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Designing Games: A Guide to Engineering Experiences (Englisch) Taschenbuch – 22. Februar 2013


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Produktinformation

  • Taschenbuch: 413 Seiten
  • Verlag: O'Reilly & Associates; Auflage: 1 (22. Februar 2013)
  • Sprache: Englisch
  • ISBN-10: 1449337937
  • ISBN-13: 978-1449337933
  • Größe und/oder Gewicht: 15,2 x 2,2 x 22,9 cm
  • Durchschnittliche Kundenbewertung: 5.0 von 5 Sternen  Alle Rezensionen anzeigen (3 Kundenrezensionen)
  • Amazon Bestseller-Rang: Nr. 60.126 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)

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Über den Autor und weitere Mitwirkende

Tynan Sylvester first designed games in 2000. His smallest projects were one-man independent games on which he wrote every line of code and painted every frame of art. His largest was four years on Irrational Games' 110-person development team making BioShock Infinite. He has also written several feature design articles for Gamasutra, the biggest game design website. Tynan believes that much of what we think of game design grows from the metaphors we use to describe it. He likes to work at finding metaphors that create useful answers instead of deadly assumptions. He also enjoys bacon and prefers Picard to Kirk.

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3 von 3 Kunden fanden die folgende Rezension hilfreich Von fo am 24. Mai 2013
Format: Taschenbuch
Ich war schon etwas länger auf der Suche nach einem umfassenden und vor allem aktuellen Buch zum Thema (Video)Game Design. Viele Titel im Segment sind leider veraltet, etwas einseitig oder gehen nicht konkret auf die Besonderheiten von Videospielen ein.

Anders dieses Buch. Designing Games beschäftigt sich erst mit der Theorie, wie Spiele aufgebaut sein müssen, damit sie uns Spaß machen, bzw. Emotionen in uns auslösen. Dabei geht es viel um die Abgrenzung zu anderen Medien, insbesondere dem Film, im Bezug auf Interaktivität und Dramaturgie. Im zweiten Teil des Buchs werden die Erfahrungen und Tipps des Autors zur Planung und Durchführung eines Game Projekts beschrieben. Er bleibt er erfreulicherweise nicht auf einem theoretischen Projektmanagement-Level, sondern beschreibt die Schmerzen, die jedem Mitglied eines Softwareprojekts tagtäglich widerfahren können.

Tynan Sylvester schafft es, seine langjährige Berufserfahrung nicht nur als Stichpunkt auf den Buchrücken zu drucken. Jede Meinung und jede Theorie wird durch Beispiele untermauert und von unterschiedlichen Standpunkten abgeklopft. Hier spricht jemand, der sein Fach versteht und sich lange Jahre viele Gedanken über die Abläufe in Spielen und deren Drumherum gemacht hat. Die Beispiele sind erstklassig gewählt. Es werden Mechaniken aus Klassikern wie StarCraft(2), Bioshock oder Counter Strike erklärt und warum diese Spiele uns mehr im Gedächtnis bleiben als andere.

Ich habe ein theoretisches Buch selten so schwer aus der Hand legen können. Das Englisch ist fachbezogen, aber sonst einfach verständlich. Es ist locker geschrieben und weiß durch viele Anekdoten gut zu unterhalten.
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Format: Taschenbuch
Viel wird heutzutage über Gamification geredet, ohne dass einmal die Grundlagen von Spielen verstanden worden sind!
Nach Lektüre des Buchs will man eigentlich gleich ein eigenes Studion aufmachen und loslegen.

Zusammen mit "Art of Game Design" von Jesse Schell eigentlich ein Standardwerk über Spiele und was dahinter steht.
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Ein exzellentes Werk, welches die Lücke zwischen Ludologie und Narratologie schließt. Spielmechaniker und interaktive Geschichten-Erzähler werden hier versöhnt!

Ich lehre selbst Game-Design an der Mediadesign Hochschule in Düsseldorf und sehe in diesem Buch ein Muss für Game-Design-Studenten. Absolute Kaufempfehlung!
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Amazon.com: 20 Rezensionen
22 von 24 Kunden fanden die folgende Rezension hilfreich
A great book... for the right audience 11. April 2013
Von Jeff & Wendy S - Veröffentlicht auf Amazon.com
Format: Taschenbuch Vine Kundenrezension eines kostenfreien Produkts ( Was ist das? )
I got this book before there was much information available about it, so when it arrived, it was not quite what I expected.

To the right audience, this book is going to be pure gold. But the right audience is not going to be as broad as most books related to game creation.

This book is really an academic look at game design. It could almost be categorized as "Psychology and Human Behavior" instead of "Computers". The author provides a lot of insight as to what makes a good game experience work and gives useful insights as how to bring elegance to the mechanics of your game in order to keep player's interested.

