Möchten Sie verkaufen? Hier verkaufen
Chris Crawford on Game Design (New Riders Games)
 
Größeres Bild
 
Den Verlag informieren!
Ich möchte dieses Buch auf dem Kindle lesen.

Sie haben keinen Kindle? Hier kaufen oder eine gratis Kindle Lese-App herunterladen.

Chris Crawford on Game Design (New Riders Games) [Englisch] [Taschenbuch]

Chris Crawford
3.0 von 5 Sternen  Alle Rezensionen anzeigen (1 Kundenrezension)

Erhältlich bei diesen Anbietern.



Hinweise und Aktionen

  • Studienbücher: Ob neu oder gebraucht, alle wichtigen Bücher für Ihr Studium finden Sie im großen Studium Special. Natürlich portofrei.


Produktinformation

  • Taschenbuch: 504 Seiten
  • Verlag: New Riders Publ; Auflage: Student. (30. Juni 2003)
  • Sprache: Englisch
  • ISBN-10: 0131460994
  • ISBN-13: 978-0131460997
  • Größe und/oder Gewicht: 22,8 x 17,8 x 2,1 cm
  • Durchschnittliche Kundenbewertung: 3.0 von 5 Sternen  Alle Rezensionen anzeigen (1 Kundenrezension)
  • Amazon Bestseller-Rang: Nr. 351.850 in Englische Bücher (Siehe Top 100 in Englische Bücher)
  • Komplettes Inhaltsverzeichnis ansehen

Mehr über den Autor

Chris Crawford
Entdecken Sie Bücher, lesen Sie über Autoren und mehr

Besuchen Sie die Seite von Chris Crawford auf Amazon

Produktbeschreibungen

Kurzbeschreibung

Chris Crawford on Game Design is all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today. Chris Crawford, the most highly sought after expert in this area, brings an intense opinion piece full of personality and flare like no other person in this industry can. He explains the foundational and fundamental concepts needed to get the most out of game development today. An exceptional precursor to the two books soon to be published by New Riders with author Andrew Rollings, this book teaches key lessons; including, what you can learn from the history of game play and historical games, necessity of challenge in game play, applying dimensions of conflict, understanding low and high interactivity designs, watching for the inclusion of creativity, and understanding the importance of storytelling. In addition, Chris brings you the wish list of games he'd like to build and tells you how to do it. Game developers and designers will kill for this information!

Synopsis

Chris Crawford on Game Design is all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today. Chris Crawford, the most highly sought after expert in this area, brings an intense opinion piece full of personality and flare like no other person in this industry can. He explains the foundational and fundamental concepts needed to get the most out of game development today. An exceptional precursor to the two books soon to be published by New Riders with author Andrew Rollings, this book teaches key lessons; including, what you can learn from the history of game play and historical games, necessity of challenge in game play, applying dimensions of conflict, understanding low and high interactivity designs, watching for the inclusion of creativity, and understanding the importance of storytelling. In addition, Chris brings you the wish list of games he'd like to build and tells you how to do it. Game developers and designers will kill for this information!

Welche anderen Artikel kaufen Kunden, nachdem sie diesen Artikel angesehen haben?


Tags

 (Was ist das?)
Bei einem Tag handelt es sich um ein Schlagwort, das zum Produkt passt.
Tags erleichtern allen Kunden die Suche und die Sortierung ihrer Lieblingsprodukte.
 

Eine digitale Version dieses Buchs im Kindle-Shop verkaufen

Wenn Sie ein Verleger oder Autor sind und die digitalen Rechte an einem Buch haben, können Sie die digitale Version des Buchs in unserem Kindle-Shop verkaufen. Weitere Informationen

