The Art of Game Design a Book of Lenses Second Edition Epub
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I'll update with more details as soon as I have fourth dimension (I desire to await into who else is responsible for publishing this material in support of the author), just, wow: those parts are terrible, poorly cited, and contain glaring problems such every bit "people are saying" weasel words.
I'chiliad going to go ahead and say most reviewers here probable would non take given this boo
Update: My giftee has read deeper into this volume and shared some parts with me that I hadn't even so seen. This book is sexist and misogynistic.I'll update with more than details as soon equally I have time (I want to look into who else is responsible for publishing this textile in back up of the author), but, wow: those parts are terrible, poorly cited, and contain glaring issues such equally "people are maxim" weasel words.
I'm going to go ahead and say most reviewers hither likely would non have given this book a pass if it contained racism and antisemitism equivalent to the book's sexism, yet wait at the iv-five star reviews with not a single mention of the outrageous sexism contained herein. Either those readers believe as the author does, without evidence, so they didn't observe, or they just don't care, which is frustrating and disturbing no affair how yous piece it.
This volume is used as a university textbook, and I cannot imagine seeing those sections in a classroom setting. Furthermore the table of contents for the offensive sections hasn't inverse for tertiary edition, so the material is still there! Until I return with more particular, this is beingness talked nearly online in other spaces: https://medium.com/@partytimehxlnt/ti...
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Bought the second edition of this book equally a gift, and read a few excerpts with the giftee. If you search the reviews here for "gender" and "sexist," y'all'll see that in that location are red flags virtually i detail department, and I urge readers to talk dorsum to that function of the book in your reviews and in your game design. For future editions, information technology would be helpful if the department in question was handed over to someone else due to the writer's limitations and the lack of needed citations, or else omitted entirely. I'm not certain if that lens permeates the entire book, but I sincerely promise not since this is the become-to book on game pattern, and otherwise looks to exist well received.
A unproblematic test readers and writers tin utilize: Try reading the work with race substituted for gender. If yous wouldn't say the matter about race -- if it sounds wrong -- don't say it most gender.
...moreAnd the number of typos was phenomenal. (I sent Jesse Schell a listing of nigh xx t
This book contains some thought-provoking suggestions near game blueprint, but information technology also contains plenty empty truisms to become annoying. For case: "at that place were many decisions the designer made to lay information technology out, and these decisions made a significant bear upon upon the game experience" (p. 237). The final paragraph of each affiliate and subchapter could probably be omitted without removing any data from the book.And the number of typos was astounding. (I sent Jesse Schell a list of nearly 20 to correct in e-books or reprintings.) Their sheer volume made me a flake dubious of the depth of idea that went into the book. Some parts of information technology, especially the emotional ramblings toward the end, read like kickoff drafts.
The premise of the book intrigued me. Schell pulled together a collection of one hundred "lenses": means looking at a game to see what needs to be changed about it. Some of these could be quite useful, although nearly don't need the surrounding context of the volume to support them. The book has a companion Deck of Lenses that might brand a amend purchase for anyone actually intending to use the lenses for a pattern.
Every bit a former professional juggler and former employee of Disney, Schell's perspective on the entertainment side of the industry was valuable, albeit somewhat trite.
Hither are some things this volume says:
(view spoiler)[
*Compared with other media, it is harder to hide the artifacts and connect the user directly to the experience in games considering games are more interactive (p. 11).
*The lack of standardized definitions in game design means that nosotros have to clarify what we mean more. Although this step of description slows the process, it as well means that we think about each detail more than thoroughly (p. 25). [This concept reminds me of the essay well-nigh Short Hand Abstractions from This Will Make Y'all Smarter. By using SHAs, we can think nigh combinations of SHAs faster, but we don't terminate to consider what each SHA really means.]
