Game
Architecture And Design
Author: Andrew Rollings
and Dave Morris
Publisher: Coriolis
ISBN: 1-57610-425-7
Purchasing: [Amazon.Com]
[Fatbrain.Com] - RRP US$49.99
Reviewed: 26th September 2001
Front
Cover Shot:
First
Impressions
This
isn't the normal type of book that I review in
this section - The other reviewed books are all
directly programming related. however, Dont let
this put you off this book at all. The book itself
may well not be about programming, but the content
is actually going to be extremely useful to you.
Well, if you're writing games anyway...
The
general idea behind this book is to explain the
design/creation process for a complete game. Almost
everyone who's ever wanted to, or has created
a complete game (small or large) will be perfectly
aware that you have to have a good plan and design
to make a successful product.
What
no book has told you before.
This
is possibly the only book that exists on this
topic. Therefore the information you get within
the covers of this book is fairly unique, and
the only other places that you can get this type
of information is the occasional article on Gamasutra.com
or GameDev.net; but they never go to as much depth
as this book. However, this is still in a completely
different league to those articles - this 700+
pages of well structured and very informative
information. This book covers all the important
areas of game development in some considerable
depth, and it is hard to read a chapter and have
not learnt something you didn't know before (unless
you're a veteran of the games industry that is).
To
further this point, when I received my review
copy of this book I sat down to read it - starting
at the first chapter as you do. Within 10-15 minutes
I was hooked on reading more and more, Within
the first couple of chapters I had gotten a completely
different view of the games industry - It really
does (as it says on the front cover) shake up
the way you think about the industry. With some
of the other technical books I've reviewed so
far I haven't actually needed to read every last
paragraph - I always read the majority of the
book, but as in the case of the game programming
gems series, I didn't need to read every last
little bit of the book. As a break with tradition
I did read all of this book, all 24 chapters,
before starting to write this review. By the end
of this book I had a completely different perspective
on things, I get the feeling that I now understand
the games industry much better than I did before.
Whilst I'm no veteran of completed game projects,
I have designed and made a few small games in
the last few years - the design process of each
has mostly been a few scribbles on a piece of
paper and the rest floating around in my head.
This book will allow me to make a much better,
structured and realistic design document - and
then go about producing the game in a much better
and much more efficient style.
Whilst
it's very clear from early on in the book that
the authors know what they're talking about, and
the points and strategies they suggest are all
very well thought out, and backed up with strong
reasoning/arguments, it's the case studies that
shine through. Whilst most of the case studies
are entirely abstract/theoretical, there are a
few based on or taken from commercial projects
that you may well own or have played (Quake, Quake
2, Starcraft, Warcraft etc...), and all of them
serve an interesting point or example - and further
explain any points being brought up in the text
itself. One of the recurring case studies is the
imaginary "FlyBusters III - Beyond the fly
paper" (what a great name!), at one point
in the book it discusses team interaction, particularly
with respect to finding/fixing bugs; The authors
use two case studies here - one where things go
well, and one where things go badly - and it illustrates
the authors points brilliantly.
Where
it falls down
One
of the biggest problems with this book is that
much of the critiscm of styles/games and the case
studies take a very subjective viewpoint. There
are quite a few sections where I would of preferred
a bit more objectivity, and a more two sided discussion
of the theory. This comes down in some cases simply
as a preference of certain games - I think I can
quite safely say that the authors liked the game
"Starcraft" an awful lot (not that there's
anything wrong with this), but it's this fact
that stops them from saying anything bad about
it, it becomes completely one-sided and biased
when they start talking about it! Whilst this
in itself wont annoy that many people much, it's
some of the other theories that will irritate
you more (maybe); They preach that certain methods
are the ONLY way of getting things done properly,
and I'd have to disagree in some cases. Simple
as that.
The
other aspect is that this book is aimed almost
entirely at team-based game development, which
is to be expected entirely - game development
is very difficult to do as a one-man-band. But
there are many different "levels" of
team - from 4 people working over the internet,
to 25 people in a fully kitted out office complex.
This book seems to be aimed primarily at the commercial
level team - people who work on games for a living,
earn a salary from it and have a proper office,
whilst the theories and ideas presented here are
aimed at those teams it is still applicable to
those working as smaller less-formal development
teams. The sections on design documents and project
postmortems are just as useful to the small-team
developer as the full-blown commercial developer,
but the sections on management are going to be
of very little use to small-team/hobbyist developers...
The
Bottom Line
Well,
the bottom line is fairly simple really - this
is a good book, you will learn lots from it. The
question is whether you want to pay good money
for this book, and just how much use you will
get out of some sections. Check out the summary,
and make your own decision...
Good
Things |
Bad
Things |
The best (if not only) book of its kind
currently in print. |
Aimed mostly at the commercial-level teams |
Will change your view on how to design and
produce games. |
The subjective nature of some comments can
be a bit annoying at times |
Excellent case studies illustrate the arguments
made in the text. |
|
A very solid coverage of the topic |
|
|