Game Design is a 30-page book geared towards teens. Author Greg Austic defines games, discusses their value, and talks about elementary principles of game design.
Austic defines games by their elements, arguing that they all have rules, outcomes, and conditions for winning (or at least two of these three). For the designer, he suggests playing lots of games and thinking critically about them (why are they fun- or not?), learning to love criticism and embrace failure as necessary steps, and keeping a journal to record impromptu ideas.
When ready to design your game, he suggests finding inspiration by:
- searching the Internet for ten examples of things you think look cool
- making a list of ten stories that invoke strong emotions in you (any emotion)
- writing down ten of your favorite games
When complete, choose one item from each group and contemplate making a game by combining them in some way. Mix and match until you find one that's suitable, then refine your idea through prototypes and testing.
Game Design isn't a great book. It's far too short to meaningfully explore game design- even for teens- and the author is clearly not as experienced as others in this field. But his suggestion for inspiration- especially making a list of stories- I found helpful. That aside, you can skip this one.
Rating: C
Austic defines games by their elements, arguing that they all have rules, outcomes, and conditions for winning (or at least two of these three). For the designer, he suggests playing lots of games and thinking critically about them (why are they fun- or not?), learning to love criticism and embrace failure as necessary steps, and keeping a journal to record impromptu ideas.
When ready to design your game, he suggests finding inspiration by:
- searching the Internet for ten examples of things you think look cool
- making a list of ten stories that invoke strong emotions in you (any emotion)
- writing down ten of your favorite games
When complete, choose one item from each group and contemplate making a game by combining them in some way. Mix and match until you find one that's suitable, then refine your idea through prototypes and testing.
Game Design isn't a great book. It's far too short to meaningfully explore game design- even for teens- and the author is clearly not as experienced as others in this field. But his suggestion for inspiration- especially making a list of stories- I found helpful. That aside, you can skip this one.
Rating: C
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