The Art of Game Design a Book of Lenses Google Scholar
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I'll update with more than details as shortly as I take time (I want to look into who else is responsible for publishing this material in support of the author), simply, wow: those parts are terrible, poorly cited, and comprise glaring problems such every bit "people are saying" weasel words.
I'm going to go ahead and say almost reviewers here likely would non have given this boo
Update: My giftee has read deeper into this book and shared some parts with me that I hadn't all the same seen. This book is sexist and misogynistic.I'll update with more details as presently as I have time (I want to wait into who else is responsible for publishing this cloth in back up of the writer), merely, wow: those parts are terrible, poorly cited, and contain glaring problems such equally "people are saying" weasel words.
I'grand going to go alee and say most reviewers here likely would non take given this volume a pass if it contained racism and antisemitism equivalent to the book's sexism, notwithstanding wait at the 4-5 star reviews with non a single mention of the outrageous sexism independent herein. Either those readers believe equally the author does, without prove, so they didn't detect, or they just don't care, which is frustrating and disturbing no matter how yous slice it.
This book is used every bit a academy textbook, and I cannot imagine seeing those sections in a classroom setting. Furthermore the table of contents for the offensive sections hasn't changed for third edition, so the material is still at that place! Until I return with more detail, this is existence talked about online in other spaces: https://medium.com/@partytimehxlnt/ti...
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Bought the second edition of this book as a gift, and read a few excerpts with the giftee. If you search the reviews hither for "gender" and "sexist," you'll see that there are red flags about one particular section, and I urge readers to talk back to that function of the volume in your reviews and in your game blueprint. For hereafter editions, it would be helpful if the section in question was handed over to someone else due to the author's limitations and the lack of needed citations, or else omitted entirely. I'm not sure if that lens permeates the entire book, but I sincerely hope non since this is the get-to book on game design, and otherwise looks to be well received.
A unproblematic test readers and writers can use: Effort reading the piece of work with race substituted for gender. If you wouldn't say the matter about race -- if it sounds incorrect -- don't say it about gender.
...moreAnd the number of typos was astounding. (I sent Jesse Schell a list of about twenty t
This book contains some thought-provoking suggestions nigh game design, only it likewise contains enough empty truisms to become abrasive. For instance: "there were many decisions the designer fabricated to lay information technology out, and these decisions made a meaning touch on upon the game feel" (p. 237). The terminal paragraph of each chapter and subchapter could probably be omitted without removing whatever information from the book.And the number of typos was astounding. (I sent Jesse Schell a listing of nearly twenty to right in e-books or reprintings.) Their sheer volume made me a fleck dubious of the depth of thought that went into the volume. Some parts of it, peculiarly the emotional ramblings toward the end, read like beginning drafts.
The premise of the volume intrigued me. Schell pulled together a drove of one hundred "lenses": ways looking at a game to see what needs to be inverse about information technology. Some of these could exist quite useful, although most don't need the surrounding context of the book to support them. The book has a companion Deck of Lenses that might make a amend purchase for anyone really intending to apply the lenses for a design.
As a one-time professional juggler and one-time employee of Disney, Schell's perspective on the entertainment side of the industry was valuable, albeit somewhat trite.
Here are some things this volume says:
(view spoiler)[
*Compared with other media, it is harder to hide the artifacts and connect the user directly to the feel in games because games are more than interactive (p. 11).
*The lack of standardized definitions in game design means that nosotros accept to clarify what we mean more. Although this step of clarification slows the process, it also means that we think almost each detail more thoroughly (p. 25). [This concept reminds me of the essay virtually Short Hand Abstractions from This Volition Brand Y'all Smarter. By using SHAs, we can call up about combinations of SHAs faster, merely nosotros don't terminate to consider what each SHA actually means.]
*Schell proposes a ten-office definition of a game (they are entered willfully, accept goals, have disharmonize and rules, can be won and lost, are interactive, have claiming, and create their own internal value to engage players in closed, formal systems)(p. 31-4). He then combines all these as "A game is a problem-solving action, approached with a playful attitude" (p. 37).