Kundenrezensionen

5 Sterne
0
4 Sterne
0
2 Sterne
0
1 Sterne
0
Die hilfreichsten Kundenrezensionen
1 von 2 Kunden fanden die folgende Rezension hilfreich
Sehr gemischter Eindruck 3. Januar 2009
Format:Taschenbuch
On Game Design von Chris Crawford war zunächst einmal eine Enttäuschung. Wer eine Vorstellung von Methodiken oder Tipps zum Thema Spieledesign sucht, wird in diesem Buch kaum fündig. Lediglich das erste Drittel des Buches beschäftigt sich mit dem Thema und selbst in diesem Drittel schafft es der Autor nicht, seine Ansichten auf den Punkt zu bringen. Ich hatte immer den Eindruck, dass er ja möglicherweise etwas interessantem auf der Spur ist, aber seine Ausschweifungen und insbesondere die Beispiele waren eher störend. Dazu kommt, dass viele Ansichten meiner Meinung nach doch eher an den Haaren herbeigezogen, manchmal veraltet (das aktuellste Spiel, auf welches eingegangen wird ist Die Sims von 2000, gefolgt von Half-Life, 1998 - bei einem 2003 veröffentlichten Buch!), teils widersprüchlich oder schlichtweg falsch sind. Ab und zu jedoch schimmert eine gute Idee oder ein guter Ansatz heraus.

Weshalb sich das Buch eventuell trotzdem lohnt? Die restlichen zwei Drittel des Buches bestehen aus Entwicklungsberichten der eigenen Spieleprojekte von Chris Crawford. Er geht auf Ideen und Konzepte ein, was gut lief, was schlecht lief. Zugegeben, vieles davon ist sehr Ich-bezogen und stellt Fehler immer geringer dar als die Vorteile. Dazu gibt es viele "Kriegsgeschichten" aus den "wilden Jahren der Spieleentwicklung". Quasi eine Autobiografie eines Spieledesigners. Dies hat weniger praktischen Wert als vielmehr historischen, aber ich fand es dann doch angenehm zu lesen, als ich das Buch anfing als Biografie zu lesen, statt als Fachbuch.
War diese Rezension für Sie hilfreich?
Die hilfreichsten Kundenrezensionen auf Amazon.com (beta)
Amazon.com:  12 Rezensionen
39 von 39 Kunden fanden die folgende Rezension hilfreich
Entertaining and thought-provoking 4. November 2004
Von Fletcher Dunn - Veröffentlicht auf Amazon.com
Format:Taschenbuch
I have been making video games for about 7 years and have reached the top technical position I can at my company. So I wanted to learn some more about game design.

I bought 3 books on game design. The first, I discarded after 5 minutes of browsing as full of common sense and no real meat. (Be warned - there are lots of books on game design like that out there.)

Here's really where I think this book is different. I devoured this book in one siting. It's interesting and thought provoking, and I honestly came away feeling like I had some more insight into making games.

High points:

* Some interesting theories (or perhaps opinions masquerading as theories, but I mostly liked them all) about what is at the heart of a good game. Why do people "play?" Why is interactivity so important

* Lots of examples of games he felt had good design, and some analysis of what made them good.

* A list of common mistakes people make when trying to make games.

* A list of game ideas! He has a list of game ideas he's had that he's never turned into games.

* Plenty of war stories about how some of his games came into being, including the political battles and the evolution of ideas.

* PLENTY of strong opinions. This guy is opinionated. He either likes it or he hates it. I didn't agree with everything he said, but I enjoyed the way in which he pursued his arguments.

* An eye-opener as to just how narrow our industry really is, versus the range of games that we could be making. This, to me, was the most inspiring. He basically says that we've dug a hole for ourselves, and will have a hard time climbing out of it and becoming a mass-market medium. He says that video games we make are primarily making "candy" or "cartoons" to use food or television analgies. But where's the sandwiches, vegetables, salads, the olives, or the sitcoms, mysteries, dramas, or chick-flicks that would be consumed by a more mature and diverse audience? I think a light bulb came on for me and I realized how we are all fighting to see who can get the most piece of this little tiny pie, when there are so many other pies.

He's a bit bitter with the industry, and angry with the path it has taken - he basically says that nothing new has ben done in video games in the past 10 years, which consist of an endless stream of doom-wanna-bes. As I'm starting to become a more veteran person and some of the newness has worn off and I'm seeking new challenges, I can see how this happened to him.

All in all, I thoroughly enjoyed it.

