Chris Crawford on Game Design by Chris Crawford

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  • Pub. Date: June 2003
  • 476pp
  • Sales Rank: 701,201
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    Product Details

    • Pub. Date: June 2003
    • Publisher: New Riders
    • Format: Paperback, 476pp
    • Sales Rank: 701,201

    Synopsis

    Chris Crawford on Game Design is all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today. Chris Crawford, the most highly sought after expert in this area, brings an intense opinion piece full of personality and flare like no other person in this industry can. He explains the foundational and fundamental concepts needed to get the most out of game development today. An exceptional precursor to the two books soon to be published by New Riders with author Andrew Rollings, 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, watching for the inclusion of creativity, and understanding the importance of storytelling. In addition, Chris brings you the wish list of games he'd like to build and tells you how to do it. Game developers and designers will kill for this information!

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    Biography

    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.

    Customer Reviews

    Chris Crawford on Game Designby Anonymous

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    December 31, 2003: After I read Mr Crawford's book 'Understanding Interactivity' I decided that I would pick up anything he wrote. Understanding Interactivity has many ideas of value for game designers but that was not the main focus of the book. This book is aimed especially for those interested in creating origional games and there is suprisingly little overlap between the two books. Right now the game industry is producing endless clones of first person shooters, cockpit games, real time strategy games, and FRP games with the ocational sim and board game tossed into the mix. The biggest thing I got from this book is many ideas on whole new genre's of game types. Computer games could be about ANY thing, it is a shame the industry has locked itself into such narrow catagories. A must have book for any game designer.

    Chris Crawford on Game Designby Anonymous

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    September 29, 2003: I picked up this book on a whim, not expecting much from it. Games today seem to be made in cookie-cutter fashion, and I was expecting something along the lines of how to make your game stand out from the rest of the similar ones in the market. Instead I was presented with a mind-boggling analysis about what is wrong in the game industry nowadays, and what can be done about it. Designers need to be more social-minded, as well as programmers. It seems simple, but it?s very far from it. Programmers tend to be a closed bunch, mostly anti-social outside of their own group, and tend to appeal to the baser emotions of our human nature, I.E. violence and sexual gratification. I don?t know exactly how to target a game towards more social strata of our community, but it?s easy to see that game design is vilified precisely because it seems so base. In essence, Mr. Crawford details a series of rules that designers should follow, and a list of books that they should read so as to better inform programmers as to what a greater section of the public would want. There?s lots of retrospectives on other games that Mr. Crawford has designed. Balance of Power was one game I had seen before, and though I never got to play it, I did get to see some of the workings behind it. I didn?t know that Mr. Crawford was the author of the game, and appreciate him letting us see what was going on behind curtain. This is a great book that no game designer should be without.


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