*Schell proposes a 10-part definition of a game (they are entered willfully, have goals, have conflict and rules, tin can be won and lost, are interactive, accept claiming, and create their own internal value to engage players in closed, formal systems)(p. 31-iv). He then combines all these as "A game is a problem-solving action, approached with a playful attitude" (p. 37).
*The four main components of a game (mechanics, story, aesthetics, and technology) (p. 41-3) should back up a unified theme (p. 53).
*When brainstorming, numbering the ideas in lists helps to give each idea private significance (p. 71).
*Games are built on meridian of toys. One fashion of designing is to come with the toy commencement and allow that inspire the form of the game (p. ninety).
*In much the same way that comics simplify perception by aligning with our mental models (with big faces and lines dividing objects), games may be fun because they are simplified models and thus require less thought than non-bathetic perceptions of reality (p. 117).
*When designing a game'due south mechanics, it'southward worthwhile to consider separately the half-dozen basic elements of spaces, modes, deportment, rules, skills, and chances (p. 130-69).
*Playtest with a mix of novices and experts to ensure that players begin in and remain in the menstruation channel (p. 177-8).
*Each individual game element should serve as many purposes as possible. Elements with few purposes should be merged (p. 197-8).
*If a game for children is designed to require only ane mouse button, it tin can be useful to set the right-mouse button to likewise deed equally a left push and then that if their small hands mis-click, the game nevertheless responds every bit predictable (p. 244).
*A successful entertainment experience should accept an "involvement curve" that begins with a claw to appoint the person'due south interest and so adds gradually more interesting experiences until concluding with the most interesting (p. 246-52).
*Inconsistency in a story world is bad because it takes people out of the world and prevents them from imagining themselves in it in the future (p. 276).
*When creating game characters, it tin exist useful to consider their relationships with each other grapheme, including their relative statuses (p. 318-23).
*One technique for designing aesthetics is to pick a vocal that evokes the feeling yous desire to convey and and then construction the balance of the game effectually it (p. 351-2).
*Information technology's worthwhile to make your customer feel like a creative partner in your design (420).
*Schell explains how the education arrangement has many mechanics of a game only that it doesn't feel like a game because information technology lacks the elements of a good game design. "It'south non that learning isn't fun, it is but that many educational experiences are poorly designed" (443).
*If curiosity is a trait that can be nurtured, then structuring the teaching organisation to support the development of curiosity volition be beneficial to students because they can and then seek out any information they need on the cyberspace (p. 447-8).
(hide spoiler)]
EDIT: Jesse responded to the listing of typos I sent him past sending me a pack of his Deck of Lenses as a thank yous. This was a very proactive gesture and gave me considerable respect for his professional courtesy. Now that I own the deck, my earlier recommendation that the deck is likely more useful than the book still stands. The deck besides has the added merit of being beautifully illustrated and satisfyingly crisp.
I call up information technology's a expert idea to publish the media in multiple formats like this; multiple entries into a world are something which Jesse Schell advocates convincingly for in his book. I've heard that Stephen Anderson likewise created a complementary deck of psychological principles to go with his Seductive Interaction Design .
...moreNonetheless, as great as information technology is, I still disagree with parts of it. And to be fair, Schell does say in the book to question the knowle
I figured information technology was most time I read this, having heard such great things virtually it from other game designers, and it is an excellent volume. It should have been a standard part of curriculum in college for my Game Art & Pattern degree. Honestly, anyone interested in going into game blueprint, exist it for board games, RPGs, or video games should spend some time reading this book.Yet, as great equally it is, I notwithstanding disagree with parts of information technology. And to be fair, Schell does say in the book to question the knowledge presented within. The parts that bothered me the most were Affiliate 9, which portrays sexist stereotypes equally to what games women play and why they play games and Chapter 23 which is unapologetically anti-solitaire gaming. Schell says, "the single-thespian phenomenon appears to have been a temporary aberration" - seriously? As an gorging solo gamer across all platforms I find this to be a very extroverted manner of looking at games. As long as there are introverts in the world, in that location will be solo games. Non everyone wants to game with friends.
