We should have a thread where we post inspiring and useful video links and recemened books and readings. IF there is one already, I didn't see it. I will a post some things here a little later. I wanted to open this thread for now. If you post a link, tell us why you like it.
Recomended game-design videos and readings
I've never seen a really good one. I just play a lot of games. (Actually, at least by boardgamegeek standards, I don't, but my point stands.)
Koster's A Theory of Fun is set for republication by O'Reilly in the next few months... I'd definitely wait. It's good, and Raph presents it very interestingly and humorously, but it's not great, and definitely not worth more than $30 or so (it's very short).
I don't know where everyone is located, but at certain libraries there is an inter-library system that allows you to borrow books from anywhere that is a part of the system. I have picked up 3 recent game design titles in the system but not at my local library.
Toy and Game Inventors Handbook is considered a must read.
I don't know if the others are any good yet, so I'll hold off on them.... but try your library if you have one nearby.
I've heard good things about Game Design Workshop (which has two editions). It's very thorough (judging by the size and table of contents) and can be had for about $30 on Amazon or Ebay.
just added that to my library cart earlier and will get to check it out within a week.... the library is your friend if you have one nearby!
Here is a list of books from the old site:
http://archive.bgdf.com/tiki-index.php?page=Game+Design+Books&highlight=...
-Darke
Theory of Fun is good (but brief), and the useful stuff is primarily about how people process information, and when you're doing something that makes that process a chore, or fun for them. $120 is definitely unreasonable, but i would recommend reading it if you get a chance.
Toy and Game Inventor's handbook is 99% fluff. I do not recommend spending money on it... and i don't really recommend getting it from the library unless you can't find anything else, all the useful information it presents is presented more efficiently and thoroughly in other books.
Here's a link to an interview with Reiner Knizia focused primarily on his game Tigris & Euphrates. I've only watched the first four parts (of ten total), and it seems pretty good. Unfortunately I have never played the game, so I think that may be limiting how much I can get out of it at this point.
http://www.marquand.net/article.php?story=20080319202932565
Just listening to Knizia's voice is interesting. The discussion of objectivess and how important they are to him in game design struck me as particularly nice to hear. His emphasis on simple rules giving birth to complex play did not surprise me, and I'm sure is something other people are thinking about as well. Once I get some sleep I'll go back and watch the final six episodes.
The following link is to a "review" of Dominion, which is in actuality more the story of how Dominion was created. Tons of behind the scenes information is included. I particularly enjoyed two things about this article. First, reading about how Dominion evolved out of other games the designer had worked on. Second, the plethora of examples of cards that never made it into the published game, and the explanations of why. I'm a little skeptical as to whether or not I'd enjoy playing the game, but this background was certainly fascinating.
http://www.boardgamenews.com/index.php/boardgamenews/comments/game_previ...
The designer's discussion of how his friends reacted to the game is also really enjoyable, and even a little humorous, to read.
Agreed. Imagine a children's book on, say, the human body: that's the level of information you'll get, nothing you couldn't get for yourself in 20 minutes of googling.
When I moved to Washington I found Rules of Play this at the public library.
http://www.amazon.com/Rules-Play-Game-Design-Fundamentals/dp/0262240459/...
I read it in a week, bought my own copy, and have read it multiple times since then.It won't teach you HOW to design a game but it is the first attempt to build a critical vocabulary for what games are, why they function the way they do, and what makes a game good or bad. Before reading Rules of Play I only had vague ideas of what worked and why. Afterwards I felt like i'd been wandering a dark maze for years (since childhood really...) and someone had given me a lantern, food, and a map. Rules of Play is my bible.
Theory of Fun was good too, but it's really short and not nearly as meaty as Rules of Play. Its theory is that understanding complex systems, learning them, mastering them, breaking them down and assimilating them is "fun." It attempts to build a definition for the word "Fun." It also is a powerful tool.
Game Design Workshop is mostly focused on video games. But it does offer a very powerful tool, something that it calls "The Iterative Design Process." This is essentially prototype as early as possible and build your game based on player feed back rather than on trying to design the whole thing in advance on paper. This is a powerful lesson.
Thanks for starting this thread, these resources are great and inspiring for newbs like me.
