to have in mind when designing a game.
However, the vast majority of the issues raised are either of secondary importance or generally irrelevant. It breaks down the process of game design into topics in a way which is neither natural nor logical, and proceeds to pursue a rather sizyphusian discussion of each of these topics in turn. These are: What is Game Design?, Game Concepts, Game Settings and Worlds, Storytelling and Narrative, Character Development, Creating the User Experience, Gameplay, and The Internal Economy of games and Game Balancing.
This division makes very little sense. These topics are all so closely related, some to the point of overlapping, that attempting to develop a theorem which deals with each of them separately would result in exactly the kind of negligible book we have before us.
Actually, it would be impossible for the authors to develop any meaningful discussion of their subject, because they fail to define a) what we are trying to create and b) how do we measure our success. Nor can such a definition be induced from this overflous and superficial book. Without this definition, there is nothing that binds the book's pieces together (and, actually, had the authors bothered to provide a rigorous definition, they would have realized that no reasonable definition could be found for the garbled mess they've created), and it remains a pile of expressions in the spirit of "some people did this in some games, and some people did that in some other games". In short, the book does an admirable job in showing how NOT to perform a critical analysis of a subject, not to mention attempt to construct a wholesome theory.
While the book can be interesting at times, mainly because it makes one think on how such a book SHOULD be written, it is chuck full of assertions obviously made on the basis of misunderstandings, like the authors' curious misuse of the term Suspension of Disbelief, or their suggestion of the Hero's Journey narrative template as an object of imitation rather than a tool for analysis.
The authors' goal with this book also seems questionable. At one point, they assert that, even were it possible, we wouldn't like our player to be tormented by remorse after taking an immoral action in the game. Why? isn't moral education one of the most important and unique roles of art? If it were indeed possible, and I'm sure it is, it would've been a glorious achievement for this medium, one which would put all its previous achievements far behind.
Or are the authors only interested in computer games as a source of pure fun? If so, I suggest they invest their impressive talent and enthusiasm in cooking or adult toy design - a medium's greatness lies not in the fun it offers, and these repeatable fields are all about fun.
An interesting book for raising a large scale discussion, but one which falls short of grasping the deeper principles of its subject, and is, therefore, unimportant.
Top reviews from other countries
Auch ein Überblick aller Spiele-Genres und was diese ausmacht ist in dem Buch zu finden und bietet Orientierungspunkte, sollte man ein Spiel für eines der Genres erstellen.
Das Buch ist in "einfachem" Englisch geschrieben, für jemanden der Englisch in der Schule hatte sollte es also kein Problem sein. Ich persönlich hatte nie Englisch in der Schule, habe es mir selbst beigebracht und komme mit dem Buch sehr gut klar.
Klare Kaufempfehlung von mir, für den Gamedesign mehr als ein Hobby ist.
mit freundlichen grüßen
Benjamin Spang
Le livre propose des exemples concrets et la démarche à suivre pour produire un bon game design. C'est en quelque sorte une recette à suivre avec les différents détails à considérer en fonction du type de jeu à développer.