Equally for the residual of the book, it is a veritable wealth of data and would be well worth owning, peculiarly for the lists of farther reading textile at the end of every affiliate.
...moreGet it, read it, be a better game designer/person.
I am torn about this textbook. In that location is much to like in The Art of Game Design, and the book is arguably at information technology's best when Schell relays his extensive personal experiences in the manufacture. I indeed found some sections to be excellent, for instance the discussions of design principles, of games in education, or or the social responsibilities of designers. I also appreciated the accessible writing style.
That said, as a uni instructor looking for a tex
Skillful inspiration for beginners, but with flawsI am torn about this textbook. There is much to like in The Fine art of Game Design, and the volume is arguably at information technology'south best when Schell relays his extensive personal experiences in the manufacture. I indeed constitute some sections to be excellent, for instance the discussions of design principles, of games in education, or or the social responsibilities of designers. I as well appreciated the accessible writing style.
That said, as a uni instructor looking for a textbook for undergrad students in a Games Studies course, the book ultimately missed the mark for me. Aside from its excessive length and over-ambitious scope, I found many of the observations poorly reasoned and oftentimes grounded in a cursory understanding of related fields. I was irritated past the frequent generalisations nearly 'human nature', the uncritical discussion of 'player types' (taking the controversial arguments past Bartle at confront value), and the frequent assumptions almost gender in gaming ('women like to play nurturing roles', etc.). The volume would have benefitted from a more than conscientious consideration of the state of the field in disciplines like psychology, anthropology, sociology, and cultural studies. Instead, the author ignores much of the academic literatures, and at i point even derides theoretically-minded piece of work as 'pedantic'. This is a real same, and a missed opportunity.
In short, if yous are looking for inspiration, there is enough to exist found in these pages, but for a more critical assessment of game design I'd recommend turning elsewhere.
...moreI accept a few criticisms. Some of the book does feel like it dwells a little deeply in 'gamer' civilisation. The section in Gender and Demographics made me bite my tongue for it's predictability. Non that the underlaying bulletin; that when you make a game yous accept to be conscious of the reality of different involvement in dissimilar demographics, I simply think his assertions regarding what those trends are is myopic and a tad ignorant of the broader social factors at play.
Over-all I'd recommend the book to those interested in Game-pattern. It's a pretty easy read.
...moreThis book is not only a great way to learn about designing games, simply teaches a lot of adept tips for creating anything. I specially capeesh that the book is not overly technical (its easily accessible to anyone who would pick it up), but it does go into some circuitous ideas...he hit that perfect remainder in creating a book that anyone, regardless of skill or education level, can read and larn from.
The last 3 capacity were the nearly effecting for me, for they discussed the event of games and how they tin can transform us.
In one case you finish it, you will get a ring, a underground ring, but I can't tell you more. And then, go read it yourself :)
This is a life changing book, not every bit a game designer simply, but every bit a human being. For it contains many valuable lessons on the design of man experiences, I would recommend this book to anyone.The last three chapters were the most effecting for me, for they discussed the effect of games and how they can transform us.
One time you stop it, you lot volition get a ring, a secret band, but I can't tell you more. So, get read information technology yourself :)
...more"There is no female equivalent of a pickup game of touch football. On the surface, this is strange—girls tend to be more social, and so you might await that games involving big gatherings wo
It starts off interesting. The structure(lenses) Jesse provides to sympathise a complex system i.e. video game is pretty good intro to design. Simply then midway through it derails. It has missed the bespeak and then much on gender that I have to wonder what else was over simplified? Few of the quotes that were troubling "At that place is no female equivalent of a pickup game of affect football. On the surface, this is strange—girls tend to be more than social, so you might expect that games involving large gatherings would
appeal to them more. The problem seems to lie in conflict resolution. When a group of boys play a game and there is a dispute, play stops, there is a (sometimes heated) discussion, and the dispute is resolved. At times, this involves one boy going home in tears, but despite that, play continues. When a group of girls play a game and there is a dispute, information technology is a different story. Virtually of the girls will take sides on the dispute, and information technology generally cannot be resolved correct away. Play stops, and
ofttimes cannot keep. Girls will play team sports when they are formally organized, but two breezy competing teams put too much stress on their personal relationships to be worth the trouble"
???
