When I was at NYU, I worked on a few different video game projects. We were both programming the game and acting as game designers. I read this book back then and just finished rereading it, now that ...
This dry, yet thorough, book draws upon research and theory in sundry fields (such as cybernetics, probability, and systems theory) to develop a thorough theory of game design as a field of its own. O...
I did a lot of skimming here. The authors don't begin to understand how video games differ from traditional games or how to talk about them as the remarkably novel creation that they are. As a result,...
Lots of people in the reviews complaining that this academic textbook isn’t for gamerz. If your goal in life is to make a Triple-A clone “with a twist” then I am sorry to say you are probably no...
The pretentious forward was the opening number in a scattergun approach to the topic that just felt so shallow compared to discussions you might hear on The Forge or Extra Credits or EnWorld or really...
It's clear that the authors are extremely well read. The book is jam packed with different conceptual frames in which to place games. But it never really comes together into a coherent book. It feels ...
As was mentioned in earlier reviews, I, too, did a lot of skimming in this book. That's because the information was given in a very repetitive nature. There are a few good points, such as looking at g...
It basically just says that games are systems are and over. Flipping to a random page, here's an example: "It is clear that games are systems and that complexity and emergence affect meaningful play."...
An extensive and in-depth study on game design. The basic format is how games fit into different schema and how to design games by thinking about all the different possible ways to look at games. Kati...
Reading this made me realize that I'm mostly interested in game design as a hobbyist. That being said, I think this is probably the most complete textbook available on the subject and is really ahead ...