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Designing Games: A Guide to Engineering Experiences, by Tynan Sylvester
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Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of today’s hit video games. You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players.
In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design.
- Create game mechanics to trigger a range of emotions and provide a variety of play
- Explore several options for combining narrative with interactivity
- Build interactions that let multiplayer gamers get into each other’s heads
- Motivate players through rewards that align with the rest of the game
- Establish a metaphor vocabulary to help players learn which design aspects are game mechanics
- Plan, test, and analyze your design through iteration rather than deciding everything up front
- Learn how your game’s market positioning will affect your design
- Sales Rank: #88418 in Books
- Brand: Brand: O'Reilly Media
- Published on: 2013-02-24
- Released on: 2013-02-24
- Original language: English
- Number of items: 1
- Dimensions: 9.00" h x .88" w x 6.00" l, 1.23 pounds
- Binding: Paperback
- 416 pages
- Used Book in Good Condition
About the Author
Tynan Sylvester first designed games in 2000. His smallest projects were one-man independent games on which he wrote every line of code and painted every frame of art. His largest was four years at Irrational Games working on BioShock Infinite.
Tynan's game design blog is at tynansylvester.com. He likes talking to people, so go ahead and post a comment or email him at tynan.sylvester@gmail.com.
Most helpful customer reviews
33 of 37 people found the following review helpful.
A great book... for the right audience
By Jeff & Wendy S
I got this book before there was much information available about it, so when it arrived, it was not quite what I expected.
To the right audience, this book is going to be pure gold. But the right audience is not going to be as broad as most books related to game creation.
This book is really an academic look at game design. It could almost be categorized as "Psychology and Human Behavior" instead of "Computers". The author provides a lot of insight as to what makes a good game experience work and gives useful insights as how to bring elegance to the mechanics of your game in order to keep player's interested.
What this book is NOT:
There's not a line of code, an algorithm, or even a screen shot in this book. It is all text with a couple of high-level interaction diagrams. It will not teach you the latest 3D coding or mobile development methodologies, nor the nuts-and-bolts of structuring game code. It is all about the experience of gaming, and how to make it work for you. It has only minor application to the casual programming hobbyist, and even less if you're game of choice is a simple shoot-em-up game. The ideas presented here really apply to the large, immersive types of games, games where you interact with a large world and how your game mechanics, emotional triggers, and overall narrative make that world more believable. I'd think it would be aimed more at game producers, designers and architects, and not so much to the guys doing the grunt work.
For anyone more than the casual hobbyist, the low cost of this book is bound to give you back its value in insight, so I have no hesitation recommending it. Just understand what it is and what it is not, and if you are the right audience.
14 of 14 people found the following review helpful.
The Tao of Gameplay
By frankp93
`Designing Games' asks readers to consider the following:
Why have particular board games such as chess and playing card games based on a standard deck endured for centuries while countless derivatives either failed outright or long ago passed into obscurity?
In more recent times, why do certain computer games and apps become near instant worldwide sensations while countless others - however outwardly similar - lay gathering digital dust on app store shelves?
It's not about coding tricks, optimization, fancy algorithms, or the latest APIs and game engines - `Designing Games' doesn't include a single line of code, not even pseudo-code.
It's also not about graphics - photorealistic, phantasmagorical or otherwise - the book doesn't include a single illustration.
Nor is it about goggles, gloves, glass, fake guitars, or other cutting edge controllers.
While all the above may be components of excellent games, the point of the book is that excellence in any one or more of them, by itself, will not guarantee a game that players will return to again and again.
`Designing Games' is about the delicate balance of factors that, when applied just right, result in gameplay so enticing and satisfying that people have literally devoted their lives to it - even with no practical hope of attaining full mastery.
If you've read game coding books there's often a quick chapter on `playability' and perhaps some tips on scaling performance to hardware, accounting for network traffic, and how providing multiple levels of progressively more complex puzzles will increase the challenge for players.
If you've read game graphics books, you may not even get that: Playability, if it's mentioned at all, is often relegated to `something for the developers to worry about'.
I found Sylvester's description of games as `Engines of Experience' to be a terrific metaphor and conceptual cornerstone for the ideas presented here. He's not afraid to go down the paths of psychology and cognitive response when describing how players react to various event stimuli and the necessity of factoring this into your designs.
Don't worry if that contains a whiff of college psych lectures - Sylvester's writing style is lively and non-academic. He's passionate about game design and it comes through.
The kind of games the book addresses are more complex than classic arcade-style: the territory here is games that involve navigating geography, absorbing knowledge along the way, puzzle-solving, creating immediate and longer-term strategies, and multiplayer interaction.
There's no formal presentation of game theory per se and no math at all to speak of, but I found `Designing Games' to be a very readable and enjoyable (and practical) discussion of the underlying factors that make up good gameplay.
If your head's in the code and you think this stuff doesn't matter or it's too esoteric to concern yourself with, do yourself a favor and broaden your horizons.
I believe having a conceptual framework about what constitutes good gameplay, as described here, will improve your low level technical designs and make you a better engineer.
5 of 5 people found the following review helpful.
A very readable insight into the complexity of game design
By Cerys
If there is one thing that becomes clear when you read this book, it is that game design is even more complex than you might imagine. When you play a game that has been well designed, there is an illusion of simplicity, you may think that the design elements are clear and obviously, but there are numerous gameplay elements, knowledge, and effort required to create the design that you are just not visible to the player. This book provides an insight into game design decisions, game play elements, and and the design process that reveals the complexity behind the designs of successful games.
The book is divided into three major sections, engines of experience, game crafting, and process. The engines of experience provides an insight into how game mechanics and game events produce and change emotions in the player, and how these effects can be utilised to generate experiences. The second section provides descriptions of crafting game play elements together with examples of success and failure in these designs from actual games. Topics covered include skill range and development, narrative and pacing, decision making and flow, balance, multiplayer behaviours, motivation and fulfilment, interface and interactions, marketing. The final section on the design process describes the day to day activities that are necessary from game design and development. Topics covered include the pitfalls of over-planning and over-confidence and the importance of iteration, testing methods and common mistakes, dependencies and development priorities, and knowledge creation. This section also discusses the impact of leadership styles and organisation culture on the effectiveness or otherwise for creative teams such as game designers.
The book is very clearly written and very easy to read, despite being very text heavy. Although the book contains much personal experience from the author, it is also well researched and contains examples and advice from other experts to back up the opinion of the author. This book is not really a "how to" of game design, there are no list of rules to follow or exercises to complete. There is however a wealth of examples and descriptions of the different elements that make up a game, and how each of these needs to be considered when designing a game. Having a great idea for a game is not enough, each of these elements must have been thought about, tinkered with, tested, balanced, and iterated to ensure that the game actually works to provide a great experience for the player. This book provides real food for thought on the complexity of game design and the challenges that need to be overcome.
I'd recommend this book to anyone interested in how games are designed, or who are new to game development. The third section on game design processes contains good descriptions on issues for team working, design, and development that are relevant and familiar to most teams working in software development.
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