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Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games (Premier Press Game Development)
 
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Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games (Premier Press Game Development) [Englisch] [Taschenbuch]

Neal Hallford , Neal Halford , Jana Hallford
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Produktinformation

  • Taschenbuch: 544 Seiten
  • Verlag: Macmillan Technical Publishing (April 2001)
  • Sprache: Englisch
  • ISBN-10: 0761532994
  • ISBN-13: 978-0761532996
  • Größe und/oder Gewicht: 22,4 x 18,8 x 3,3 cm
  • Durchschnittliche Kundenbewertung: 5.0 von 5 Sternen  Alle Rezensionen anzeigen (1 Kundenrezension)
  • Amazon Bestseller-Rang: Nr. 422.203 in Englische Bücher (Siehe Top 100 in Englische Bücher)
  • Komplettes Inhaltsverzeichnis ansehen

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Neal Hallford
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Produktbeschreibungen

Kurzbeschreibung

Computer role-playing games allow players to assume the role of a hero out to conquer an epic challenge. Over the course of the game, the player s character learns new spells and skills which, in turn, allow him or her to explore even more of the game world and to solve the quest presented by the game designers. Never in the history of gaming have role-playing titles been more popular. Swords & Circuitry: A Designer s Guide to Computer Role-Playing Games will allow you to decipher the arcane mysteries behind game development tools like plot trees, world bibles, design documents, and game scripts. It contains exciting and topical illustrations by game industry artists like Kenneth Mayfield, Jeff Perryman, Jim Wible, Trammell Issac, April Lee, and others! Learn from the designer behind role-playing best-sellers like Betrayal at Krondor, Planet s Edge, and Might & Magic III: Isles of Terra, and discover the ten things that every role-playing title must have to succeed!

Synopsis

Computer role-playing games allow players to assume the role of a hero out to conquer an epic challenge. Over the course of the game, the player s character learns new spells and skills which, in turn, allow him or her to explore even more of the game world and to solve the quest presented by the game designers. Never in the history of gaming have role-playing titles been more popular. Swords & Circuitry: A Designer s Guide to Computer Role-Playing Games will allow you to decipher the arcane mysteries behind game development tools like plot trees, world bibles, design documents, and game scripts. It contains exciting and topical illustrations by game industry artists like Kenneth Mayfield, Jeff Perryman, Jim Wible, Trammell Issac, April Lee, and others! Learn from the designer behind role-playing best-sellers like Betrayal at Krondor, Planet s Edge, and Might & Magic III: Isles of Terra, and discover the ten things that every role-playing title must have to succeed!

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4 von 4 Kunden fanden die folgende Rezension hilfreich
Format:Taschenbuch
A great book to designing your own rpg game and a great insight into the computer gaming industry. Providing small info on programming itself, you don't need to be a great programmer to understand this book, but understanding of a few basic principles surely help - as does a profound understanding of pen&paper rpgs. Some parts of the book are only for the #professional# game designer, but you will start realising, that you can't do a goot crpg on your own, but you need a team (and be it just friends, who can do art, sound or writing). The author states some of the typical do's and do not's of the trade. As I bought the book, we already had our world and a basic set of rules; and you certainly can't do without having anything in mind, before starting to read.
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32 von 34 Kunden fanden die folgende Rezension hilfreich
Most detailed game design book I've ever read 23. Juli 2001
Von Ein Kunde - Veröffentlicht auf Amazon.com
Format:Taschenbuch
This book is focused on designing role playing games, but covers so much information about the game industry that it is applicable for any type of game. Whether you are interested in the subject peripherally, are in the industry, are a gamer, or a programmer, you will find this book to be an enjoyable read. It is not a technical book, but rather a marketing book, filled with humorous anecdotes from an insider's view of the game industry. The artwork was very professionally done, as were the figures. This book is just an enjoyable read overall. It includes a complete game design proposal (by one of the author's games) for an actual game that was accepted by a game publisher. The author designed games like Betrayal at Krondor, and many more, so he knows what he is talking about! Reading about what took place to bring many popular games to market was very interesting. Towards the end, there are several interviews with actual game designers (such as the designer of Ultima Online and others). This section was fascinating. The book does get into the details too, talking about assembling a development team, project life cycle, testing, and so on. Jam packed with tons of cool facts and information.
21 von 22 Kunden fanden die folgende Rezension hilfreich
Highly recommended 4. Oktober 2003
Von Dave Astle - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Von Amazon bestätigter Kauf
This book has been out for a few years, and unfortunately, it has never really received the attention it so richly deserves. From the title, you might infer that it teaches how to design role-playing games, which it does, but what might not be immediately obvious is that the information contained in it can be applied to games from any genre.

This book discusses everything from product life cycles, to plot design, to team roles, to world building, to gameplay issues, and much more. Each topic is covered in detail, with advice and examples. The book includes in-depth interviews with people behind some of the top role-playing games (e.g. Dungeon Siege and Neverwinter Nights), as well as copies of real design documents from leading games (e.g. the world layout from Fallout and the design document from Nox).

The Halfords' writing style is colorful without being condescending. Neal's experience shows through as he is able to back up all of his advice with real-world experience on major titles.

This is quite simply one of the best game design books on the market, and an entertaining read to boot. I give it my highest recommendation.

17 von 18 Kunden fanden die folgende Rezension hilfreich
A Must Read For All Game Designers 11. September 2002
Von Wynne E. Mclaughlin - Veröffentlicht auf Amazon.com
Format:Taschenbuch
Neal's (& Jana's) book is not only comprehensive and up-to-date (which no small task in the game industry!) but it's also enjoyable as hell. His well documented history of the gaming industry alone is worth the price of the book, but Swords & Circuitry is also full of incredibly valuable information presented in an well thought-out manner, and with a sense of humor.

The book covers world building, game balance, effective team building, resource management, game proposals, design documents, user interfaces, game writing and much, much more. And, as a bonus, the second half of the book contains recent interviews with some of the hottest developers in the industry.

If you're a designer, or a would-be designer, do yourself a favor and pick it up. I can't recommend it highly enough!

Wynne McLaughlin
Game Designer - NCsoft
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