*The four main components of a game (mechanics, story, aesthetics, and technology) (p. 41-three) should support a unified theme (p. 53).
*When brainstorming, numbering the ideas in lists helps to give each idea individual significance (p. 71).
*Games are built on tiptop of toys. One way of designing is to come upwards with the toy first and let that inspire the form of the game (p. 90).
*In much the same way that comics simplify perception by adjustment with our mental models (with large faces and lines dividing objects), games may be fun because they are simplified models and thus crave less thought than non-bathetic perceptions of reality (p. 117).
*When designing a game'due south mechanics, it'south worthwhile to consider separately the six basic elements of spaces, modes, deportment, rules, skills, and chances (p. 130-69).
*Playtest with a mix of novices and experts to ensure that players brainstorm in and remain in the menstruum aqueduct (p. 177-8).
*Each individual game chemical element should serve equally many purposes every bit possible. Elements with few purposes should be merged (p. 197-eight).
*If a game for children is designed to crave but one mouse button, information technology tin be useful to set the right-mouse push button to also act as a left button then that if their small hands mis-click, the game nonetheless responds as anticipated (p. 244).
*A successful amusement experience should have an "interest curve" that begins with a hook to engage the person's involvement and and then adds gradually more than interesting experiences until concluding with the most interesting (p. 246-52).
*Inconsistency in a story world is bad considering it takes people out of the world and prevents them from imagining themselves in it in the hereafter (p. 276).
*When creating game characters, it tin can be useful to consider their relationships with each other character, including their relative statuses (p. 318-23).
*I technique for designing aesthetics is to pick a song that evokes the feeling you want to convey and so construction the remainder of the game around information technology (p. 351-2).
*It's worthwhile to make your client feel similar a creative partner in your design (420).
*Schell explains how the education system has many mechanics of a game only that it doesn't feel like a game considering information technology lacks the elements of a good game design. "It's not that learning isn't fun, it is just that many educational experiences are poorly designed" (443).
*If marvel is a trait that can exist nurtured, then structuring the didactics system to back up the development of curiosity will exist beneficial to students considering they can then seek out any information they need on the internet (p. 447-8).
(hide spoiler)]
EDIT: Jesse responded to the list of typos I sent him past sending me a pack of his Deck of Lenses every bit a thanks. This was a very proactive gesture and gave me considerable respect for his professional courtesy. Now that I ain the deck, my earlier recommendation that the deck is likely more useful than the book however stands. The deck besides has the added merit of being beautifully illustrated and satisfyingly crisp.
I think it's a skillful idea to publish the media in multiple formats like this; multiple entries into a earth are something which Jesse Schell advocates convincingly for in his volume. I've heard that Stephen Anderson also created a complementary deck of psychological principles to get with his Seductive Interaction Blueprint .
...moreHowever, equally great as information technology is, I still disagree with parts of information technology. And to exist fair, Schell does say in the book to question the knowle
I figured it was about time I read this, having heard such groovy things most it from other game designers, and it is an excellent book. It should have been a standard function of curriculum in college for my Game Fine art & Pattern caste. Honestly, anyone interested in going into game blueprint, exist it for lath games, RPGs, or video games should spend some time reading this book.Notwithstanding, as peachy as it is, I still disagree with parts of it. And to be fair, Schell does say in the volume to question the knowledge presented within. The parts that bothered me the near were Chapter ix, which portrays sexist stereotypes every bit to what games women play and why they play games and Affiliate 23 which is unapologetically anti-solitaire gaming. Schell says, "the single-player phenomenon appears to take been a temporary abnormality" - seriously? As an avid solo gamer beyond all platforms I detect this to be a very extroverted fashion of looking at games. As long as there are introverts in the world, there volition exist solo games. Not everyone wants to game with friends.
