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Product details

File Size: 4783 KB

Print Length: 416 pages

Simultaneous Device Usage: Unlimited

Publisher: O'Reilly Media; 1 edition (January 3, 2013)

Publication Date: January 3, 2013

Sold by: Amazon Digital Services LLC

Language: English

ASIN: B00AWKX1FO

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Amazon Best Sellers Rank:

#589,016 Paid in Kindle Store (See Top 100 Paid in Kindle Store)

Tynan Sylvester is a massively under-appreciated contributor to the art and science of game development and design. Within the first day of reading this book, my buddy and I had major breakthroughs with our game that had been trapped by bad design. We kept looking for what experience we were going for, what story we should tell, or what mechanic we needed to add, without fully appreciating how those are all connected. The first half of this book has completely and permanently changed how I approach game design--for the better. The second half taught me about how to actually manage and design the production of your game. All throughout, his clear and concise writing draws connections between the game-related topics and life in general, making for a remarkably interesting and meaningful read. Maybe I just found this book at the right time, but I can honestly say that this book has been life-changing for me. I'd recommend it to anyone who is interested in improving their ability to make great games. Hopefully future editions will elaborate on how his conclusions have guided the design and production of his game, Rimworld.

This book is amazing. I already want to re-read it. It doesn’t only talk about surface level “how” of game design or crafting, but also the “why” as the philosophy and psychology behind games. I feel like it’s going to be my game design bible for years to come.This book puts into words and solidifies a lot of concepts I’ve been sorta noticing but couldn’t quite put my finger on. For example, the discussion about how people play games not only because they’re “fun,” but because they trigger all sorts of emotions. I wouldn’t describe the all-too-realistic fear of sharks and drowning that Subnautica triggers in me as fun, yet I keep wanting to play it.There’s also a great discussion about elegance of design, which makes me feel like game reviews saying something like “easy to learn, hard to master” are the best praise a dev can get.Finally, the discussions of flow, skill floors/ceilings, and philosophy of balance are the epitome of things I’ve felt with my intuition but haven’t understood really cerebrally. So anyways, great book, if you’re considering buying it, I highly recommend going for it. Well worth full price.

I only have one complaint about this book...it ended. I wanted the author, Tynan Sylvester to go on for at least another 200 pages. Hopefully, one day, he'll write one just talking about all the true and weird stuff that goes on in the games industry.This book is heads and tails above any "classic" game design book or manual. It's the opposite of some of those ivory tower tomes written by those that don't "do" but "teach". It's not a step-by-step manual about how to do good game design. It begins assuming you already have read the many books on those subjects. This is a book about game design in the real world. Instead of a chapter on brainstorming techniques like some books on game design would have you slog through, "Designing Games" says this about brainstorming: (in a chapter called "Knowledge Creation") - After defining brainstorming as a semi-formal process designed to quickly produce a large number of ideas, he says - "Brainstorming is good for generating ideas in volume. It is very bad for refining ideas, and the ideas it produces vary widely in quality."Exactly 6 sentences are devoted to brainstorming. You may not agree and think that brainstorming requires much more discussion, but I loved that choice.The highest compliment that I can give to this book is that it coherently explains exactly why I don't want to work in an organization that creates games and prefer to create/design games on my own. It is exceptionally difficult to Create/Design games within any organization, but Tynan breaks it down every step of the way and gives many, many pointers of how to navigate the potential minefield of getting a "good" game done in a corporate environment. He makes the point more than once that the smaller teams are more likely to make great games. (and that's why I'm still a team of one, even though I wouldn't call my Clutter games "great" by any measure).Basically, it felt like I was talking to an old colleague, who has been in the trenches with me at the various game companies I've worked for. The only difference is that Tynan has way bigger and better experiences than I have.He even covers topics like Motivation, and how it can be affected by success.The last third of the book is the best as it delves more into the "process" of creating a game as opposed to the "craft" part. He talks about what a developer has to do day in and day out to get a game done. He starts by telling us what "busy idiocy" is (basically solving the wrong problems that aren't the real problems and the fake satisfaction of completing unimportant tasks (my words)) and then he sums it up nicely:"In the short term, busy idiocy feels like raging genius."And that's the best compliment I can leave Tynan with. He's a true genius in a sea of raging ones. He can spot "poop and scoop" (buy the book/look it up) a mile away."Designing Games" is wisdom you won't find anywhere else...and if you've been in the trenches of even a small game development team trying to get out "good" product, this book is for you. It's your story and it will make you think about how you make your many choices in both Game Design, and just Game Creation a bit differently.Thanks Tynan, I want that sequel.

Written in a clear concise manner and chock full of valuable information. Writer shows his knowledge in the industry as well as giving you many techniques still in use today. I've applied it to my own programming and designing skills and have improved my games in leaps and bounds.

Very good, especially the section on "elegant" game mechanics. For me, that section alone was worth the price of the book, because it provides several good rules of thumb on what makes a good game mechanic and what doesn't. Whenever I have to make a design choice, I feel I can fall back on these rules and make a better decision.

I have bought this book for my husband and he likes it a lot. I took a peek as well - it is wonderfully written and would be interesting wven for a newbie.

An insightful guide to designing the player's overall gameplay experience, which is a welcome change from books that discuss lower-level elements such as individual gameplay mechanics.

Great resource to learn the theory behind designing games.Elegant design is hard to describe but this book does a pretty good job of it.

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