As a level designer for a California based startup, one of the few things that stands out in my mind as being an important step towards realising the scope of game development was reading this book.
This book doesn't give tutorials for map design, code snips, or instructions for texture creation, as well it shouldn't - that information quickly becomes dated with emerging technological trends. What this book DOES do (and masterfully), is to explain the methodology and theory behind the design of the game itself, from original concepts to final marketing and publishing. This is 10 times as valuable as the tutorials, snips, and instructions mentioned above could ever be.
One underlying theory runs through the entire book - namely, the game has to be fun. Using many useful examples through gaming history, the author provides crystal clear explanation, caveats, and suggestions. Upon reading this you step away with two things: the ideas behind implementing your own brand of fun in a game you may be creating, and respect for the amount of work that designs must go through for even the most 'simple' (at least, to the casual player's view) steps during the creation, development, and publishing of their game.
Ultimately, I would definently recommend this book as required reading to anyone in the industry, and would suggest buying a copy if you are a die-hard fan who is curious as to how games are created.
5 stars for an excellent guide, which, while is contains information that should be obvious, apparently isn't THAT obvious, judging by a few of the games that have been released recently. Definently one of the ultimate desk reference guides to game design and business - it's great to have all this information in one place at easy reach.