As for the residue of the book, it is a veritable wealth of information and would be well worth owning, specially for the lists of farther reading cloth at the end of every chapter.
...moreGet it, read it, be a better game designer/person.
I am torn nearly this textbook. There is much to like in The Art of Game Design, and the book is arguably at it's best when Schell relays his all-encompassing personal experiences in the manufacture. I indeed establish some sections to exist fantabulous, for instance the discussions of pattern principles, of games in educational activity, or or the social responsibilities of designers. I too appreciated the accessible writing style.
That said, as a uni instructor looking for a tex
Skillful inspiration for beginners, just with flawsI am torn almost this textbook. In that location is much to similar in The Art of Game Blueprint, and the volume is arguably at information technology's best when Schell relays his all-encompassing personal experiences in the industry. I indeed found some sections to be excellent, for instance the discussions of pattern principles, of games in instruction, or or the social responsibilities of designers. I also appreciated the attainable writing style.
That said, every bit a uni instructor looking for a textbook for undergrad students in a Games Studies form, the book ultimately missed the mark for me. Aside from its excessive length and over-ambitious scope, I found many of the observations poorly reasoned and often grounded in a cursory understanding of related fields. I was irritated past the frequent generalisations about 'human nature', the uncritical discussion of 'role player types' (taking the controversial arguments by Bartle at confront value), and the frequent assumptions about gender in gaming ('women like to play nurturing roles', etc.). The book would have benefitted from a more than careful consideration of the state of the field in disciplines similar psychology, anthropology, sociology, and cultural studies. Instead, the author ignores much of the bookish literatures, and at one indicate fifty-fifty derides theoretically-minded work equally 'pedantic'. This is a real same, and a missed opportunity.
In short, if yous are looking for inspiration, there is enough to be establish in these pages, simply for a more than critical assessment of game design I'd recommend turning elsewhere.
...moreI have a few criticisms. Some of the volume does experience like it dwells a footling deeply in 'gamer' culture. The section in Gender and Demographics made me bite my tongue for it's predictability. Not that the underlaying bulletin; that when you make a game yous have to exist witting of the reality of different involvement in dissimilar demographics, I just remember his assertions regarding what those trends are is myopic and a tad ignorant of the broader social factors at play.
Over-all I'd recommend the book to those interested in Game-design. It's a pretty piece of cake read.
...moreThis book is not only a great mode to larn almost designing games, but teaches a lot of proficient tips for creating anything. I particularly appreciate that the book is not overly technical (its easily accessible to anyone who would pick it upwards), only it does go into some circuitous ideas...he hitting that perfect residual in creating a volume that anyone, regardless of skill or pedagogy level, can read and learn from.
The final three capacity were the about effecting for me, for they discussed the effect of games and how they tin can transform us.
One time you finish it, yous will become a ring, a secret ring, but I can't tell you more. So, go read it yourself :)
This is a life changing book, not equally a game designer only, simply as a man. For it contains many valuable lessons on the blueprint of human being experiences, I would recommend this book to anyone.The last three chapters were the well-nigh effecting for me, for they discussed the event of games and how they can transform us.
In one case yous cease it, yous will become a band, a hush-hush ring, but I can't tell you more than. So, go read it yourself :)
...more"There is no female equivalent of a pickup game of touch football. On the surface, this is foreign—girls tend to be more social, so you lot might expect that games involving large gatherings wo
It starts off interesting. The structure(lenses) Jesse provides to understand a circuitous system i.eastward. video game is pretty practiced intro to design. But then midway through it derails. It has missed the point then much on gender that I take to wonder what else was over simplified? Few of the quotes that were troubling "In that location is no female equivalent of a pickup game of touch on football. On the surface, this is strange—girls tend to exist more social, and so you lot might expect that games involving large gatherings would
appeal to them more. The problem seems to prevarication in disharmonize resolution. When a grouping of boys play a game and there is a dispute, play stops, there is a (sometimes heated) discussion, and the dispute is resolved. At times, this involves one boy going home in tears, simply despite that, play continues. When a group of girls play a game and there is a dispute, it is a dissimilar story. Most of the girls will have sides on the dispute, and information technology generally cannot be resolved correct away. Play stops, and
oftentimes cannot continue. Girls volition play team sports when they are formally organized, but two informal competing teams put too much stress on their personal relationships to be worth the trouble"
???
