Chris Crawford on Game Design 1st Edition
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Chris Crawford on Game Design is all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today. Chris Crawford, the most highly sought after expert in this area, brings an intense opinion piece full of personality and flare like no other person in this industry can. He explains the foundational and fundamental concepts needed to get the most out of game development today. An exceptional precursor to the two books soon to be published by New Riders with author Andrew Rollings, this book teaches key lessons; including, what you can learn from the history of game play and historical games, necessity of challenge in game play, applying dimensions of conflict, understanding low and high interactivity designs, watching for the inclusion of creativity, and understanding the importance of storytelling. In addition, Chris brings you the wish list of games he'd like to build and tells you how to do it. Game developers and designers will kill for this information!
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Chris Crawford on Game Design is all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today. Chris Crawford, the most highly sought after expert in this area, brings an intense opinion piece full of personality and flare like no other person in this industry can. He explains the foundational and fundamental concepts needed to get the most out of game development today. An exceptional precursor to the two books soon to be published by New Riders with author Andrew Rollings, this book teaches key lessons; including, what you can learn from the history of game play and historical games, necessity of challenge in game play, applying dimensions of conflict, understanding low and high interactivity designs, watching for the inclusion of creativity, and understanding the importance of storytelling. In addition, Chris brings you the wish list of games he'd like to build and tells you how to do it. Game developers and designers will kill for this information!
About the Author
Chris Crawford is the "grand old man" of computing game design. He sold his first computer game in 1978, joined Atari in 1979, and led Games Research there. During his time at Atari, he wrote the first edition of The Art of Computer Game Design (Osborne, 1984), which has now become a classic in the field. After Atari collapsed in 1984, Chris became a freelance computer game designer. All in all, Chris has 14 published computer games to his creditall of which he designed and programmed himself. He founded, edited, and wrote most of The Journal of Computer Game Design, the first periodical devoted to game design. He founded and led the Computer Game Developers' Conference (now the Game Developers' Conference) in its early years. Chris has lectured on game design at conferences and universities all over the world. For the last ten years, he has been developing technology for interactive storytelling.
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Product details
- Publisher : New Riders Pub; 1st edition (June 1, 2003)
- Language : English
- Paperback : 504 pages
- ISBN-10 : 0131460994
- ISBN-13 : 978-0131460997
- Item Weight : 1.35 pounds
- Dimensions : 6 x 0.75 x 8.75 inches
- Best Sellers Rank: #297,583 in Books (See Top 100 in Books)
- #109 in Computer & Video Game Design
- #164 in Computer Graphics
- #197 in Game Programming
- Customer Reviews:
About the author

Chris Crawford earned a Master of Science degree in Physics from the University of Missouri in 1975. After teaching physics for several years, he joined Atari as a game designer in 1979. There he created a number of games: Energy Czar, an educational simulation about the energy crisis, Scram, a nuclear power plant simulation, Eastern Front (1941), a wargame, Gossip, a social interaction game, and Excalibur, an Arthurian game.
Following the collapse of Atari in 1984, Crawford took up the Macintosh. He created Balance of Power, a game about diplomacy, Patton Versus Rommel, a wargame, Trust & Betrayal, a social interaction game, Balance of the Planet, an environmental simulation game, and Patton Strikes Back, a wargame. In 1992, Crawford decided to leave game design and concentrate his energies on interactive storytelling, a field that he believed would become important. He created a major technology for interactive storytelling systems, patenting it in 1997. He is now commercializing his technology at his company website at storytron.com.
Crawford has written five published books: The Art of Computer Game Design, now recognized as a classic in the field, in 1982; Balance of Power (the book) in 1986; The Art of Interactive Design in 2002; Chris Crawford on Game Design in 2003; and Chris Crawford on Interactive Storytelling in 2004.
He created the first periodical on game design, the Journal of Computer Game Design, in 1987. He founded and served as Chairman of the Computer Game Developers' Conference, now known as the Game Developers' Conference.
Crawford has given hundreds of lectures at conferences and universities around the world, and published dozens of magazine articles and academic papers.
Crawford served as computer system designer and observer for the 1999 and 2002 NASA Leonid MAC airborne missions; he also has done some analysis of the resulting data. He lives in southern Oregon with his wife, 3 dogs, 7 cats, 2 ducks, and 3 burros.
His current work is in interactive storytelling. After seventeen years of work, Crawford's company, Storytron, is releasing its technology to the public at www.storytron.com.
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I was a little surpised to find I was friend/"playtester" given the min wage existed in 76.
And I thought the time he split my tanks a more interesting episode...
Instead I was presented with a mind-boggling analysis about what is wrong in the game industry nowadays, and what can be done about it. Designers need to be more social-minded, as well as programmers. It seems simple, but it's very far from it. Programmers tend to be a closed bunch, mostly anti-social outside of their own group, and tend to appeal to the baser emotions of our human nature, I.E. violence and sexual gratification. I don't know exactly how to target a game towards more social strata of our community, but it's easy to see that game design is vilified precisely because it seems so base.
In essence, Mr. Crawford details a series of rules that designers should follow, and a list of books that they should read so as to better inform programmers as to what a greater section of the public would want.
There's lots of retrospectives on other games that Mr. Crawford has designed. Balance of Power was one game I had seen before, and though I never got to play it, I did get to see some of the workings behind it. I didn't know that Mr. Crawford was the author of the game, and appreciate him letting us see what was going on behind curtain.
This is a great book that no game designer should be without.
But I was wrong. This book is perfect for what it sets out to do. It is designed as a complex, long-winded, utterly convincing argument aimed at the games industry, with the sole purpose of opening the reader's eyes to the sad truth - the computer games industry is in a dire situation from an artistic and creative perspective, and it's only getting worse.
Among other things, Crawford exorcises many of the buzzwords that haunt the dialogue of game design, presenting principles that are so much cleaner and more accurate than we've come to expect from game design books. He contends that "fun" is not a sufficient design goal for a game, indeed, that it's hardly a design goal at all, and presents what served as his goals on his many game projects. He gives examples of several games he'd like to make, each of which is completely different from anything ever seen on the market, although they are all great ideas, and this just serves to prove how narrow the creative emphasis of the games industry is.
This book is the painful look in the mirror that the games industry needs so badly. It lucidly explains what went wrong and why, and what needs to be done differently. If you are a serious person interested in games, then this is an excellent book to learn why today's games are less and less worthy of your attention. If you are actually a game developer, this book will show you the path to a creative freedom and artistic possibilities beyond common imagining, if you're honest and can take the criticism. Either way, Crawford's wit and insight will entertain and enlighten you, as will his stories of the early days of game design.
Highly recommended!