The one negative about this book, is that he is coming from a time when everything was new and games were a lot simpler. To make a hit game, you took one key idea and ran with it - and the entire game was SO focused on that one idea. I mean it really was very simplistic. But that's where the rubber really hits the road, isn't it? Let's ignore graphics, sound, etc. The average game today is FAR more complicated than those simple games of 10 years ago. Even games like SimCity, Civilization, the Sims, Half Life, or GTA3 - which take a new idea and run with it - they are really deep and involved games. Almost all of his examples are 5 or 10 years old - which sort of makes it hard to apply to today's market. This is where I think his book leaves you hanging. Of course, the other design books I've read all suffer from this flaw of putting a bit too much stock in old games and forgetting that with modern games, the devil really is in the details. Buy this book for inspiration, not for practical advice.
39 von 41 Kunden fanden die folgende Rezension hilfreich
51% Opinions, 30% Fluff, 19% Insight  But a Must Read 13. Dezember 2003
Von K. Sampanthar - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Von Amazon bestätigter Kauf
Anybody who is familiar with Chris Crawford won't be surprised to know that his latest book on game design is littered with opinions! Also they wouldn't be surprised to know that there are some real gems of insight buried within the morasses of fluff and opinion. This book is a `MUST READ" for that 19% of insight.

His rants, side tracks and "old fart stories" are always amusing, I am sure some people will take offense and unfortunately they probably wouldn't get past the first few chapters and hence miss out some great thoughts on game design.

This should not be your only book on game design in your library, but it should definitely be there. Chris's thoughts on creativity, his list of "games I would like to write" and analysis of his games are worth the entry price alone.

Overlook the ego, be amused by rants and stories, ignore the author's over use of a thesaurus to sound smart but most definitely take note of his insights.

Only 4 stars, but no books with this much bias can truly get 5.

12 von 12 Kunden fanden die folgende Rezension hilfreich
A Must Read for Serious People Interested in Games 14. September 2005
Von Jonathan Beyrak Lev - Veröffentlicht auf Amazon.com
Format:Taschenbuch
I used to think that this book had some sort of flaw in its conception. It's written by one of the greatest game designers of all time, who is also the number one computer game theorist in the world, yet it neither teaches the craft of game design nor does it contain any great theoretical breakthroughs. There are important concepts in here, as well as many useful points, but it really doesn't seem to live up to Crawford's reputation.

But I was wrong. This book is perfect for what it sets out to do. It is designed as a complex, long-winded, utterly convincing argument aimed at the games industry, with the sole purpose of opening the reader's eyes to the sad truth - the computer games industry is in a dire situation from an artistic and creative perspective, and it's only getting worse.

Among other things, Crawford exorcises many of the buzzwords that haunt the dialogue of game design, presenting principles that are so much cleaner and more accurate than we've come to expect from game design books. He contends that "fun" is not a sufficient design goal for a game, indeed, that it's hardly a design goal at all, and presents what served as his goals on his many game projects. He gives examples of several games he'd like to make, each of which is completely different from anything ever seen on the market, although they are all great ideas, and this just serves to prove how narrow the creative emphasis of the games industry is.

This book is the painful look in the mirror that the games industry needs so badly. It lucidly explains what went wrong and why, and what needs to be done differently. If you are a serious person interested in games, then this is an excellent book to learn why today's games are less and less worthy of your attention. If you are actually a game developer, this book will show you the path to a creative freedom and artistic possibilities beyond common imagining, if you're honest and can take the criticism. Either way, Crawford's wit and insight will entertain and enlighten you, as will his stories of the early days of game design.

Highly recommended!
Kundenrezensionen suchen
Nur in den Rezensionen zu diesem Produkt suchen

Kunden diskutieren

Das Forum zu diesem Produkt
Diskussion Antworten Jüngster Beitrag
Noch keine Diskussionen

Fragen stellen, Meinungen austauschen, Einblicke gewinnen
Neue Diskussion starten
Thema:
Erster Beitrag:
Eingabe des Log-ins
 


Aktive Diskussionen in ähnlichen Foren
Kundendiskussionen durchsuchen
Alle Amazon-Diskussionen durchsuchen
   
Ähnliche Foren


Lieblingslisten


Ähnliche Artikel finden


Anhand des Sachgebietes nach ähnlichen Produkten suchen:


Ihr Kommentar