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The Art of Game Design: A Book of Lenses
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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 video games. Good game design happens when you view your game from many different perspectives,
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Paperback, 489 pages
Published
August 4th 2008
by CRC Press
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Start your review of The Art of Game Design: A Book of Lenses
On one level, this is a textbook about how to design a game. On another level, this a work of love by someone who clearly understands why games are fun, and how to manage the tricky business of coordinating all the people required to build one. Jesse Schell breaks games down into their individual components, and explains how those can work together to reinforce an experience of fun. The book is full of practical, folksy wisdom on managing artists, programmers, playtesters, and clients. A charmin
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Update: My giftee has read deeper into this book and shared some parts with me that I hadn't yet seen. This book is sexist and misogynistic.
I'll update with more details as soon as I have time (I want to look into who else is responsible for publishing this material in support of the author), but, wow: those parts are terrible, poorly cited, and contain glaring problems such as "people are saying" weasel words.
I'm going to go ahead and say most reviewers here likely would not have given this boo ...more
I'll update with more details as soon as I have time (I want to look into who else is responsible for publishing this material in support of the author), but, wow: those parts are terrible, poorly cited, and contain glaring problems such as "people are saying" weasel words.
I'm going to go ahead and say most reviewers here likely would not have given this boo ...more
This book contains some thought-provoking suggestions about game design, but it also contains enough empty truisms to become annoying. For example: "there were many decisions the designer made to lay it out, and these decisions made a significant impact upon the game experience" (p. 237). The final paragraph of each chapter and subchapter could probably be omitted without removing any information from the book.
And the number of typos was astounding. (I sent Jesse Schell a list of nearly twenty t ...more
And the number of typos was astounding. (I sent Jesse Schell a list of nearly twenty t ...more
My crash course into game design continues. This book is an excellent resource for the whole process of making a game (most of these lessons can also be used for software development in general). It covers everything from the original concept/idea for a game to the end product, with all the hurdles in between (teem communication and organization, testing, balancing, talking to clients...). My only problem is that some of the topics were covered too generally, but I understand that this is the on
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I have mixed feelings about this book. To start with the good: Schell takes a very holistic approach to game design. He's also plain spoken, demystifying a lot of the work that goes into making games. On the downside: the range of topics Schell covers in his effort to be holistic leads to some shallow treatments. His insistence on accessibility means things are sometimes dumbed down too much, assumptions aren't examined or (in the worst cases) arguments are based on questionable pseudoscience. I
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I figured it was about time I read this, having heard such great things about it from other game designers, and it is an excellent book. It should have been a standard part of curriculum in college for my Game Art & Design degree. Honestly, anyone interested in going into game design, be it for board games, RPGs, or video games should spend some time reading this book.
However, as great as it is, I still disagree with parts of it. And to be fair, Schell does say in the book to question the knowle ...more
However, as great as it is, I still disagree with parts of it. And to be fair, Schell does say in the book to question the knowle ...more
Good inspiration for beginners, but with flaws
I am torn about this textbook. There is much to like in The Art of Game Design, and the book is arguably at it's best when Schell relays his extensive personal experiences in the industry. I indeed found some sections to be excellent, for instance the discussions of design principles, of games in education, or or the social responsibilities of designers. I also appreciated the accessible writing style.
That said, as a uni instructor looking for a tex ...more
I am torn about this textbook. There is much to like in The Art of Game Design, and the book is arguably at it's best when Schell relays his extensive personal experiences in the industry. I indeed found some sections to be excellent, for instance the discussions of design principles, of games in education, or or the social responsibilities of designers. I also appreciated the accessible writing style.
That said, as a uni instructor looking for a tex ...more
I read this book mostly because a friend was reading it and game design is something I'm peripherally interested in. That being said, with a few exceptions, I found the book pretty useful. It covers the full range of decisions that go into game design and has tips, or at the book puts it 'lenses' through which you can examine you game. Who is your game for. What is your games 'world'. How do the players inter-act with that world. What are the spaces of that world. It was effective is getting me
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Jesse has to be one of the smartest people I know...and this book is proof.
This book is not only a great way to learn about designing games, but teaches a lot of good tips for creating anything. I particularly appreciate that the book is not overly technical (its easily accessible to anyone who would pick it up), but it does go into some complex ideas...he hit that perfect balance in creating a book that anyone, regardless of skill or education level, can read and learn from.
This book is not only a great way to learn about designing games, but teaches a lot of good tips for creating anything. I particularly appreciate that the book is not overly technical (its easily accessible to anyone who would pick it up), but it does go into some complex ideas...he hit that perfect balance in creating a book that anyone, regardless of skill or education level, can read and learn from.
This is a life changing book, not as a game designer only, but as a human. For it contains many valuable lessons on the design of human experiences, I would recommend this book to anyone.
The last three chapters were the most effecting for me, for they discussed the effect of games and how they can transform us.
Once you finish it, you will get a ring, a secret ring, but I can't tell you more. So, go read it yourself :) ...more
The last three chapters were the most effecting for me, for they discussed the effect of games and how they can transform us.