He goes on to generalize saying how men look for mastery, competition, devastation etc in games while women looks for Emotion, Nurturing and real world in games.
?????????
Terrible stereotypes are harmful for women AND men.
The book at best is reductive and at worst is perpetuating unsafe stereotypes.
This book would take been better served as a biography or stance piece. It being recommended as a objective text or academic learning, is concerning. In whatsoever other field, this would be not the quality you lot would ready for learning that discipline. Worries me about ecosystem of videogames , even further.
...moreThe gimmick of the volume -- here are a set of 100 lenses you lot can use to retrieve nigh game pattern! -- cruel a little flat for me, on the other paw. To me they seemed pretty much the same thing every bit the usual summary you'd find at the end of a chapter in a textbook, which is fine, but not especially amazing.
To close: this book, more than anything I have read and then far, made me proud to exist exploring this field myself, and that is priceless.
...more thanThe author himself seems to be of two minds about the importance and role of games in our culture, which causes some inconsistencies throughout the book. For almost of the book one gets the sense that game design is a very cold computing blazon of business. Schell leaves word of the game designer's responsibilities and motivations fo
Almost half of this volume is truly first-class. Unfortunately I tin can't say exactly which half, since the expert parts and the non-so-good parts are all mixed together.The author himself seems to be of two minds about the importance and role of games in our culture, which causes some inconsistencies throughout the volume. For nigh of the book one gets the sense that game design is a very common cold calculating type of business. Schell leaves discussion of the game designer's responsibilities and motivations for the very terminate of the book. Those last two chapters feel much more honest, and I believe improve reverberate the author's actual opinions than the rest of the book. The book would be much stronger if he had maintained that honesty throughout.
This book would probably be most helpful for those from a computer scientific discipline background or those without a traditional art background. It is a skillful basic overview of the game design procedure. Only retrieve not to take every word of it as gospel.
...more(I'm non sure how much I'll use the lenses, but the ideas effectually them are great. And, to echo some of thursday
A fantastic volume that gave me a lot to recall near as I continue to design tabletop games. While information technology isn't 100% (some concerns with gender, agreement of choice-based narratives, etc), it is overall very useful. I've plant means to employ the contents to my (not game related) day job and other aspects of my life. I definitely recommend reading it, even if you don't hold with everything in information technology.(I'thousand not sure how much I'll use the lenses, but the ideas around them are great. And, to repeat some of the reviews, his noesis at times tin can feel shallow. As with any textbook--take what is good and explore what seems shallow or unsure).
...moreI did notice the capacity on game balancing and game production very useful however. If game designers should ask me about this book, I'd recommend those specific chapters. Otherwise, it's probably not worth your time if you're not looking to pursue game studies.
...moreCons: Subsequently reading this book, I oft find myself compulsorily analyzing the design when I'one thousand playing a game, or studying carefully the structures of the plot line right in the middle of a movie or novel...which could sometimes be disrupting.
Pros: A thorough and idea-provoking guide to game design, and many of the techniques and noesis from the book could exist applied to full general artistic creation also as performance art.Cons: Later on reading this book, I oft detect myself compulsorily analyzing the design when I'm playing a game, or studying carefully the structures of the plot line right in the middle of a pic or novel...which could sometimes be disrupting.
