Game design consists of four essential tasks: imagining a game, defining the way that it works, describing its internal elements, and communicating this information to others. This book examines each of these tasks and shows you not only what issues you will need to address in your design, but how to think about games and gameplay. After reading this book, you will have the tools you need to both design many kinds of games and create a professional-quality game design document.
Este é um livro de design como os outros deveriam ser: não traz "receitas" ou métodos, de como fazer games. Ele abre a discussão em 3 frentes: (1) mecânica, (2) narrativa e (3) interatividade, considerada tudo que não é mecânica ou narrativa, como os gráficos, menus, etc.
First, I have to say, "I haven't read the entire book." Second, my rating is for MYSELF, not necessarily to knock the book. I started to read the book and it reads well. I think that for those that don't play many games, it does a good job of describing what is out there. Describes lots of categories of games and the features that exist within.
While reading, I started to wonder, "When are they going to get to some insightful game development methods?" I then starting scanning the index and noticed that everything's there... but it's all general summaries. The book really doesn't get too deep, though I suppose it would have to be multiple volumes if it did.
It's in our studio library, so I'll probably flip through it here and there, but it's not something I'm rushing out to get for my own library. Chances are, if you're 30+ years old gamer and have a wide variety of game tastes, you'll know most of the stuff in here.