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                               Game
                              Design: The Art & Business Of Creating Games 
                                Author:  Bob
                              Bates 
                              
                                Publisher:  Prima Tech (Now Premier
                              Press) 
                                ISBN:  0-7615-3165-3 
                                Purchasing: [Amazon.Com] 
                                - RRP US$29.99 
                                Reviewed:   28th May 2002 
                              Front 
                                Cover Shot: 
                                
                              Overview 
                              Game
                              design in the more technical sense is one area in
                              game development that really seems to be
                              overlooked by some people/teams. You could go as
                              far as saying that many of the rubbish titles
                              released could have been drastically improved if
                              the team had spent a little bit more time on the
                              conceptual side of development. 
                              However,
                              many smaller teams and solo developers don't often
                              bother with a full-blown design document; instead
                              they just play it by sight and sound - hoping they
                              get it right as they go along. I'll be the first
                              to admit that several of my previous games have
                              started from a few scribbled notes on a single
                              piece of A4 paper, and more than enough of them
                              were eventually cancelled due to the code becoming
                              a complete mess because of no fixed plan/feature
                              set. 
                              Therefore,
                              I think it should be made compulsory that all
                              serious game developers do some research into how
                              to design their games, and then actually put this
                              into practice. To my knowledge, this is only the
                              second book to cover the topic - with the first by
                              Rollings and Morris, reviewed here. 
                              Short
                              and to the Point 
                              This
                              is not a big book, nor does it need to be.
                              Weighing in at 300 pages, 5 parts and 14 chapters
                              there is more than enough meat in here. 
                              The
                              book is generally designed to follow the progress
                              of a game - from absolutely nothing through to
                              selling 10 million copies (well, maybe not quite
                              that many!). Each of the five parts focuses on one
                              stage of the game development cycle: 
                              1.
                              Design - putting the initial design together 
                              2. Teams - who and how to manage your team 
                              3. Development - managing the technical
                              aspects and actually completing the game 
                              4. The Business - publishing and promoting
                              your game 
                              5. Conclusion - summing everything up 
                              You
                              Talkin' To Me? 
                              This
                              book, unlike the majority of the others in the
                              series, isn't directly aimed at the programmers.
                              This book is of most benefit to those who want to
                              design, manage and/or produce the game - and have
                              other members of the team do most of the technical
                              work. 
                              Having
                              said that, it would still be a good book to read
                              no-matter what your position in the team is, and
                              if you are the top-dog then it would
                              probably be worth making the rest of the team read
                              it! It is far easier to become an expert at your
                              particular field and pay very little attention to
                              how others ply their trade than to be an expert at
                              your own subject and appreciate how the whole
                              system works together. 
                              Words
                              of Wisdom 
                              The book is
                              essentially bite-sized, often presenting an idea
                              or ideas and then applying them to different
                              genre'; or vice versa. The majority of the tips
                              and comments in this book are fairly common sense
                              - I'm sure anyone intelligent enough to make it
                              onto a game development team would be able to come
                              up with a list of similar points. However, it is
                              very refreshing and very useful to have it all in
                              one place - in one handy little resource.  
                              Whilst reading
                              this book I found myself almost nodding with
                              agreement at many of the arguments raised. There
                              is quite a lengthy part on puzzles/challenges -
                              what to use, how to use it and more importantly
                              what NOT to use in order to entertain a player.
                              Having made more than enough simple desktop
                              puzzles over the years I now realize the number of
                              foolish puzzles and challenges I've used in the
                              past. Yet at the same time, I'm still nodding at
                              the plain-common-sense behind it all - and hence
                              kicking myself for not just using my head when
                              writing these games!! 
                              Big
                              Brother 
                              As
                              I mentioned at the beginning of this review,
                              Andrew Rollings and Dave Morris wrote another very
                              similar book entitled Game Architecture and
                              Design (Coriolis). This book is both bigger
                              and in more depth than the one reviewed here.
                              Rollings and Morris's book takes a much more
                              text-book/academic approach to the subject, and
                              isn't quite as readable. However, it is probably
                              the better text simply due to it's depth. 
                              Although
                              don't hold that against this book. As I said, Game
                              Architecture and Design is written much more
                              formally and is therefore not as entertaining a
                              read as Game Design: The Art & Business of
                              creating games is. Also, as far as bite-size, to
                              the point content this book wins hands down. 
                              The
                              only real advantage that Game Architecture and
                              Design clearly has is it's use of case studies -
                              even if not all of them were "real-life"
                              studies. They're use of case studies to illustrate
                              points was very effective. This book does not
                              explicitly use case studies in the same way, there
                              are still contextual examples - but just not to
                              the same degree. 
                              Still
                              Good 
                              In
                              conclusion this is still a book worth having, even
                              if Game Architecture and Design does have
                              several advantages over this one. One point I
                              didn't mention earlier was that this is part of
                              the "Prima Tech's Game Development
                              Series" (only visual difference is a few
                              different logo's and headers); whilst the newly
                              formed "premier press" which now handles
                              this series seem to be continuing the series just
                              the same, it may well be that these older books
                              are the first to go out of print. If you're
                              contemplating buying this book, it may well be
                              worth getting it sooner rather than later... 
                              
                                
                                   
                                    | Good 
                                      Things | 
                                    Bad 
                                      Things | 
                                   
                                   
                                    | •
                                      Well written, too the point | 
                                    •
                                      Game Architecture and Design may well be
                                      the better book for some | 
                                   
                                   
                                    | •
                                      Good structure/flow | 
                                    •
                                      Not much use if you already own Game
                                      Architecture and Design | 
                                   
                                   
                                    | •
                                      A more enjoyable read than Game
                                      Architecture and Design | 
                                    •
                                      Published on the older
                                      "Prima-Tech" label, so may not
                                      be around for much longer | 
                                   
                                   
                                    | •
                                      Works well as a resource | 
                                      | 
                                   
                                   
                                    | •
                                      Author definitely has plenty of experience
                                      in the industry | 
                                      | 
                                   
                                   
                                    | •
                                      Reasonably Priced for what it is (cheaper
                                      than Game Architecture and Design) | 
                                      | 
                                   
                                 
                               
                                 
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