Chris Crawford on game design / Chris Crawford.
By: Crawford, Chris
.
Material type:
BookPublisher: Indianapolis, Ind. : New Riders, 2003Description: xi, 476 p. : ill. ; 23 cm. + pbk.ISBN: 0131460994 (pbk).Other title: On game design.Subject(s): Computer games -- Design| Item type | Current library | Call number | Copy number | Status | Barcode | |
|---|---|---|---|---|---|---|
| General lending | MTU Bishopstown Library Lending | 794.81526 (Browse shelf(Opens below)) | 1 | Available | 00078997 |
Enhanced descriptions from Syndetics:
Discusses the foundational skills behind the design and architecture of a game. This book teaches key lessons; including, what you can learn from the history of game play and historical games, necessity of challenge in game play, applying dimensions of conflict, understanding low and high interactivity designs, and more.
Includes index.
Introduction -- Definitions, Definitions -- Some milestone games -- Play -- Challenge -- Conflict -- Interactivity -- Creativity: The missing ingredient -- Common mistakes -- The education of a game designer -- Games I'd like to build -- Storytelling -- Random Sour Observations -- Tanktics -- Legionnaire -- Wizard -- Energy Czar -- Scram -- Eastern Front (1941) -- Gossip -- Excalibur -- Balance of Power -- Patton versus Rommel -- Siboot -- Guns & Butter -- Balance of the Planet -- Patton strikes back -- Themes and lessons -- Old fart stories.
Table of contents provided by Syndetics
- Introduction
- 1 Definitions, Definitions
- 2 Some Milestone Games
- Old-Style Games
- Board Wargames
- Other Non-Computer Games
- Videogames
- Computer Games
- 3 Play
- History of Play
- Play Is Metaphorical
- Play Must Be Safe
- Play Need Not Be Exotic
- The Fun Factor
- 4 Challenge
- Challenge Necessitates Rules
- The Point Is the Challenge, Not the Goal
- Dimensions of Challenge
- Challenge and Identity
- 5 Conflict
- Mars, Venus, and Conflict
- Dimensions of Conflict
- Directness of Conflict
- Intensity of Conflict
- Intensity and the Evolution of Taste
- 6 Interactivity History
- Other Attributes of the Computer
- So What Is Interactivity?
- Is More Interactivity Better?
- How Do We Measure Interactivity?
- Low-Interactivity Entertainment Designs
- Process Intensity Versus Data Intensity
- 7 Creativity: The Missing Ingredient
- How Serious Is the Problem?
- Where Does Creativity Come From?
- How to "Get Creative"
- A Tyrannosaurus Rex for Ideas
- The Politics of Innovation
- 8 Common Mistakes
- Obsession with Cosmetics
- Incremental Accretive Design
- 9 The Education of a Game Designer
- Get a Degree
- Education Versus Schooling
- 10 Games I'd Like to Build
- Galilean Relativity
- Napoleonic Cavalry
- Napoleon in Space
- Attack of the Cellular Automata
- Volkerwanderung
- Third-World Dictator
- Lies
- Spies
- The Wheels of Commerce
- Corporate Politics
- Evolution
- The Self-Modifying Game
- Mooser-Gooser
- So What Does All This Mean?
- 11 Storytelling
- Adventure Games
- Backstory
- Cut Scenes
- Integrated Cut Scenes
- Here Come the Academics! Role-Playing Games
- The Real Problem
- Tackling the Problem
- 12 Random Sour Observations
- Massively Multiplayer Monsters
- Licensed Games
- New Input Devices
- The Sims
- Short-Term Thinkers
- Everybody's a Game Designer
- Hollywood Envy
- Young Males
- Sleaze
- 13 Tanktics
- Map
- Calculating Line of Sight
- Planning Moves
- Initial Programming
- Enter the KIM-1
- Input and Output
- Linguistic Input
- Sound Effects
- Showing It Off
- Porting
- Production, Marketing, and Sales
- Avalon-Hill
- Fade Away
- Results
- 14 Legionnaire
- A Record-Setting Blunder
- Disruption
- Terrain
- Sales
- First Draft Design
- Conclusions
- 15 Wizard
- VCS Technology
- Designing the Game
- Asymmetric Combat
- Lines of Sight (LOS)
- Disposition and Conclusion
- 16 Energy Czar
- 17
- Scram
- Input Structures
- Oh Yes, It Was Supposed to Be a Game, Wasn't It? Coda
- 18 Eastern Front (1941)
- The Scrolling Map
- The Combat System
- AI
- Tuning
- Conclusion
- 19 Gossip
- AI
- Implementation Woes
- Conclusions
- 20 Excalibur
- Camelot
- The Interpersonal Subgame
- Diplomacy
- The Strategic Map
- The Battle Subgame
- Overall Course of Play
- The Manual
- Conclusions
- 21 Balance of Power
- The UnWar Game
- Early Efforts
- The Rubber Map
- Thank You, National Enquirer
- Research
- Building the Map
- Memory Headaches
- Making It a Game
- Publisher Woes
- I Get by with a Little Help from the Press
- The Wheel of Fortune
- 22 Patton Versus Rommel
- To Hell with Grids
- Geometric AI
- 23 Siboot
- A Lesson for Designers
- First Draft Proposal
- The First Proposal
- Design Essays
- Economies
- Intransitive Combat Relationships
- The Inverse Parser
- The Display
- Interstitial Stories
- The Novella
- Conclusions
- 24 Guns & Butter
- Designing the World
- Building Provinces
- Adding Mountains, Deserts, and Forests
- Naming Names
- First-Person Firing Squad
- The Economic System
- Combat
- Faces
- The Ideas behind the Game
- Results
- 25 Balance of the Planet
- Values
- Implementing a Value System
- The Politics of the Game
- High
Excerpt provided by Syndetics
Reviews provided by Syndetics
Library Journal Review
Game design remains a perennially popular topic because people who play often progress to wanting to create. Thorough and clearly written, Break into focuses on becoming employed in the industry, with sidebars of advice from industry insiders. Appendixes list appropriate schools, the International Game Developers Association curriculum framework, and major employers. Especially useful for libraries serving large populations of teens and/or college students; recommended. Game Creation includes some similar career information but also outlines the game design process, from general and level design to game art and animation. Each chapter features topical interviews with multiple industry experts; an appendix contains biographies of the contributors. Highly recommended for all libraries. (c) Copyright 2010. Library Journals LLC, a wholly owned subsidiary of Media Source, Inc. No redistribution permitted. All rights reserved.Author notes provided by Syndetics
Chris Crawford is the "grand old man" of computing game design. He sold his first computer game in 1978, joined Atari in 1979, and led Games Research there. During his time at Atari, he wrote the first edition of The Art of Computer Game Design (Osborne, 1984), which has now become a classic in the field. After Atari collapsed in 1984, Chris became a freelance computer game designer. All in all, Chris has 14 published computer games to his credit all of which he designed and programmed himself. He founded, edited, and wrote most of The Journal of Computer Game Design , the first periodical devoted to game design. He founded and led the Computer Game Developers' Conference (now the Game Developers' Conference) in its early years. Chris has lectured on game design at conferences and universities all over the world. For the last ten years, he has been developing technology for interactive storytelling.