Once you finish it, you will get a ring, a secret ring, but I can't tell you more. So, go read it yourself :) ...more
A very different take on game design! Most books try to teach by taking working examples and narrowing it down to details - this book is different - it narrows it down more to the thought process and encourages to look at the decisions being made through the lenses which are introduced in this book. Although the book is specifically for game design, however, just as a personal opinion, I felt that the process can be scaled to a lot of other digital mediums. The bonus part is the inspiration at t
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It starts off interesting. The structure(lenses) Jesse provides to understand a complex system i.e. video game is pretty good intro to design. But then midway through it derails. It has missed the point so much on gender that I have to wonder what else was over simplified? Few of the quotes that were troubling
"There is no female equivalent of a pickup game of touch football. On the surface, this is strange—girls tend to be more social, so you might expect that games involving large gatherings wo ...more
"There is no female equivalent of a pickup game of touch football. On the surface, this is strange—girls tend to be more social, so you might expect that games involving large gatherings wo ...more
This is a fantastic intro to the field of game design. It chooses to be comprehensive instead of detailed, so towards the end, you get some very breezy chapters about working in a team and with clients, for example, and mentions enough biz talk so that you've at least heard the terminology but don't totally get it. I didn't fault the book for glossing over these topics. I was happy that it mentioned them, in a getting-to-know-the-lay-of-the-land way, and I also appreciated that the author clearl
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About half of this book is truly excellent. Unfortunately I can't say exactly which half, since the good parts and the not-so-good parts are all mixed together.
The author himself seems to be of two minds about the importance and role of games in our culture, which causes some inconsistencies throughout the book. For most of the book one gets the sense that game design is a very cold calculating type of business. Schell leaves discussion of the game designer's responsibilities and motivations fo ...more
The author himself seems to be of two minds about the importance and role of games in our culture, which causes some inconsistencies throughout the book. For most of the book one gets the sense that game design is a very cold calculating type of business. Schell leaves discussion of the game designer's responsibilities and motivations fo ...more
A fantastic book that gave me a lot to think about as I continue to design tabletop games. While it isn't 100% (some concerns with gender, understanding of choice-based narratives, etc), it is overall very useful. I've found ways to apply the contents to my (not game related) day job and other aspects of my life. I definitely recommend reading it, even if you don't agree with everything in it.
(I'm not sure how much I'll use the lenses, but the ideas around them are great. And, to echo some of th ...more
(I'm not sure how much I'll use the lenses, but the ideas around them are great. And, to echo some of th ...more
Finished this book in under a week. Not a very strong book, but still indeed contains some gems. At times it feels like the book is more aimed towards game enthusiasts rather than game designers. The author often derails too far into the definition territory of things, making it hard to stay on point. When done with definitions, the book goes on about setting the right framework of mind, how to stay on track, overcome psychological pressures, and so on--which apply to many other creative fields
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Pros: A thorough and thought-provoking guide to game design, and many of the techniques and knowledge from the book could be applied to general artistic creation as well as performance art.
Cons: After reading this book, I often find myself compulsorily analyzing the design when I'm playing a game, or studying carefully the structures of the plot line right in the middle of a movie or novel...which could sometimes be disrupting. ...more
Cons: After reading this book, I often find myself compulsorily analyzing the design when I'm playing a game, or studying carefully the structures of the plot line right in the middle of a movie or novel...which could sometimes be disrupting. ...more
You don't really read a book like this cover to cover, but I've been skipping through it for quite some time at sporadic intervals. If you're interested in game design this is one that might help you think about different perspectives: maybe even break you out of some dead ends.
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So far the most helpful book I've read on game design. Most of the advice is very practical, but the writing style can also being somewhat philosophical (in a good way). It looks at the psychological roots of our appreciation of gaming, and how that connects to game design.
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Although this book is recommended by many people, I think it's a typically badly-written book. Lots of personal stories, general points, whys, irrelevant matters. So many rules that they are just impractical or unfocused. But it lacks hows, principles, and deep explanations. It's very verbose and most of the contents are baloney and unnecessary trivial details which you can easily figure out yourself. I like details, but not these kinds of useless ones which tells nothing. Not to mention the bad
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Jan 09, 2009
Bruce
rated it
it was amazing
Recommends it for:
every mouth-breather on the planet, even ostrich
Shelves:
philosophy-religion
The Art of Game Design is a fabulous, fun book, a must-read, a wonderful amalgam of philosophy, psychology, criticism, and analysis of games as both literary genre and practical design. Let me hyperbolize further. I think this book should be compulsory reading for anyone in the business of communicating with others for a living as the advice and insights here speak not just to game designers, but to museum exhibit designers, web developers, filmmakers, educators, politicians, and public speakers
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Wow. Often when I read I pay attention to the nuggets of wisdom inside some larger fabric or narrative. This book is a goldmine of them. To some extent they're the brilliantly crafted lense statements, but also the way each of them is motivated by some humourous enlightening anecdote. After essentially every chapter I wanted to show what I had just read to a friend so we could talk about his points.
This book is very broad indeed. Schell doesn't limit himself to games of a particular platform or ...more
This book is very broad indeed. Schell doesn't limit himself to games of a particular platform or ...more
Feb 27, 2021
Lex Toumbourou
rated it
really liked it
·
review of another edition
Shelves:
game-design
As a person who's recently found themselves for the first time on a team building a game, this book was a godsend. In 34 chapters, Jesse Schell covers everything one should know about building a game. It balances nicely between theory (insofar as there is academic literature about game design) and practical advice. Each chapter is interspersed with practical "lens", which are effectively questions game designers can ask themselves to guide their design process.
The book covers all the high-levels ...more
The book covers all the high-levels ...more
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