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The Art of Game Design: A Book of Lenses, by Jesse Schell
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Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.
- Sales Rank: #105169 in Books
- Published on: 2008-08-04
- Original language: English
- Number of items: 1
- Dimensions: 1.40" h x 7.40" w x 9.10" l, 2.30 pounds
- Binding: Paperback
- 520 pages
Most helpful customer reviews
73 of 80 people found the following review helpful.
Great book; Kindle edition has formatting problems
By Aaron Lahman
NOTE: this is for the Kindle edition of the book.
Well written, informative and also a fun read. Other reviewers have other covered this, so I'll stop here: 5 stars for content.
Be warned if purchasing the Kindle edition that the formatting in the book has problems: margins are way too large in a number of places, the original index isn't hyperlinked properly (basically just a word list), and figure captions are often misplaced. It's legible, but not of professional quality, and certainly not worth the nearly paperback price they're asking for. 2 stars for typesetting.
If you can, buy a physical copy instead.
62 of 69 people found the following review helpful.
A Book of Paths
By Amazon Customer
I've been designing games for more than 20 years and I've read a ton of books on the subject.
This one is unique.
Most game design books focus on teaching you how to make a good game, detailing what techniques and processes one must master to understand an audience, to design a product that will satisfy their needs and aspirations, and to work with a team to produce it. "The Art of Game Design" goes beyond that: It teaches you how to become a better designer.
Here's an excerpt from the Deck of Lenses' instructions (it's the deck of cards sold separately that illustrates the 100 design "lenses"):
How to Design a Game
Step 1: Think of an idea for a game (it's easy, it can be anything!)
Step 2: Try it out (no really - try it out - you have to play games to see if they work)
Step 3: Figure out what's wrong with it, and change it so it is better. Then go back to Step 2!
That's what game designers do, over and over again, until they're satisfied with the game or they run out of time or money. However, if there are lots of books out there that explain how to increase the quality of whichever aspect of the game you want to change, it's the first one that so directly and so thoroughly addresses the problem of "figuring out what's wrong" with a game at each iteration.
In the book, Jesse Schell presents one hundred ways of looking at your game in order to figure this out, one hundred lenses. Even if this number seems big, it really isn't, because the book covers every domain touched by design: from the nature of the playing experience itself, to understanding the player, the game mechanisms, interface, story, technology, theme, etc.
For instance, here's the sum-up of a lens taken at random:
Lens #82: The Lens of Inner Contradiction
A good game cannot contain properties that defeat the game's very purpose. To remove those contradictory qualities, ask yourself these questions:
- What is the purpose of my game?
- What is the purpose of each subsystem of my game?
- Is there anything at all in my game that contradicts these purposes?
- If so, how can I change that?
The book doesn't give answers but helps you ask the right questions. I think of this book as the Tao of Game Design, a path toward understanding, each step its own path that can be explored and perfected. The one hundred lenses are one hundred design domains in which a designer can become more proficient. Jesse Schell's knowledge, experience and talent are obvious when he clearly explains how to consider all these questions, why they are important and how they are linked together.
This book makes and helps me think. To me, that's the best things a book about design can do.
1 of 1 people found the following review helpful.
Over the Top!!!
By Brad Hutchins
I will keep it simple. Within the first 2 or 3 paragraphs i knew this book was going to be different from all the other game design books I read. And all in a good way. The author nails the definition and true drive of a game designer. This book (as like most other game design books) is applicable to all type of games. Computer Console, RPGs, Miniatures, Card, all of them.
If there is one book you want to read for game design, MAKE IT THIS ONE. It has a companion helper book "The art of game design: A deck of lenses" that is a collection of helper questions to ask yourself while designing a game to make sure it is the best that it can be. I have not read it, but if it is even just half as good as this book, it would be worth it to get that one too.
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