He goes on to generalize saying how men expect for mastery, competition, devastation etc in games while women looks for Emotion, Nurturing and real earth in games.
?????????
Terrible stereotypes are harmful for women AND men.
The volume at best is reductive and at worst is perpetuating dangerous stereotypes.
This book would have been better served as a biography or opinion piece. It existence recommended as a objective text or academic learning, is apropos. In any other field, this would exist not the quality you would set for learning that discipline. Worries me about ecosystem of videogames , fifty-fifty further.
...more thanThe gimmick of the book -- here are a set of 100 lenses you lot can use to call up about game design! -- savage a footling flat for me, on the other hand. To me they seemed pretty much the aforementioned thing as the usual summary you'd notice at the end of a chapter in a textbook, which is fine, but not especially amazing.
To shut: this book, more than anything I have read then far, fabricated me proud to be exploring this field myself, and that is priceless.
...moreThe writer himself seems to be of 2 minds about the importance and office of games in our civilization, which causes some inconsistencies throughout the volume. For about of the volume ane gets the sense that game design is a very cold computing type of business. Schell leaves discussion of the game designer'due south responsibilities and motivations fo
About one-half of this book is truly splendid. Unfortunately I can't say exactly which half, since the good parts and the non-so-good parts are all mixed together.The author himself seems to exist of two minds nigh the importance and function of games in our civilization, which causes some inconsistencies throughout the book. For most of the book one gets the sense that game design is a very cold calculating type of business. Schell leaves word of the game designer's responsibilities and motivations for the very end of the book. Those concluding two capacity experience much more honest, and I believe better reverberate the writer'south actual opinions than the rest of the book. The book would be much stronger if he had maintained that honesty throughout.
This book would probably be virtually helpful for those from a computer science background or those without a traditional art background. It is a good bones overview of the game design process. Just recollect non to take every word of information technology as gospel.
...more than(I'k not sure how much I'll use the lenses, just the ideas effectually them are cracking. And, to repeat some of th
A fantastic book that gave me a lot to think most as I proceed to pattern tabletop games. While it isn't 100% (some concerns with gender, understanding of choice-based narratives, etc), it is overall very useful. I've constitute means to use the contents to my (not game related) solar day job and other aspects of my life. I definitely recommend reading it, fifty-fifty if you don't agree with everything in it.(I'one thousand not sure how much I'll apply the lenses, but the ideas around them are great. And, to echo some of the reviews, his cognition at times tin feel shallow. As with whatever textbook--have what is proficient and explore what seems shallow or unsure).
...moreI did find the chapters on game balancing and game production very useful notwithstanding. If game designers should enquire me most this volume, I'd recommend those specific capacity. Otherwise, it's probably non worth your fourth dimension if y'all're not looking to pursue game studies.
...moreCons: After reading this book, I often discover myself compulsorily analyzing the design when I'thousand playing a game, or studying advisedly the structures of the plot line correct in the centre of a motion picture or novel...which could sometimes be disrupting.
Pros: A thorough and thought-provoking guide to game pattern, and many of the techniques and knowledge from the book could be applied to general creative creation too every bit functioning art.Cons: After reading this book, I oftentimes find myself compulsorily analyzing the design when I'm playing a game, or studying carefully the structures of the plot line right in the center of a movie or novel...which could sometimes be disrupting.
