Game
Design Perspectives
Author:
Various, Edited by Francois Dominic Laramee
Publisher: Charles River Media
ISBN: 1-58450-090-5
Purchasing: [Amazon.Com]
- RRP US$39.95
Reviewed: 11th September 2002
Front
Cover Shot:
Overview
Games
are rapidly becoming mass market, the audience
they draw now is considerably larger than just 3
years ago. Publishing companies are investing
millions into just one project.
Therefore
the risks are quite high for investors, so they'll
only go with ideas they think will make enough
money to offset the initial investment. This is
where good game design and planning becomes
extremely valuable.
Another
Game Design Book
There
have been several books before this covering the
same ground. One of the established best books 'Game
Architecture and Design' by Rollings and
Morris has effectively gone out of print (Coriolis
folded a few months back), if you have a copy then
lucky you, but for everyone else there's now a gap
in the market...
This
book differs from the two previous books on this
website ('Game
Design' by Bob Bates was the other), yet
shares a common feature with 4 of Charles River
Media's most popular books - a collection of works
by many different authors. The Game Programming
Gems Series (v1,
v2, v3)
and the AI Game Programming Wisdom series (v1)
both employ lots of authors to share their own
unique view on the subject.
This
particular book lines up 27 authors from various
areas of the industry to share their experience
and thoughts on the game design process. For those
of you familiar with the aforementioned Game
Programming Gems series / AI Game programming
wisdom series there are several recurring authors.
Content
The
content, because of the large number of authors,
is very varied - obviously, each author has his
(or her) own opinions and interests. This works in
two ways: firstly, it makes for a much more
interesting read as opposed to a text-book like
volume that progressively works through all the
important areas. On the other hand, it lacks the
feeling of being a complete coverage of the field,
like a text book might.
That
said, the book does a good job of covering all the
major bases involved in designing a game, and they
are laid out in a comprehensive and useful
structure. Each section encapsulates a set of
related articles, and the order of the sections
roughly follows simple->hard/advanced. The
first section covers 'design documents' and the
last part 'managing a game development business'.
As the editor states in the preface, the book is
intended to cover something for everyone
interested in, or involved in the games industry -
from the programmer to the designer to the
manager.
The
other interesting thing shown by this book is its
consideration of the potential market, not
just the current market. The figures change
fairly regularly, but at time of writing the
average games buyer/player is male, 16-25. It
would make sense to some that games are aimed at
this audience, but there are several chapters (in
section 6) that cover the non-traditional
audiences (eg, women/young children etc...). The
few games of recent years that have exploited this
market have been phenomenally successful from a
business point of view.
Words
of Wisdom
The
authors involved in the creation of this book are
some of the best available - those particularly
familiar with the industry may well recognize a
few names here and there. This in mind, there are
many pieces of advice - from the whole chapter
down to one-or-two sentences - that are priceless.
I'm
pretty sure that if more development teams paid
more attention to some of the points mentioned
here we'd get considerably more high-quality
computer games released. As a simple piece of
mathematics:
Price
of book (RRP): $39.95
number of chapters: 47
price per chapter: $0.85 each
It's
a fairly crude metric, but there are more than
enough chapters in this book, by some great
authors, that are worth far more than $0.85!
There
is also a CD included, albeit without a huge
amount included - a few sample design documents
and screenplay programs.
In
Conclusion
The
only let down for this book is that it doesn't
quite flow in the same way that a book by one
author might, and in particular it doesn't flow
together as well as "Game Architecture and
Design". However, that doesn't make it a bad
book - there is still a huge amount of be picked
up from this book, and from a beginners level it
would be very easy to improve the quality of any
game-design. For it's price:quality ratio, it's
not likely to be beaten for quite some time.
Good
Things |
Bad
Things |
Includes many of the more recent advances
in game design theory |
Doesn't flow as well as a book by a single
author. |
•
Considers more than the traditional gaming
audience |
•
Not quite as complete a coverage as other
books. |
•
Combined, the advice and information
gained easily justify the cost of the book |
|
•
Written by some of the best authors
available. |
|
|