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Game Design: Secret of the Sages (Bradygames)
 
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Game Design: Secret of the Sages (Bradygames) (Taschenbuch)

von Marc Saltzman (Autor)
3.1 von 5 Sternen  Alle Rezensionen anzeigen (9 Kundenrezensionen)

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Produktinformation

  • Taschenbuch: 512 Seiten
  • Verlag: BRADY GAMES; Auflage: 2nd (18. Mai 2000)
  • Sprache: Englisch
  • ISBN-10: 1566869870
  • ISBN-13: 978-1575954226
  • Größe und/oder Gewicht: 22,9 x 18,5 x 2,5 cm
  • Durchschnittliche Kundenbewertung: 3.1 von 5 Sternen  Alle Rezensionen anzeigen (9 Kundenrezensionen)
  • Amazon.de Verkaufsrang: Nr. 607.163 in Englische Bücher (Die Bestseller Englische Bücher)

Produktbeschreibungen

Amazon.co.uk

It used to be said that there is a novel in everyone. Nowadays, however, a fair few of us are bursting with an idea for a classic, world-beating computer game. But how on earth do you go about turning that idea into a reality?

This book features a dazzling collection of interviews with the glitterati of the gaming world, neatly collated to show exactly how games develop--from basic concept through to a finished box on the shelf.

Editor Marc Saltzman has scoured the world to bring words of wisdom from people such as Nintendo's Shigeru Miyamoto, id's Tim Willits, and the man behind the classic Civilisation, Sim Meier.

In fact, there are over 100 industry professionals interviewed, each giving away their secrets on every stage of making a game. Chapters cover such topics as design, characters, story, puzzles, art, and the all-important "Breaking into the Industry". There are even a few chunks of programming code for readers of a more technical bent.

Also included are tips on the wider aspects of making a successful game, from marketing it effectively to creating a useful Web site and technical support service.

If you're at square one on your journey to create the new Tomb Raider or Half Life, then make a purchase of this book your next move. And even if you're not looking to be the next big gaming thing, Game Design provides a fascinating and insightful look at one of the most important industries in the world media today. For anyone genuinely interested in the importance and artistry of computer games, this book is indispensable.--David Bailey

Amazon.co.uk

This is the perfect time to become a computer game designer. Millions of games are sold in the UK every year and the Internet has opened a whole new world of technological possibilities for game developers. But how do you get started? Game Design--Secrets of the Sages by Marc Saltzman is an accessible and highly informative introduction.

More than 100 games professionals have contributed to the book. Game pre-production, production and post-production are all clearly explained in jargon-free language. Potential gamers don't need to be familiar with technical terms and advanced concepts like data structures to understand this book.

But the book is more than just game design. As well as helping you decide what kind of game to create, there are sections on marketing your game, how a Web site for your game is necessary and how to break into the gaming industry. All members of a game development team from programmers, artists and animators to sound engineers will get a lot out of this book. The only thing it can't teach is inspiration. --Justin Hunt -- Dieser Text bezieht sich auf eine vergriffene oder nicht verfügbare Ausgabe dieses Titels.


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4 von 4 Kunden fanden die folgende Rezension hilfreich:
3.0 von 5 Sternen Game Design: Won't Find It Here, 1. Dezember 1999
To be fair to Mr. Saltzman, he plainly states in his introduction what the reader will and will not learn about designing games in the remaining 474 pages of this massive tomb. The trouble is that normally the reader doesn't read the intro until after he or she has plonked down their $19.95. Quoting now, "This book will not require budding game programmers to be familiar with advanced concepts such as data structures, algorithm analysis, or anything like that. For the most part, the entire book is in easy-to-comprehend language..." Uh-huh. Not only does this book not require you to be familiar with these concepts, it rarely touches on them, and therein lies its biggest shortcoming. For a book entitled Game Design, it doesn't spend much time on the subject.

Quoting again from the same paragraph, "As far as the publisher and I know, this book is unlike any other book ever published." Literally, this is untrue but if we limit the scope of the claim to just books on the computer gaming industry, one is left to wonder why this statement is so, especially in an industry where cookie-cutter designs and slapping Roman numerals on sequels is standard fare. (And very successful fare, I might quickly add.) If there were real money to be made in publishing a book such as this, there would be plenty on the shelves already. I'm willing to let the author off the hook on this one however, because hyperbole aside, this book is rather unique.

Game Design is really a Who's-Who in the computer game industry. In fact, if I were tasked with giving it a title, I'd lean toward calling it Interview with a Game Designer. Quoting from the back cover "Mr. Saltzman interviewed over 100 industry professionals and asked them questions like these: "How did you get into the game industry? What mistakes did you make along the way?..." Now I like to drop names as much as the next guy but c'mon people. It may be somewhat interesting to read how John Romero got his start, but is this information applicable or even useful?

