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Technical The Art Of Computer Game Design: Reflections Of A Master Game Designer

Posted on 2010-03-15




Name:Technical The Art Of Computer Game Design: Reflections Of A Master Game Designer
ASIN/ISBN:0881341177
Language:English
File size:14 Mb
   Technical The Art Of Computer Game Design: Reflections Of A Master Game Designer

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The Art Of Computer Game Design: Reflections Of A Master Game Designer Publisher: Osborne/McGraw-Hill,U.S.

Number Of Pages: 120

Publication Date: 1984-06

Sales Rank: 614816

ISBN / ASIN: 0881341177

EAN: 9780881341171

Binding: Hardcover

Manufacturer: Osborne/McGraw-Hill,U.S.

Studio: Osborne/McGraw-Hill,U.S.

Average Rating: 4 The Art of Computer Game Design is a book that was written in 1982 by game design guru Chris Crawford. Crawford worked as a game designer for Atari in the 70s and is the author of Balance of Power, a bestselling game. The orginal book has been out of print for years, but this link will take you to a downloadable .PDF copy of the book. Crawford includes six precepts for computer game design that are still true, twenty years after the original text was written. The precepts include: Go with the grain (work with the strengths of the computing medium); Don't transplant (taking a board game and converting it to a computer game doesn't work); Keep it clean (stay close to the theme and avoid distracting details); Store less and process more (what we in computer simulation call dynamic complexity vs. detail complexity).

Review: Pioneer work but only personal opinion As written in the early eighties, this book is one of the pioneer works seriously about video game. It talks about such topics as what is a game, why people play games, and how to design a game. The author's rich and plentiful experience in game design is undeniable, but the arguments in the book are somewhat restricted only to his own personal opinions. To a certain extent, there is no ground, as backed up from careful research, to justify these claims. Either, the author has not been able to connect his viewpoints to the works of other people. Whether other designers have similar beliefs, thus supporting his arguments? Even though similar works on game design may hardly be found at the time, relating to the experiences transferable from other disciplines is possible. Despite this, as a whole, the author does throw some light on the area, which is enough to make this book well worth reading. This is the electronic version published in 1997 (original post back to 1982)

Available online:

h*p://w*w.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html

Format: rared
Rating:

2.5 out of 5 by

 
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