Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "big idea" is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully. In this indispensible guide, a published commercial game designer and longtime teacher offers practical instruction in the art of video and tabletop game design. The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential for the nascent game designer and offers food for thought for even the most experienced professional.
Skimmed the last half of the book. Most important ideas from this book are:
1. (Again) Ideas are almost worthless, execution is where the real value is 2. Play testing is key to good execution. (Look out for dominant/unfun strategies; cut out what is not necessary)
This entire review has been hidden because of spoilers.
This is a must have book for the aspiring Game Designer! Lewis Pulsipher presents all the necessary information needed to take an idea, and turn it into an actual game. Essential topics, such as Playtesting and Prototyping, are covered, as well as the analysis of different games and genres. Both tabletop and computer games are examined. Even designers with experience will find something of interest within. Highly recommended.