- Paperback: 276 pages
- Publisher: McFarland (July 25, 2012)
- Language: English
- ISBN-10: 0786469528
- ISBN-13: 978-0786469529
- Product Dimensions: 5.8 x 0.8 x 8.8 inches
- Shipping Weight: 13.6 ounces (View shipping rates and policies)
- Average Customer Review: 5 customer reviews
- Amazon Best Sellers Rank: #1,290,441 in Books (See Top 100 in Books)
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Game Design: How to Create Video and Tabletop Games, Start to Finish Paperback – July 25, 2012
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"Excellent job...recommend." --The Opinionated Gamers
"This book provides useful tips and resources for game designers and those interested in entering the field." --American Reference Books Annual
From the Author
Book review - Game Design by Joe Huber at Opinionated Gamer. opinionatedgamers.com/2012/12/03/book-review-game-design-by-lewis-pulsipher/ "So summing it all up, Game Design does an excellent job of providing a path to become an effective game designer."
Review: Lewis Pulsipher's 'How to Design Epic Games' by David Bolton at Dice.com. news.dice.com/2012/10/04/how-to-design-epic-games-book-review-jm-103pm/ "
If you want to design games, as opposed to just produce them, this is a great book. It hits the ground running, though you'll need to read it quite a few times for everything to sink in, particularly the first three chapters."
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It is also a very personal book, the author talks about his habits and opinions and avoids discussing other ways of doing things.
It is a good book for a game designer to understand one way of work, but not a first choice book for a game design course.
Game Design is not a reference book, nor a book that would be appropriate for the classroom. It is a general guide that helps separate what could be a daunting thought process into a checklist of sorts "consider a, b,c, but also x, y and z. Watch out for p,q,r". The book is very fun to read, if not for the fact that the author seems experienced in what he is talking about. I liked the quotes used by game developers such as cliff belinzski and sid meirs. I can see how would be video game designers coming into the process with a sense of pride of their idea, and a "I know exactly what's best for my game" attitude." Pulsipher stresses a quick prototype and plenty of playtesting. Throughout, he uses board games as the norm, with exceptions being made for the video games side most of the time. Still, I never felt like I was learning something that would never be useful for video games specifically, and I think it is a good book for people who would like to make video, and especially table top games.
Overall it's a good book to pique your interest on the subject and start thinking about possible game designs and, like the first chapter stresses, that an idea is worth nothing. It's only by acting on that idea that you can bring your game into existence.