Download PDF Rules of Play: Game Design Fundamentals (The MIT Press)
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Rules of Play: Game Design Fundamentals (The MIT Press)
Download PDF Rules of Play: Game Design Fundamentals (The MIT Press)
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Review
--Nathan Shedroff, author of "Experience Design"--Will Wright, Game Designer of "Sim City" and "The Sims"--Henry Jenkins, Director of Comparative Media Studies, MIT" This is the most impressive book on game design I've ever seen. Broad in scope yet rich in detail, "Rules of Play" sets a new standard for game analysis." --Will Wright, Game Designer of "Sim City" and "The Sims"" "Rules of Play" is an exhaustive, clear, cogent, and complete resource for understanding games and game design. Salen and Zimmerman describe an encyclopedia of game design issues, techniques, and attributes. In particular, they analyze the elements that can make a game experience richer, more interesting, more emotional, more meaningful, and, ultimately, more successful. It should be the first stop you make when learning about game design." --Nathan Shedroff, author of "Experience Design"" "Rules of Play" makes a monumental contribution to the development of game theory, criticism, and design. It will instantly become a standard textbook in the field on the basis of its rigor and scope--yet it is written in such an engaging style that many will read it for pleasure. Salen and Zimmerman do for games what Sergei Eisenstein did for cinema--offer an expert practitioner's perspective on central aspects of the aesthetics and cultural importance of an emerging medium." --Henry Jenkins, Director of Comparative Media Studies, MIT& quot; This is the most impressive book on game design I've ever seen. Broad in scope yet rich in detail, Rules of Play sets a new standard for game analysis.& quot; -- Will Wright, Game Designer of Sim City and The Sims& quot; Rules of Play is an exhaustive, clear, cogent, and complete resource for understanding games and game design. Salen and Zimmerman describe an encyclopedia of game design issues, techniques, and attributes. In particular, they analyze the elements that can make a game experience richer, more interesting, more emotional, more meaningful, and, ultimately, more successful. It should be the first stop you make when learning about game design.& quot; -- Nathan Shedroff, author of Experience Design& quot; Rules of Play makes a monumental contribution to the development of game theory, criticism, and design. It will instantly become a standard textbook in the field on the basis of its rigor and scope--yet it is written in such an engaging style that many will read it for pleasure. Salen and Zimmerman do for games what Sergei Eisenstein did for cinema--offer an expert practitioner's perspective on central aspects of the aesthetics and cultural importance of an emerging medium.& quot; -- Henry Jenkins, Director of Comparative Media Studies, MIT"
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Review
Rules of Play is an exhaustive, clear, cogent, and complete resource for understanding games and game design. Salen and Zimmerman describe an encyclopedia of game design issues, techniques, and attributes. In particular, they analyze the elements that can make a game experience richer, more interesting, more emotional, more meaningful, and, ultimately, more successful. It should be the first stop you make when learning about game design.―Nathan Shedroff, author of Experience DesignRules of Play makes a monumental contribution to the development of game theory, criticism, and design. It will instantly become a standard textbook in the field on the basis of its rigor and scope―yet it is written in such an engaging style that many will read it for pleasure. Salen and Zimmerman do for games what Sergei Eisenstein did for cinema―offer an expert practitioner's perspective on central aspects of the aesthetics and cultural importance of an emerging medium.―Henry Jenkins , Director of Comparative Media Studies, MITThis is the most impressive book on game design I've ever seen. Broad in scope yet rich in detail, Rules of Play sets a new standard for game analysis.―Will Wright, Game Designer of Sim City andThe Sims
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Product details
Series: The MIT Press
Hardcover: 688 pages
Publisher: The MIT Press (September 25, 2003)
Language: English
ISBN-10: 0262240459
ISBN-13: 978-0262240451
Product Dimensions:
8 x 1.4 x 9 inches
Shipping Weight: 3.6 pounds (View shipping rates and policies)
Average Customer Review:
3.7 out of 5 stars
57 customer reviews
Amazon Best Sellers Rank:
#46,352 in Books (See Top 100 in Books)
Very thorough, but also very dry. I do not recommend using this book for teaching game design; it is overly dense and ill-suited for pedagogical purposes. However, if you are an aspiring game designer and wish to understand the mechanics of games on a deeper level, this book is essential.I would have to recommend The Art of Game Design: A Book of Lenses (Schell) for instructors.
This book is fantastic. It motivates readers by painting a inspiring vision of what games should be able to do as a medium and why a critical vocabulary is important, and follows up with an in-depth introduction to critical vocabulary for game design. The authors' rigor in definitions, their humility in citing others, their boldness in questioning fallacies like the "immersion fallacy", and their hope for the soul of games makes this book a delightful read that leaves me feeling intellectually edified and excited to design games. I especially enjoy their approach of examining games from multiple perspectives that incorporates knowledge from many fields of study as well as (crucially) constructing a new vocabulary for what makes games novel.
I had to read this book for a class about games. If you ever want someone to ruin the concept of play for you, read this book. It breaks down every aspect of simple games into an overly academic, pedantic snoozefest. You won't learn anything about actual game design here that you couldn't have used your own experience and intuition to deduce, they just attach fancy vocabulary words to it all. Pass.
This book is textbook, and it reads like one. It is very very dense, and is not an "enjoyable" read. However, as a result of this denseness, it covers many many integral aspects of game design more thoroughly than any other book. It will give you a better understanding of the "why" behind the "how", and that is invaluable. I rate it 4 stars because I don't think most people will manage to get through the whole thing, so it's not for everyone, but if you're serious about design, it has 5 stars worth of information in it.
In addition to being a professional programmer, my husband designs (and plays) board games as a hobby. (For more on the programming side, see my review of "Elemental Design Patterns.") He says that this book helps to define the vocabulary and concepts that game designers use when talking about their craft.
This book is amazing. Got it for academic purposes but read the whole thing because it was so interesting.
This book was the textbook for a game design class I recently completed and it is the best textbook I have ever had the privilege of reading. The authors never take anything for granted explaining new concepts, and carry you through each new idea methodically, conveying each of the prior ideas and outlining exactly how they relate, what is important and what is abandoned. This book is an essential read for anyone interested in design, not just games really, but anything interactive. It completely changed the way I think about design, and the process I work through when trying to come up with new ideas. This book is amazing.
Good book all info I needed was there
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