What this book is NOT:

There's not a line of code, an algorithm, or even a screen shot in this book. It is all text with a couple of high-level interaction diagrams. It will not teach you the latest 3D coding or mobile development methodologies, nor the nuts-and-bolts of structuring game code. It is all about the experience of gaming, and how to make it work for you. It has only minor application to the casual programming hobbyist, and even less if you're game of choice is a simple shoot-em-up game. The ideas presented here really apply to the large, immersive types of games, games where you interact with a large world and how your game mechanics, emotional triggers, and overall narrative make that world more believable. I'd think it would be aimed more at game producers, designers and architects, and not so much to the guys doing the grunt work.

For anyone more than the casual hobbyist, the low cost of this book is bound to give you back its value in insight, so I have no hesitation recommending it. Just understand what it is and what it is not, and if you are the right audience.
10 von 10 Kunden fanden die folgende Rezension hilfreich
The Tao of Gameplay 11. Mai 2013
Von frankp93 - Veröffentlicht auf Amazon.com
Format: Taschenbuch Vine Kundenrezension eines kostenfreien Produkts ( Was ist das? )
`Designing Games' asks readers to consider the following:

Why have particular board games such as chess and playing card games based on a standard deck endured for centuries while countless derivatives either failed outright or long ago passed into obscurity?

In more recent times, why do certain computer games and apps become near instant worldwide sensations while countless others - however outwardly similar - lay gathering digital dust on app store shelves?

It's not about coding tricks, optimization, fancy algorithms, or the latest APIs and game engines - `Designing Games' doesn't include a single line of code, not even pseudo-code.

It's also not about graphics - photorealistic, phantasmagorical or otherwise - the book doesn't include a single illustration.

Nor is it about goggles, gloves, glass, fake guitars, or other cutting edge controllers.

While all the above may be components of excellent games, the point of the book is that excellence in any one or more of them, by itself, will not guarantee a game that players will return to again and again.

`Designing Games' is about the delicate balance of factors that, when applied just right, result in gameplay so enticing and satisfying that people have literally devoted their lives to it - even with no practical hope of attaining full mastery.

If you've read game coding books there's often a quick chapter on `playability' and perhaps some tips on scaling performance to hardware, accounting for network traffic, and how providing multiple levels of progressively more complex puzzles will increase the challenge for players.

If you've read game graphics books, you may not even get that: Playability, if it's mentioned at all, is often relegated to `something for the developers to worry about'.

I found Sylvester's description of games as `Engines of Experience' to be a terrific metaphor and conceptual cornerstone for the ideas presented here. He's not afraid to go down the paths of psychology and cognitive response when describing how players react to various event stimuli and the necessity of factoring this into your designs.

Don't worry if that contains a whiff of college psych lectures - Sylvester's writing style is lively and non-academic. He's passionate about game design and it comes through.

The kind of games the book addresses are more complex than classic arcade-style: the territory here is games that involve navigating geography, absorbing knowledge along the way, puzzle-solving, creating immediate and longer-term strategies, and multiplayer interaction.

There's no formal presentation of game theory per se and no math at all to speak of, but I found `Designing Games' to be a very readable and enjoyable (and practical) discussion of the underlying factors that make up good gameplay.

If your head's in the code and you think this stuff doesn't matter or it's too esoteric to concern yourself with, do yourself a favor and broaden your horizons.

I believe having a conceptual framework about what constitutes good gameplay, as described here, will improve your low level technical designs and make you a better engineer.
6 von 6 Kunden fanden die folgende Rezension hilfreich
Designing Games is full of in depth information on the whole process designing a game 23. Mai 2013
Von Patrick Regan - Veröffentlicht auf Amazon.com
Format: Taschenbuch Vine Kundenrezension eines kostenfreien Produkts ( Was ist das? )
The author of Designing Games feels that the goal of game designers should be to engineer experiences for the player. As such I found Designing Games to be be a really good source of approaches to game design. The author really seems to know what he is doing; he frequently mentions his experiences with designing games (a mix of good and bad experiences he had) throughout the book as he divulges the insights into game design that he has achieved over the years. The book is divided into several parts. Part one presents the idea of games as engineering of experiences. Part two presents the concepts behind designing games and part three presents the methods a design team might use to actually implement a game design from start to finish. I found this book to be full of interesting ideas about game design. Whether the author is talking about the particulars of how to do iterative design in game design or explaining how to make a game balanced (not too hard and not too easy), I found his advice to be very in depth and useful. He doesn't just say "design iteratively" he explains how to do so at some depth. Indeed, I could see someone using this book as a source of guidance for the design of a game from start up to (but not including) actual coding and creation of art assets. I recommend this book to anyone who would like to design a interactive game.
4 von 4 Kunden fanden die folgende Rezension hilfreich
A very readable insight into the complexity of game design 30. März 2013
Von Cerys - Veröffentlicht auf Amazon.com
Format: Taschenbuch
If there is one thing that becomes clear when you read this book, it is that game design is even more complex than you might imagine. When you play a game that has been well designed, there is an illusion of simplicity, you may think that the design elements are clear and obviously, but there are numerous gameplay elements, knowledge, and effort required to create the design that you are just not visible to the player. This book provides an insight into game design decisions, game play elements, and and the design process that reveals the complexity behind the designs of successful games.

