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A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design (Game Design/Usability) Paperback – February 26, 2014
Master the Principles and Vocabulary of Game Design
Why arent videogames getting better? Why does it feel like were playing the same games, over and over again? Why arent games helping us transform our lives, like great music, books, and movies do?
The problem is language. We still dont know how to talk about game design. We cant share our visions. We forget what works (and doesnt). We dont learn from history. Its too hard to improve.
The breakthrough starts here. A Game Design Vocabulary gives us the complete game design framework we desperately needwhether we create games, study them, review them, or build businesses on them.
Craft amazing experiences. Anna Anthropy and Naomi Clark share foundational principles, examples, and exercises that help you create great player experiences complement intuition with design discipline and craft games that succeed brilliantly on every level.
- Liberate yourself from stale clichés and genres
- Tell great stories: go way beyond cutscenes and text dumps
- Control the crucial relationships between game verbs and objects
- Wield the full power of development, conflict, climax, and resolution
- Shape scenes, pacing, and player choices
- Deepen context via art, animation, music, and sound
- Help players discover, understand, engage, and talk back to you
- Effectively use resistance and difficulty: the push and pull of games
- Design holistically: integrate visuals, audio, and controls
- Communicate a design vision everyone can understand
- Print length211 pages
- LanguageEnglish
- PublisherAddison-Wesley Professional
- Publication dateFebruary 26, 2014
- Dimensions7.25 x 0.75 x 9.25 inches
- ISBN-100321886925
- ISBN-13978-0321886927
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Editorial Reviews
Review
“A Game Design Vocabulary succeeds where many have failed–to provide a broad-strokes overview of videogame design. Utilizing analytic smarts, an encyclopedic knowledge of games, and subcultural attitude, Naomi Clark and Anna Anthropy get to the heart of how games work.
“Why is this book important? Videogames are the defining mass medium of our time, yet even those who make games lack a clear language for understanding their fundamental mechanics. A Game Design Vocabulary is essential reading for game creators, students, critics, scholars, and fans who crave insight into how game play becomes meaningful.”
–Eric Zimmerman, Independent Game Designer and Arts Professor, NYU Game Center
“A Game Design Vocabulary marks an important step forward for our discipline. Anna Anthropy and Naomi Clark’s extraordinarily lucid explanatio ns give us new ways to unpick the complexities of digital game design. Grounded in practical examples and bursting with original thinking, you need this book in your game design library.”
–Richard Lemarchand, Associate Professor, USC, Lead Designer, Uncharted
“Anthropy and Clark have done it! Created an intuitive vocabulary and introduction to game design in a concise, clear, and fun-to-read package. The exercises alone are a great set of limbering-up tools for those new to making games and seasoned designers, both.”
–Colleen Macklin, Game Designer and Professor, Parsons The New School for Design
“Two of my favorite game design minds sharing a powerful set of tools for designing meaningful games? I’m so excited for this book. A Game Design Vocabulary may very well be the best thing to happen to game design education in more than a decade. I can’t wait to put this book in the hands of my students and dev friends alike.”
–John Sharp, Associate Professor of Games and Learning, Parsons The New School for Design
“Some of the greatest challenges to the intelligent advancement of game-making can be found in the ways we conceptualize and discuss them. This simple yet profound new vocabulary is long-overdue and accessible enough to help new creators work within a meaningful framework for games.”
–Leigh Alexander, Game Journalist and Critic
About the Author
Anna Anthropy is an artist, author and game creatrix working in the East Bay area. As an ambassador for game creation, she works to empower marginalized voices to gain access to game creation. Her first book, Rise of the Videogame Zinesters, is an autobiography / manifesto / DIY guide. She's radical.
Naomi Clark has been designing and producing games for more than two decades, ever since she started creating text-based virtual worlds as a teenager. Shes worked on multiplayer web games (Sissyfight 2000), casual downloadable games (Miss Management), Flash games for kids (LEGO Junkbot). and Facebook games (Dreamland) while working with companies like Gamelab, LEGO, Rebel Monkey, and Fresh Planet. Naomi has also taught classes and workshops at Parsons School of Design, the NYU Game Center, and the New York Film Academy, and written game analysis and feminist critique for Feministe. She is currently developing an independent game with the Brooklyn Game Ensemble.
