1493083152 Rules of Play: Game Design Fundamentals (MIT Press) - Game Design - Books - Books - GameDev.net

Jump to content

Game Development Books

  • You cannot edit this book

Rules of Play: Game Design Fundamentals (MIT Press) ***--

Rules of Play: Game Design Fundamentals (MIT Press) By Katie Salen TekinbaĹź, Eric Zimmerman
Published September 2003
List Price: $72.00, Your Amazon.com Price: $61.96

Amazon.com Sales Rank: 50,371
Availability: Usually ships in 24 hours

As pop culture, games are as important as film or television--but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games.. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Buy it now:

  • You cannot edit this book


Oct 22 2004 01:13 AM
Talmud says, "Plant a tree, have a child, write a book."

I really don't understand what the authors expect when they wrote such a book , expect maybe fallowing the above saying.
This book is good example of useless study who returns nothing for your money and time.
The model is fallowing:
1 Target the wide market of :
Written for game scholars, game developers, and interactive designers, ...
2Start with a cool text of Pong to hook the readers
3 Quote everybody with cool title you know about
4 Enclose biography of quoted persons
5 Give a dozens of definitions for a same thing from various authors including you
6 Put pictures that readers don't need
7 Enclose few boring games
8 Put explanations of latin words
10 Fill the rest with bibliography you used

That will cover $45.95 and 650 pages
And don't forgeth make all your friends review it on Amazon etc.
I get sick of going through this book, it's consisted of barely nothing but quotes, definitions, latin words; biography of quoted persons , bibliography and so on and so on and so on.
Oct 07 2006 11:11 PM
This book is not going to give you a complete how to do this or that to make your game fun. That isn't the focus of this book. It won't even give you guidelines for what is fun or not in a game. That's what i really liked about this book. It instead focuses on what games not just digital games are and then looks at games from three different perspectives. Rules, Play and Culture. Where rules are the mathematical and logical basis for the game, Play is the actual experience of playing a game and Culture is the whole context around a game.

This is a really good started book id say. And it's only after this that you should read other books that express more of an personal opinion about games. That way you have some basis to judge whether you agree or not, instead of just swallowing everything like the absolute truth
May 17 2007 12:31 AM
Saying this book is bad because it is aimed at an academic audience, or someone who wishes to learn about the fundamental aspects of game design (not a tutorial of game design), simply isn´t a valid argument.

I found this book very good. It will teach you the very basic terminology of game design, as well as look at game design from several critical angles.

I would recommend this book for anyone interessted in the theory of game design.
Jan 15 2008 10:57 PM
Many people have criticized this book because it did not meet their expectations. What they wanted was a book about how to make a video games.

Well if you read the title, you'll note that it doesn't even mention video games. For those of you who think that game design is a synonym of video games, think again. Game Design is a whole psychlogical and sociological filed about why we humans play, how play corresponds to our needs, and so on.

And this is what this book is about: game design; whether it be card games, board games, outdoor games or, eventually video games.

Anybody serious about calling himself a game designer should be aware of all of this book's contents. They provide an analytic, formal framework for the design of games.

Those of you who complain about how academic or abstract it is just don't fully grasp what game design stands for, and it is a shame that you don't open up your mind.

Note that this book is made to be accompanied by "The game design reader's anthology", which provides a handful of essays about game design.