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Want to say something, but essentially this books says nothing
This was a very well written and thoughtful book. In it Anna talks about what makes good video-games good, how to make video-games good, and how to create a good balance of story and gameplay. The biggest challenge for game designers to do is tread the boredom(too easy)/frustration(too hard) line. If your game is easily mastered most people will get bored quickly and stop playing. If your game is too hard players will stop playing right from the start because it is too frustrating (although exc...
A great entry point into understanding video game design. Packs in more concepts than books twice its length and with way more personality.
absolute must-read for any and all game designersThis book is great for new starters in the world of game design or veterans alike. This is a must read for anyone pursuing game design as a career or as an interest.
This is required reading for future designers. Eloquently blends ideas and concepts that make up the field.
The second part of this book (written by Naomi) is fine enough, but typical of other books or pieces or writing about games and game design. It's helpful stuff, especially if you haven't read very much about games and their design, but not overly stand-out. For me the first section by Anthropy is the real reason for reading this book, and what got me to purchase it to begin with. That woman really knows her games. And she really knows how to design them. And in books (and blogposts, and intervie...
This was an interesting dive into game design. It’s definitely a textbook, but still was fun to read and had of course a lot of great information. It was more about video games than games in general, but the approach is sound for a lot of things and definitely had takeaways (and verbiage) that I’ll keep using.
It boils down to a taxonomy of games by verbs.
An excellent look at what it means to treat game development as an art form instead of a job. Also, a fair attempt at standardising terminology.
It's good for what it is.As someone who's been in game design as a hobby for many many years - I can say there's not a whole lot new here. However, in the past, typically what would happen would be: Game Designer reads about game design topic -> Game Designer talks with other Game Designers about what this topic means for 'Games as Art' - but this book already frames these topics with that perspective.So in that sense it is refreshing, but you'll find yourself flashing back to conversations you'...
A good primer for anyone that wants to do game design beyond "an exact clone of World of Warcraft but I get to name the elves this time". Anthropy's laser-focus on a game as an exploration of a single mechanic may be a bit narrow, but it's a great stepping stone for a variety of game designs that doesn't get much love from the big companies.Naomi Clark's second half focuses on storytelling and theme. It's a less revolutionary section, as pretty much every book on game design is a thinly rebrande...
Anthropy's half is pretty good, although it could use some editing to be less about her friends and more about more widely understood examples. Clark's part is essentially every book about game design: a great set of boxes to categorize things that have already been made but almost nothing prescriptive. Anthropy's part expanded could have made for a great ebook, but at this price you should expect more.