Product details
- Publisher : Addison-Wesley Professional
- Publication date : February 26, 2014
- Edition : 1st
- Language : English
- Print length : 211 pages
- ISBN-10 : 0321886925
- ISBN-13 : 978-0321886927
- Item Weight : 1 pounds
- Dimensions : 7.25 x 0.75 x 9.25 inches
- Part of series : Game Design
- Customer Reviews:
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- Reviewed in the United States on February 18, 2019As an amateur game designer, I follow the famous Mark Brown. He’s the go-to game designer for newbies in the subject matter. Anyways, he read and recommends this book. After reading it, I definitely feel I gained new perspectives and a better understanding to game design in general. Now I just need to apply it in real life!
- Reviewed in the United States on March 7, 2017A Game Design Vocabulary is a rare book that bridges detailed, hands-on tools for game design (particularly for the development of game verbs) with high-level conceptual thoughts about video games: what are video games for, who are they for, what are they about?
This book is a must-have in the library of every thinking game designer.
- Reviewed in the United States on October 8, 2017I am still reading it but so far, it's so good. It is to the point, it doesn't rant forever. It doesn't go off track. I think it could be used as a good text book for game design class. One of my favorite books in game design.
- Reviewed in the United States on February 21, 2024First, I want to commend the authors for their efforts. This is a daunting task and their attempt was well made. That said, ultimately, I think using this framework will only lead to more confusion. The authors attempt to draw an analog; instead of trying to actually compile a useful set of vocabulary, they attempted to co-opt that of another discipline. By co-opting the vocabulary of writing and trying to transpose it over design, equating rules to characters and rule context to scenes, not only does it fall flat on the surface, but doing so will only lead to a lot of confusion when the designers have to have meaningful dialog with other team members.
Critiques of their approach aside, the book is well written and it does contain some useful exercises for starting to deconstruct a games design.
- Reviewed in the United States on September 27, 2014Although I have 3 published designs and have worked on dozens of other games, Anna Anthropy’s chapters made me feel like I know nothing about game design. In other words, it was challenging, which is a good thing. The latter part of the book, by Naomi Clark, was a little closer to my experience but still instructional.
Requiring Windows to do some of the exercises was a turn-off, especially since I was reading on an iPad.
- Reviewed in the United States on September 7, 2017Fantastic book. This book feels like it is for games what Understanding Comics by Scott McCloud is for comics. It offers a very high level, holistic examination of a medium & how it works. It's like a peek at the Platonic ideal of "game."
- Reviewed in the United States on April 5, 2015Although there are some interesting points about game design brought up within; the unfocused and rambling examples of crude and simple games detracts from it's overall intent. I'm 4 chapters in and debating whether it's worth my time to continue reading it.
Top reviews from other countries
Kindle CustomerReviewed in the United Kingdom on March 19, 20205.0 out of 5 stars absolute must-read for any and all game designers
This book is great for new starters in the world of game design or veterans alike. This is a must read for anyone pursuing game design as a career or as an interest.
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Arn WaldenReviewed in France on March 13, 20182.0 out of 5 stars Pour débutant ?
Je me suis arrêté à la fin du premier quart car je m'ennuyais et perdais mon temps.
Mon sentiment est que l'auteur invente son vocabulaire pour nous enseigner des règles relativement basiques du game design. Je ne suis même pas convaincu que cette approche soit pertinente pour un débutant tant l'ensemble est présenté de manière poussive.
N'ayant pas tout lu, je n'irais pas plus loin dans ma critique mais je connais plusieurs chaînes youtube de game design qui vont bien plus loin et bien plus vite pour faire enseigner les leçons du premier quart du livre.
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Cliente AmazonReviewed in Spain on March 23, 20195.0 out of 5 stars Una forma diferente de enfocar el diseño de videojuegos
Es un buen libro acerca del diseño de videojuegos. Te enseña a enfocarlo desde una perspectiva diferente a la habitual, con ejemplos prácticos.
Importante, habla sobre diseño de videojuegos estrictamente, no sobre programación, arte o motores graficos
DCJReviewed in Canada on July 15, 20185.0 out of 5 stars One the best books on game design out there
A very concisely written approach to game design. Anthropy solidifies a spot next to Koster and Schell as a must-read for those interested in game design.