Seems to me, it wasn't all that long ago that PC Gamer magazine gathered the "Game Gods" for a collective picture and pizza session. Saltzman's Game Design gets them together again (or maybe he got them together first) as a source of collective wisdom and inspiration. There's nothing wrong with this; in fact, I have to hand it to Marc. It takes a heck of a lot of time to co-ordinate this number of people. And yet, while the book shows the effort behind the execution, it falls short in delivering the goods. In the end, Game Design winds up being a collection of smarmy platitudes and pat do's and don'ts. Where's the beef, Mr. Saltzman? It's all very entertaining to see so many people respond to the obligatory "What is the secret to your success?" question, but is it meaningful? Any one of the interviewees could have just as easily written "1. Eat right. 2. Get lots of sleep. 3. Exercise... So what's the secret of success? "Be at the right place at the right time." Gosh, lemme write that down.

Quoting from the General Game Design: Action and Strategy Games section, "Considering that good game design is more an art form than a science, it can often be difficult to ask someone to teach it to you." I disagree. Asking someone to teach you game design is easy. Watch this: "Mr. Saltzman, please teach me how to design games." See. Pretty easy wasn't it? Getting them to do it, on the other hand... that's the difficult part as this book clearly demonstrates. After reading almost 500 pages, I'm no closer to being a game designer than I was when the book was still sitting on the shelf and the twenty dollars was still sitting in my pocket.

In an effort to be thorough, Game Design covers a lot of bases, everything from mission design to marketing. But instead of being truly helpful or even insightful as it claims, the book is merely big and heavy. Too much is made of the fact that "over 100 industry professionals" were consulted. It's a case of extreme overkill. I really don't need six people telling me essentially the same thing. Parts of the book are somewhat interesting though it's debatable whether any of it is truly useful. Take for example the section on shareware. I found myself getting interested in the discussion on how best to use shareware as a marketing tool. I read it but I didn't retain it. Even worse, Game Design is not exactly reference material. For example. you're not going to flip through the book looking up what was said about pestering a prospective publisher with a game proposal. (Oh yeah... It says right here on page 364: Don't do it!) And if it's not a reference work, just what is it?

As an industry geek, I know a lot of the contributors and recognize a lot of the names. So for me the most enjoyable part of the book was thinking back to times when so 'n so and I were standing in the company break room shooting the breeze about game design. Most readers won't have such memories. Most will buy the book hoping to get a blueprint on making games and will end up being generally disappointed (as I was). Some may walk away feeling closer to the industry for having read the book but it's an illusion. In short, Game Design misses its target audience. It's written for people who want to play games, not make them.

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3 von 3 Kunden fanden die folgende Rezension hilfreich:
1.0 von 5 Sternen Full of promise, but absolutely no information..., 25. März 2000
For one thing, this book offered no technical information about games whatsoever. C++, OpenGL, and DirectX are barely ever mentioned, and the discussion of game design is a bit short of being insightful. Also, he even ignored one of the most popular game genres...fighting games. Midway, Namco, Techmo, Capcom...any of these companies sound familiar. The worst part of this book is the "break through" advice, such as "make your game fun," "nice looking graphics are important," and "be sure to have good sound effects". Thanks, but I could have figured that out on my own. If you've ever played a videogame (or ever even heard of videogames) before, then there is nothing you could possible learn from this book.
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5.0 von 5 Sternen Great selection for game design, 9. Dezember 1999
Von Ein Kunde
It shows you the easy way to acheive your goal in making your game. I found it to be very helpful.
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Sagen Sie Ihre Meinung zu diesem Artikel: Eigene Rezension erstellen
 
 
 
Die neuesten Kundenrezensionen

2.0 von 5 Sternen An anectdotal primer
With the various ways the title can be interpreted it is easyto see why a reader gets miffed if they aren't able to browse it. Lesen Sie weiter...
Am 21. November 1999 veröffentlicht

1.0 von 5 Sternen lots of nice interviews, but basically a useless book
Not so much the secrets of the sages, more like, the helpful ideas from the sages. There really were no big secrets at all, just a bunch of interviews with people talking about... Lesen Sie weiter...
Am 19. November 1999 veröffentlicht

2.0 von 5 Sternen Lack of Detail
Don't get me wrong... I learned from this book a few but not quite what I'm looking for. It lacks which softwares is good to use... how it is done.... Lesen Sie weiter...
Am 30. Oktober 1999 veröffentlicht

5.0 von 5 Sternen Well written and insightful;
As a journalist who covers the games industry, I approached "Secrets of the Sages" as yet another book written by someone claiming to be an "expert" on the... Lesen Sie weiter...
Am 23. August 1999 veröffentlicht

4.0 von 5 Sternen For People who what to get into the gamming business
This book is almost all theory about the business, with very little code, and I do me little code. The book provides several URL's to web pages. Lesen Sie weiter...
Am 12. August 1999 veröffentlicht

5.0 von 5 Sternen The Holy Bible of game development!
This is a very valuable book - not only for the game designers, but also for programmers, artists, musicians, and even PR and marketing people. Lesen Sie weiter...
Am 12. August 1999 veröffentlicht

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