|  
                               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 | 
                                     | 
                                   
                                 
                               
                                 
                               |