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Kallin

Rules Of Play - Game Design Fundamentals

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Fellow designers, I recently picked up 'Rules Of Play - Game Design Fundamentals' from my school library and I must say I am impressed by the detail in which game design is explored in this book. It is the first things that I could call a text-book for game development that I have ever come across. Frankly, until I stumbled upon it, I had no idea such a book even existed. Has anyone else here read it? If so what are your opinions? I'm new to these forums, and to game design in general, but the topic has intrigued me ever since I was a child. I would love to know if any veterans of the game design process would recommend this book to an aspiring designer. Regards. Kal.

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Rules of Play is a very good book. Almost all of the criticisms come from people who totally misunderstand that the book is about "game design", not "computer game design", nor "game production". Such people will be better served by the "Game Architecture and Design" book by Rollings and Morris, which is more practical but less educational.

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I am intrigued. I have always been interested in many of the more theoretical aspects of design, and I didn't know such a book existed. There are mixed reviews on Amazon, and unfortunately no excerpts to look at. Given that I have a strong mathematical background, do you think I would find this book interesting?

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H4L,

I'm not sure that this book will appeal to you on a mathematical level, but if you have a serious interest in game design (in general, not just video games) you should definitely check it out. There are some chapters looking at games as different types of systems which you may find appealing.

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Quote:
Original post by H4L
I am intrigued. I have always been interested in many of the more theoretical aspects of design, and I didn't know such a book existed. There are mixed reviews on Amazon, and unfortunately no excerpts to look at.

As I said, most criticisms come from ignorant people who expected a book on how to program the best computer game written by an industry professional and came away disappointed. Examples from Amazon:
Quote:
Avoid this book, unless you too are an academic who has nothing real to offer the world of video games in terms of game design or actual game production.

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The book's greatest weakness is that it presents a frustrating return to board and card games.

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If you look into the authors credentials you'll find that neither have any experience in game design beyond a beginner/hobbyist level.


I'm not going to claim that the book is perfect, but if you want real theory written to university text book standard, and can appreciate that there is much more to games than just those on a computer (and how closely they are related), and are not expecting any "How To" lists to be dropped into your lap, then this is pretty much The book to have.

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