A practical handbook for game developers introduces the principles and techniques of computer and video game design, analyzing key gaming elements--including worlds, storytelling, character and user interface design, core mechanics, and balance--discussing the various genres of games and their unique design patterns and creative challenges. Original. (Advanced)
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.