Think it's a good read for understanding why people like things and it introduced me to a few games that I should check out. No two contributors could do the same game, so they had to list 3 of their favorites.... luckily for the man putting the thing together, nobody had to change and each got to do 1 of their top 3 (also, they were to stay clear of their own products... but some got their vicariously in my opinion).
There is a couple of publishers on the list, so gaining insight into what they like is a plus for designing to their tastes.
One contributor's essay was on the "choose your own path" books; there was one I didn't see coming and there was some discussion of these could be classified as games... but I cannot see why they could not be included. Go figure.
I'd like to throw my own book into the mix - "Paid to Play: The Business of Game Design". Doesn't go very deep into the hows of building a brilliantly designed game but focuses more on the practicality of creating your game and giving it the best opportunity to sell, either by licensing or self-publishing. If you look at games as a money-making opportunity at all, then it's a must-read. Only came out this last November.
Based on my game design class that I've been teaching for 6 years now. Two of my first students are now full-time inventors with a game that is approaching the million unit mark. And about a dozen other students of mine, that I've staying in touch with, are published game designers.
Available at most online sites, but if you buy it at my site,
http://www.gamedesigncentral.com/inventors/book.htm
it comes with a play test guidelines and rankings sheet.
- Keith
www.gamedesigncentral.com
(303) 883-5837
(this stuff comes from a guy who has been in the video gaming world for over a decade, but pretty "new" to board gaming world)
The Game Inventor's Guidebook (5 out of 5 stars)
-must read. I think this is an excellent book that's definitely worth reading by anyone into board/card/whatnot game making. Especially those who want to get their first game out should read this book.
Paid to Play: The Business of Game Design (3 out of 5 stars)
- Really short book, so it merely touches certain subjects. Toy and Game Inventors Handbook had much of this stuff in more detailed form, but I guess it doesn't hurt to get this book too. It was bit short (and thus felt bit pricey compared to the number of pages :)), but perhaps okay read for a newcomers. The stuff in the booklet was pretty good.
Theory of Fun for Game Design (3½ out of 5 stars)
- I think it had too much theory about what game is and whether games are art or whatnot... but the writings around "humans wanna see patterns & solve things, and get frustrated if there's too much noise" and "we want to grow - or it's boring..." were interesting. I think it's worth reading in case you haven't got the book yet, but I doubt it's the best first choice in the field. Comic pics are fun touch. :)
Just spotted this...
The Art of Game Design: A book of lenses
http://www.amazon.com/Art-Game-Design-book-lenses/dp/0123694965/
Anyone read? Comments?
It's fun to have some comments on these books. I was making a list of books available why trying to know which were the best books for me. I intend to create eventually a small game design library. It's also fun that some books have realeased a 2nd edition.
By the way, I have seen that some designers: Pandemic and Dominion has published some information about how they designed their game. It also reminds me that viktory 2 also published the making of their game. I think this is something designer should do more so that you could know what choices de designer made and how come he arrive to that results.
I intend to do my part by publishing an historical making-of the game for each game I publish. It is a way of sharing knowledge with other designer which seems to work better than blogging. It also creates advertisement for your game.
This is a vary great video on youtube about an hour long. Were, Matt Leacock who released the board game "Pandemic", briefly explains the game and then gives a rich informative speech about how he created the game from idea to finished product and principles of game design. Plus a Q&A at the end.
Here is the link:Cooperation and Engagement: What can board games teach us?
I have never played Pandemic, but gained some valuable information from his presentation about game design.
He mentions many interesting and valuable conscepts about creating fun in a game. Also, he mentioned a book that he refered to for information while he was creating Pandemic called Theory of Fun for Game Design .I have been currious about this book. When I found this book on Amizon, it looked vary interesting but the price is outragious. I don't know if it's because it's rare or what but I'm persuaded to beleave this is an extremely valuable book to game designers of every kind. I am seriously thinking about bighting the bullet and purchasing this book. I mean if it helped Matt Leacock create pandemic which became a big hit, it must have some value. I don't
mean to "appeal to authority" with my reasoning there. But that sais something about an expensive book I don't really know much about. Anyway enjoy!