The book is divided into three major sections, engines of experience, game crafting, and process. The engines of experience provides an insight into how game mechanics and game events produce and change emotions in the player, and how these effects can be utilised to generate experiences. The second section provides descriptions of crafting game play elements together with examples of success and failure in these designs from actual games. Topics covered include skill range and development, narrative and pacing, decision making and flow, balance, multiplayer behaviours, motivation and fulfilment, interface and interactions, marketing. The final section on the design process describes the day to day activities that are necessary from game design and development. Topics covered include the pitfalls of over-planning and over-confidence and the importance of iteration, testing methods and common mistakes, dependencies and development priorities, and knowledge creation. This section also discusses the impact of leadership styles and organisation culture on the effectiveness or otherwise for creative teams such as game designers.

The book is very clearly written and very easy to read, despite being very text heavy. Although the book contains much personal experience from the author, it is also well researched and contains examples and advice from other experts to back up the opinion of the author. This book is not really a "how to" of game design, there are no list of rules to follow or exercises to complete. There is however a wealth of examples and descriptions of the different elements that make up a game, and how each of these needs to be considered when designing a game. Having a great idea for a game is not enough, each of these elements must have been thought about, tinkered with, tested, balanced, and iterated to ensure that the game actually works to provide a great experience for the player. This book provides real food for thought on the complexity of game design and the challenges that need to be overcome.

I'd recommend this book to anyone interested in how games are designed, or who are new to game development. The third section on game design processes contains good descriptions on issues for team working, design, and development that are relevant and familiar to most teams working in software development.
2 von 2 Kunden fanden die folgende Rezension hilfreich
Game Design for people in the trenches. 5. August 2013
Von Joseph J. Cassavaugh - Veröffentlicht auf Amazon.com
Format: Taschenbuch Verifizierter Kauf
I only have one complaint about this book...it ended. I wanted the author, Tynan Sylvester to go on for at least another 200 pages. Hopefully, one day, he'll write one just talking about all the true and weird stuff that goes on in the games industry.

This book is heads and tails above any "classic" game design book or manual. It's the opposite of some of those ivory tower tomes written by those that don't "do" but "teach". It's not a step-by-step manual about how to do good game design. It begins assuming you already have read the many books on those subjects. This is a book about game design in the real world. Instead of a chapter on brainstorming techniques like some books on game design would have you slog through, "Designing Games" says this about brainstorming: (in a chapter called "Knowledge Creation") - After defining brainstorming as a semi-formal process designed to quickly produce a large number of ideas, he says - "Brainstorming is good for generating ideas in volume. It is very bad for refining ideas, and the ideas it produces vary widely in quality."

Exactly 6 sentences are devoted to brainstorming. You may not agree and think that brainstorming requires much more discussion, but I loved that choice.

The highest compliment that I can give to this book is that it coherently explains exactly why I don't want to work in an organization that creates games and prefer to create/design games on my own. It is exceptionally difficult to Create/Design games within any organization, but Tynan breaks it down every step of the way and gives many, many pointers of how to navigate the potential minefield of getting a "good" game done in a corporate environment. He makes the point more than once that the smaller teams are more likely to make great games. (and that's why I'm still a team of one, even though I wouldn't call my Clutter games "great" by any measure).

Basically, it felt like I was talking to an old colleague, who has been in the trenches with me at the various game companies I've worked for. The only difference is that Tynan has way bigger and better experiences than I have.

He even covers topics like Motivation, and how it can be affected by success.

The last third of the book is the best as it delves more into the "process" of creating a game as opposed to the "craft" part. He talks about what a developer has to do day in and day out to get a game done. He starts by telling us what "busy idiocy" is (basically solving the wrong problems that aren't the real problems and the fake satisfaction of completing unimportant tasks (my words)) and then he sums it up nicely:

"In the short term, busy idiocy feels like raging genius."

And that's the best compliment I can leave Tynan with. He's a true genius in a sea of raging ones. He can spot "poop and scoop" (buy the book/look it up) a mile away.

"Designing Games" is wisdom you won't find anywhere else...and if you've been in the trenches of even a small game development team trying to get out "good" product, this book is for you. It's your story and it will make you think about how you make your many choices in both Game Design, and just Game Creation a bit differently.

Thanks Tynan, I want that sequel.
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