...moreWhy should nosotros care about games? Exc epting mayhap anthropologists, child psychologists, and Common cold War era economic and war machine strategists(leaving nearly everybody), I think at that place is a tendency to view games equally a frivolous style to laissez passer the time instead of as what I call up they really are, which is every bit a realtime, behavioral model of a complex system. Games are immersive teaching enviroments that (if they are any good) encourage learners to repeat their lessons over and over until they reach mastery. Players will recall more than information for a longer period of time through repeated, volitional exposure.
Accept chess and Become equally models of medieval war. Among other lessons, those who play them plenty to absorb their built-in patterns are probable to run across the interrelationship of criminal offense and defense (in chess) and the impact of position on territorial influence or control (in Go). Wonder whether Liddell Hart, Klausewitz, or Dominicus Tzu have the upper mitt when it comes to boxing or negotiating tactics? Sentry football and find out which plays leave their opponent flatfooted (game, set, friction match to the deception and surprise advocated past Liddell Hart and Sun Tzu). Care to study the effects of cooperation and competition in a trouble-solving context? Take hold of a buddy and play a circular of Joust. Want to (safely) explore the risks of possible futures with other like-motivated people in the hopes of building a improve tomorrow? Watch or participate in Superstruct online.
Every bit with everything, at that place are proficient and bad games, and every bit a person who likes to get under the hood and meet what drives the success of different experiences,
Art of Game Pattern delivers without didacticism. Neither highbrow nor how-to, Schell's authorial voice is fun-NY throughout (I found myself intermittently laughing out loud reading it, no dubiety to the consternation of those effectually me). For example, he-e-ere's Jesse at folio 391on the necessary agonies of playtesting as a means of eliciting constructive criticism: "Having people hate your work is probably one of the most painful parts of being a game designer. And playtesting is like an engraved invitation that reads:You are cordially invited
to tell me why I suck
Bring a friend – Refreshments Served"
Ba-DUMP-bump! These jokes leaven and underscore the importance of repeated testing of one'south assumptions, a point made further past photographic metaphor, a picture show of a banana all over whose peel is written the words, "I AM A Apple!!!" [sic] More than a game designer'due south or software programmer's truism, the value of iteration (what Schell calls "the dominion of the loop," my parents phone call "the bloody brow school, " and about everyone else calls "trial and fault") is a life-lesson in favor of defining reality through empiricism in preference to opinion.
In my view, the volume has only three weaknesses. Outset, and despite the fact that internal contents are themselves rigorously, coherently organized, each chapter is preceded by an opaque and superfluous road map (ostensibly a diagram that shows how designers, games, and players – and their constituent components – quasi-relate to 1 another in the context of the volume). Second, the first xxx pages or so – which seek to define, parse, or analyze basic terms and concepts as well every bit set an unnecessarily folksy phonation – may try your patience, unless you recollect reading the sentence "I am a game designer" repeatedly in boldface with each give-and-take italicized in plough makes for a meaningful reading-mantra. Finally, while Schell has something noun to say nearly pretty much everything ranging from the influence of audiovisual cues on human being behavior to the art of pitching a game in a way that prospective funders will be most likely to care nearly, he nonetheless gives actually short shrift to applied science. In less than ten pages Schell distinguishes foundational applied science (Wiimote, potent) from decorational technology (if I score enough points, I tin mail service my photo to the leaderboard, weak), and balances the risks of premature adoption of the latest, greatest (and untested) matter confronting premature dismissal of emergent technologies that (upon maturity) could threaten a game with obsolescence. However, Schell deliberately eschews mention, permit alone discussion, of the pros, cons, or even bare consequences imposed past the deployment of generic game technologies (e.g., dice, cards, balls, rudimentary physics engines, polygonal rendering algorithms, etc.). So curious geeks and hardcore techies will need to supplement their reading.