...more thanWhy should we care nigh games? Exc epting perhaps anthropologists, child psychologists, and Cold War era economic and armed forces strategists(leaving most everybody), I think there is a tendency to view games equally a frivolous mode to laissez passer the time instead of equally what I remember they really are, which is as a realtime, behavioral model of a complex organisation. Games are immersive teaching enviroments that (if they are whatsoever good) encourage learners to repeat their lessons over and over until they achieve mastery. Players volition remember more information for a longer menstruum of time through repeated, volitional exposure.
Have chess and Go every bit models of medieval war. Among other lessons, those who play them enough to blot their built-in patterns are likely to meet the interrelationship of criminal offense and defense (in chess) and the impact of position on territorial influence or control (in Get). Wonder whether Liddell Hart, Klausewitz, or Sun Tzu accept the upper hand when it comes to battle or negotiating tactics? Watch football and find out which plays get out their opponent flatfooted (game, set, match to the deception and surprise advocated past Liddell Hart and Sun Tzu). Care to study the furnishings of cooperation and competition in a trouble-solving context? Take hold of a buddy and play a round of Joust. Desire to (safely) explore the risks of possible futures with other like-motivated people in the hopes of building a improve tomorrow? Watch or participate in Superstruct online.
Every bit with everything, at that place are good and bad games, and as a person who likes to get under the hood and come across what drives the success of dissimilar experiences,
Art of Game Pattern delivers without didacticism. Neither highbrow nor how-to, Schell's authorial voice is fun-NY throughout (I found myself intermittently laughing out loud reading it, no doubt to the consternation of those around me). For instance, he-east-ere's Jesse at page 391on the necessary agonies of playtesting as a means of eliciting constructive criticism: "Having people hate your work is probably 1 of the almost painful parts of being a game designer. And playtesting is similar an engraved invitation that reads:You are cordially invited
to tell me why I suck
Bring a friend – Refreshments Served"
Ba-DUMP-crash-land! These jokes leaven and underscore the importance of repeated testing of one'south assumptions, a bespeak made further by photographic metaphor, a film of a banana all over whose peel is written the words, "I AM A Apple tree!!!" [sic] More than a game designer's or software developer's truism, the value of iteration (what Schell calls "the rule of the loop," my parents phone call "the encarmine forehead schoolhouse, " and near everyone else calls "trial and error") is a life-lesson in favor of defining reality through empiricism in preference to opinion.
In my view, the book has only three weaknesses. Commencement, and despite the fact that internal contents are themselves rigorously, coherently organized, each chapter is preceded by an opaque and superfluous road map (ostensibly a diagram that shows how designers, games, and players – and their constituent components – quasi-relate to one another in the context of the book). 2d, the first thirty pages or so – which seek to define, parse, or analyze basic terms and concepts besides as prepare an unnecessarily folksy vocalisation – may try your patience, unless you recall reading the sentence "I am a game designer" repeatedly in boldface with each word italicized in turn makes for a meaningful reading-mantra. Finally, while Schell has something substantive to say about pretty much everything ranging from the influence of audiovisual cues on human behavior to the fine art of pitching a game in a way that prospective funders will be most probable to intendance about, he nevertheless gives actually short shrift to technology. In less than ten pages Schell distinguishes foundational technology (Wiimote, strong) from decorational technology (if I score enough points, I can post my photo to the leaderboard, weak), and balances the risks of premature adoption of the latest, greatest (and untested) thing against premature dismissal of emergent technologies that (upon maturity) could threaten a game with obsolescence. Notwithstanding, Schell deliberately eschews mention, allow alone discussion, of the pros, cons, or fifty-fifty bare consequences imposed by the deployment of generic game technologies (e.g., dice, cards, assurance, rudimentary physics engines, polygonal rendering algorithms, etc.). Then curious geeks and hardcore techies will need to supplement their reading.
