Sabtu, 16 Januari 2010

Ebook Andrew Rollings and Ernest Adams on Game Design

Ebook Andrew Rollings and Ernest Adams on Game Design

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Andrew Rollings and Ernest Adams on Game Design

Andrew Rollings and Ernest Adams on Game Design


Andrew Rollings and Ernest Adams on Game Design


Ebook Andrew Rollings and Ernest Adams on Game Design

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Andrew Rollings and Ernest Adams on Game Design

From the Publisher

Andrew and Ernest have compiled a wonderful book for both potential and experienced gamers alike. The best part about this book is the worksheets that appear in almost all the chapters. They enable you to stop and consider various game design questions even before starting your own design – questions such as "What process is the player going to manage?" "What actions will the player take in managing that process?" and "Who is the central character in the game, the player’s avatar?" 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)

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From the Author

Andrew Rollings: 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 didn’t 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 we’d 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 don’t tell you exactly what to do. Instead we tell you what to think about, identifying the major questions that every designer must face. We don’t 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 we’re proud of our work. We hope you’ll find it valuable.

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Product details

Paperback: 648 pages

Publisher: New Riders; 1 edition (May 11, 2003)

Language: English

ISBN-10: 1592730019

ISBN-13: 978-1592730018

Product Dimensions:

7.2 x 1.1 x 9 inches

Shipping Weight: 2.4 pounds

Average Customer Review:

4.3 out of 5 stars

11 customer reviews

Amazon Best Sellers Rank:

#1,239,530 in Books (See Top 100 in Books)

This is a great book for GD. What makes this stand out from many others is how it is set up. After you read the first chapter to get the terminology and concepts down you can then skip to any chapter in the book, each being a specific genre of game, go on from there to get specific in formation. So there is no need to read there the entire book and you can focus on what genre you are specifically interested in.

Having read "Game Architecture and Design", which I consider the best game design book written, I was anxious for the follow-up from Andrew Rollings. I was not disappointed. Overall, this book covers unique material, but is aimed more toward the less experienced game designer. It's a great companion to his first book.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, CEO3D Realms

an outstanding book: a thorough treatment of the topic, and an enjoyable read. highly highly highly highly highly highly recommended. there's you're 16 words amazon.

Probably one of the most influential, spot on, game design texts I have ever read.

Wonderful book! It's a classic!

The first half of this book is great, and the chapter on *What Gameplay Is* alone makes this book more than worth it. Rollings and Adams propose a new definition of game - to replace Sid Meier's off-the-cuff definition "A series of meaningful choices" - that is more general, more liberating, and more true. So anyone who is annoyed by the fact that their favorite linear platformer supposedly isn't a game by the Meier definition can turn to this. It sounds like a small thing, but so many designers quote the Meier definition so often I expect that this small pebble will create ripples that will effect the kinds of games we see in the future. By focusing on challenges rather than choices, Rollings and Adams have changed the way I think about game design.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.

In writing a book review, it's important to realize the importance of "cover previews." In essance, the cover previews provide a contract for either what a book is about or what information the book will provide.For instance, the back cover of the book On Game Design posits: "How do you turn a great idea into a game design? What makes one design better than another? Why does a good design document matter, and how do you write one? This book answers these questions and stimulates your creativity?"It is important to note that the book does not limit itself to console video games or computer games. The essence of the rules discussed in this book are those of creating any type of game. Right away that should tell you whether or not you're going to find the book useful. Are you looking for a book that tells you, in general and abstract terms, what concepts are involved with creating a game, or are you looking for a book that actually works examples of concepts?While this book does a good job of providing many checklists for consideration, advice for certain conditions, and a dictionary of possible ways to view game design, the writers do not follow through. There are few solid examples of checklist scenarios or of worked-through versions of a game scenario which a game designer would find helpful. Without a practical means to an end, there is little purpose in reading these examples except for reassurance that you're facing the same problem that other people have faced. There are many psychology texts available for that situation already.If you're used to reading programming books, like I am, you're probably aware that they follow a standard format: Propose a problem, choose a method of solution, work through several to many versions of the solution, solve the problem. With only a proposal, it is rather unhelpful to not see why one solution is better than another when it comes to game design. For that matter, as you might have guessed, the level of abstraction to design presented in this book leaves no space for any code examples.While the advice given in certain situations might be helpful to someone who knows nothing about game design, it is highly likely that whoever reads this book will have little need of it since the advice is so much common sense that a gamer of several years would already be aware of much of this. It's like a senior in college having to take freshman seminar.But, aside from this little discussion of fault, there is much to be savored in this book. Don't let this review scare you off! Get a copy of the book. Read it. Keep it as a reference for when you might need a more formalized way of presenting a problem you face in game design.And as I'm sure you know, once you've found a way to state a problem, you're almost ready to find a way to solve it.

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Andrew Rollings and Ernest Adams on Game Design PDF

Andrew Rollings and Ernest Adams on Game Design PDF

Andrew Rollings and Ernest Adams on Game Design PDF
Andrew Rollings and Ernest Adams on Game Design PDF

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