In all other respects
Art of Game Pattern is comprehensive, including 100 "lenses" through which designers might view their work. Each "lens" (also published separately as a card pack!) is really a series of provocative questions that promote introspection. For instance, the lens of menstruum (#18, p. 122, final a synopsis of enquiry findings from studies performed by psychologist Mihalyi Csikszentmihalyi and others) challenges designers to balance a growing level of challenge to a growing level of skill, maximizing the relevance of player deportment to intended goals while minimizing distractions (a term explicitly divers and disambiguated). Meanwhile, the lens of condition (#lxxx, p. 323) borrows from improvisational theater to promote evolution of more than sophisticated characters and graphic symbol interactions by assuring that game characters behave in accordance with (and constantly jockey to establish and evolve) their relative, corresponding social status.This is also a book chock full of fascinating cultural references (including illustrative quotes from Confucius, Plato, Scott McCloud, They Might Be Giants, and the Dalai Lama), anecdotes (How did Michelangelo come into his David commission? Whose gambling problem prompted Pascal and Fermat to develop the laws of probability? How did "Space Invaders" come into being?), and aphorisms ("A game is a problem-solving activity approached with a playful mental attitude" – p. 37; "A puzzle is a game with a dominant strategy" – p. 209; "Ability is the ability to get what you want" – p. 424). For me, introductions to Christopher Alexander's views on architecture and the concept of "griefers" and "griefing" (i.e., minimizing whatsoever game/activity'southward potential to be exploited as an expression/outlet of agile or passive aggression unrelated and inappropriate to the game) were wholly welcome surprises that have me actively seeking out the old from my library (and casually avoiding the latter, as it would not otherwise take occurred to me that online game players might invest time and attempt arranging virtual article of furniture to spell out obscenities).
At that place'due south much, much more than here that I haven't covered, including analyses of gender, historic period, Aristotelian interest curves, and the virtue of a good juggling routine. (Among other topics that have bearing on proficient game design.) But I'chiliad probably already over my GoodReads limit, so you tin can cease reading my review and outset reading this volume.
...more thanThis book is very broad indeed. Schell doesn't limit himself to games of a item platform or
Wow. Ofttimes when I read I pay attention to the nuggets of wisdom inside some larger fabric or narrative. This book is a goldmine of them. To some extent they're the brilliantly crafted lense statements, but too the way each of them is motivated past some humourous enlightening anecdote. After essentially every chapter I wanted to prove what I had just read to a friend so we could talk about his points.This book is very broad indeed. Schell doesn't limit himself to games of a particular platform or style, but manages with, and puts to skillful use, a very general definition of games so as to accommodate the latitude of examples and principles he draws, whether from sports, other entertainment, or adjacent fields like psychology and compages. He likewise covers the practice very holistically, from idea formulation to prototyping and iteration, to the art of treatment a team or a customer. [His comments on the business side were valuable and well integrated with his other lessons, but as a hobbyist, I'chiliad personally glad most of it is on design and game elements proper :)].
Equally others take pointed out, he doesn't get into much depth on any detail aspect, but his level of particular was enough for me every bit a reader to be aware and start pondering / discussing these concerns afterwards, or else pick upwards one of the items in his 'farther reading' list. I found his mode accessible and his tone inviting. I thoroughly enjoyed it.
...moreThe book covers all the high-levels
Equally a person who's recently found themselves for the offset fourth dimension on a team building a game, this book was a godsend. In 34 chapters, Jesse Schell covers everything one should know virtually edifice a game. It balances nicely betwixt theory (insofar as there is academic literature most game design) and practical advice. Each chapter is interspersed with practical "lens", which are finer questions game designers can ask themselves to guide their design procedure.The book covers all the high-levels of game design: refining the core feel; defining and reinforcing themes, working and iterating as a team, agreement role player motivation, balancing the game; defining characters, stories and game worlds; building communities; play testing; working with clients and much more.
In item, I got a lot out of the chapters on Game Mechanics (chapters 12 through 14) especially the ideas of emergent gameplay (gameplay strategies that sally that aren't office of the rules) and the exploration of probability theory equally applied to game blueprint. I also constitute the affiliate on Interest Curves (16) particularly enlighten.
I highly recommend this book for anyone interested in learning more about Game Pattern.
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