In all other respects
Art of Game Design is comprehensive, including 100 "lenses" through which designers might view their work. Each "lens" (also published separately as a carte du jour pack!) is actually a series of provocative questions that promote introspection. For instance, the lens of flow (#18, p. 122, concluding a synopsis of research findings from studies performed by psychologist Mihalyi Csikszentmihalyi and others) challenges designers to balance a growing level of challenge to a growing level of skill, maximizing the relevance of player actions to intended goals while minimizing distractions (a term explicitly defined and disambiguated). Meanwhile, the lens of condition (#eighty, p. 323) borrows from improvisational theater to promote development of more sophisticated characters and character interactions by assuring that game characters behave in accordance with (and constantly jockey to establish and evolve) their relative, respective social status.This is besides a book brimming full of fascinating cultural references (including illustrative quotes from Confucius, Plato, Scott McCloud, They Might Be Giants, and the Dalai Lama), anecdotes (How did Michelangelo come into his David committee? Whose gambling problem prompted Pascal and Fermat to develop the laws of probability? How did "Space Invaders" come into being?), and aphorisms ("A game is a problem-solving activeness approached with a playful attitude" – p. 37; "A puzzle is a game with a dominant strategy" – p. 209; "Power is the ability to become what you want" – p. 424). For me, introductions to Christopher Alexander's views on architecture and the concept of "griefers" and "griefing" (i.east., minimizing any game/activity's potential to be exploited equally an expression/outlet of agile or passive aggression unrelated and inappropriate to the game) were wholly welcome surprises that have me actively seeking out the former from my library (and casually avoiding the latter, equally information technology would not otherwise take occurred to me that online game players might invest time and try arranging virtual furniture to spell out obscenities).
There's much, much more than here that I haven't covered, including analyses of gender, historic period, Aristotelian involvement curves, and the virtue of a skilful juggling routine. (Among other topics that have bearing on good game design.) But I'thou probably already over my GoodReads limit, so you can stop reading my review and kickoff reading this book.
...more thanThis book is very broad indeed. Schell doesn't limit himself to games of a particular platform or
Wow. Often when I read I pay attention to the nuggets of wisdom inside some larger fabric or narrative. This book is a goldmine of them. To some extent they're the brilliantly crafted lense statements, simply also the mode each of them is motivated past some humourous enlightening anecdote. After essentially every chapter I wanted to prove what I had but read to a friend so we could talk about his points.This book is very broad indeed. Schell doesn't limit himself to games of a particular platform or fashion, but manages with, and puts to good use, a very full general definition of games so as to conform the breadth of examples and principles he draws, whether from sports, other amusement, or adjacent fields similar psychology and architecture. He as well covers the practice very holistically, from idea conception to prototyping and iteration, to the fine art of handling a team or a client. [His comments on the business side were valuable and well integrated with his other lessons, but every bit a hobbyist, I'thousand personally glad most of it is on pattern and game elements proper :)].
As others have pointed out, he doesn't get into much depth on any item aspect, but his level of item was plenty for me every bit a reader to be enlightened and start pondering / discussing these concerns afterward, or else pick up 1 of the items in his 'farther reading' list. I found his mode accessible and his tone inviting. I thoroughly enjoyed it.
...more thanThe book covers all the high-levels
Every bit a person who'south recently found themselves for the start time on a squad building a game, this book was a godsend. In 34 chapters, Jesse Schell covers everything one should know almost building a game. It balances nicely between theory (insofar as there is academic literature nigh game pattern) and practical communication. Each chapter is interspersed with practical "lens", which are finer questions game designers can ask themselves to guide their design process.The book covers all the high-levels of game design: refining the core experience; defining and reinforcing themes, working and iterating as a team, agreement player motivation, balancing the game; defining characters, stories and game worlds; building communities; play testing; working with clients and much more than.
In particular, I got a lot out of the chapters on Game Mechanics (chapters 12 through 14) specially the ideas of emergent gameplay (gameplay strategies that sally that aren't function of the rules) and the exploration of probability theory as applied to game design. I also plant the affiliate on Interest Curves (16) particularly enlighten.
I highly recommend this book for anyone interested in learning more than nearly Game Design.
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