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Casual Game Design: Designing Play for the Gamer in ALL of Us
 
 
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Casual Game Design: Designing Play for the Gamer in ALL of Us [Paperback]

Gregory Trefry
2.0 out of 5 stars  See all reviews (1 customer review)
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Casual Game Design: Designing Play for the Gamer in ALL of Us + Theory of Fun for Game Design + The Art of Game Design: A book of lenses: A Book of Lenses
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Product details

  • Paperback: 400 pages
  • Publisher: Morgan Kaufmann (5 Mar 2010)
  • Language English
  • ISBN-10: 0123749530
  • ISBN-13: 978-0123749536
  • Product Dimensions: 23.4 x 19 x 1.9 cm
  • Average Customer Review: 2.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 639,872 in Books (See Top 100 in Books)

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Gregory Trefry
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Product Description

Review

"Gregory Trefry defines the attributes for casual games in his book "Casual Game Design" as follows: - Rules and goals must be clear. - Players need to be able to quickly reach proficiency. - Casual game play adapts to a player's life and schedule. - Game concepts borrow familiar content and themes from life. I believe he has made a good approach in trying to define common aspects in casual games."--Gamasutra.com

Product Description

From Windows Solitaire to Bejeweled to Wii Tennis, casual games have radically changed the landscape of games. By simplifying gameplay and providing quick, but intense blasts of engaging play, casual games have drawn in huge new audiences of players. To entertain and engage the casual player game designers must learn to think about what makes casual games work, from game mechanics to narrative content. Through the close examination of a number of casual games, you will learn how to inject the necessary game design elements into your casual games and give your designs the complexity and strategy they need to hook gamers. You will learn: analyzing and dissecting the mechanics that make a game engaging; how to look for game design inspiration in everything from games to playful activities; stripping down game ideas to the core element of fun and build from there; and, combining established mechanics into entirely new games. This title is endorsed by the IGDA - The International Game Developer's Association.

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Front Cover | Copyright | Table of Contents | Excerpt | Index
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Most Helpful Customer Reviews
dont buy 20 Sep 2011
By CaGaDe
Format:Paperback
I have bought this book along with "a casual revolution". While the mentioned one clealy focuses on surveys and quotation to justify their theories this one seems to be based on opinion. But more I dont think the authors view really reflects how and why casual games work. It also doesnt reflecf current game design standarts. I would read it as a blog but not bother spending money on it. If you want well research and referenced information on casual game design buy "a casual revolution"
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Amazon.com:  22 reviews
7 of 7 people found the following review helpful
Not a casual book, but a good one 18 Mar 2010
By B.L. - Published on Amazon.com
Format:Paperback|Amazon Vine™ Review (What's this?)
I spent several years doing game design and development work for a game that was very much targeted at the casual market, so I had a lot of opportunity to observe the way the design process played out and how different approaches were received by the players. The subject has remained an interest of mine, and so when I was offered the opportunity to read a review copy of this book I was quick to accept it.

The main negative here should be pointed out early - most of the people who are likely to think they might want to read this book will find that it doesn't suit them. This isn't one of those super casual "Learn to Design Games in 3 days!" books. Rather it encourages a level of deep thought and consideration to the way that casual games work - both in the larger sense, and how this relates to specific games that are well known. My understanding of most of the people who want to design games is that they're just not interested in thinking this hard about it.

Really, this book is an excellent textbook, whether for a class or to study on your own. The games he uses as examples are a great opportunity to get a copy and play for yourself for a while to see how the game makes you feel, and what aspects draw you in, so that you can compare notes against the book's explanation of how they work.

The text does tend to drag or become dry at times, so I would suggest that it's probably best taken in just a few pages at a time. Fortunately, this works well with the topic since it's a great excuse to go back and forth between reading and trying out the games being discussed.
4 of 4 people found the following review helpful
Tightly Written Introduction to Game Design 13 April 2010
By Glenn R. Howes - Published on Amazon.com
Format:Paperback|Amazon Vine™ Review (What's this?)
This is a book about the categories of casual games, and the design patterns needed to design them. Like most people, I've played my share of games from Tetris through Plants vs.Zombies, but I had never stopped to analyze what makes a game enjoyable or compelled me to return to it again and again. With the introduction of the iPhone I've had a lot more time to play casual games, so this is a more topical topic these days as I might be tempted to try and bang out the next big app store hit.

Turns out that there is a lot of theory and craft behind the design of games: who to design for, what are the basic activities people enjoy repeating, how to bring people up to speed on the mechanic, and how to spice things up with tricks of the trade like chaining, adding a timer, or breaking a rule. At its most basic level, this is a book about the "game mechanic". The underlying short list of rules which limit what the player can and can't do and how one scores or advances. It is not a book about game art direction or sound design, or back stories or packaging. It's not even a game entirely about video games, as much of what is taught could also be applied to board games or other out of the box activities.

If one were to start to write the next big game app, this would be a good place to start as it lays out all the basic apps types and archetypes. If nothing else, one could learn how to make a decent Bejeweled clone if not the next great original thing sweeping the inter webs.

The book itself is well and tightly written. I appreciate it when an author doesn't waste my time with filler. Chapters are short and to the point. So kudos to him and thanks for some insight into a field I knew little about.
3 of 3 people found the following review helpful
Very Helpful 13 April 2010
By V. Hutson - Published on Amazon.com
Format:Paperback|Amazon Vine™ Review (What's this?)
I found this book very helpful in understanding many of the concepts behind what makes a successful game. The author is very thorough and he includes a lot of major and minor guidelines such as, "tell the rules like a story," that make sense--but I sure wouldn't have thought of it on my own!

As others have indicated--this is not a crash course in how to design a game using specific software. If you want to do that then I recommend "The Gamer Maker's Apprentice: Game Development for Beginners." The true value of this book is that it provides a firm foundation in game design that can when designing any game. I teach some online courses and I would like to develop some sort of interactive game to help teach some basic concepts.

The first three chapters covers basic design concepts. The next nine chapters cover specific types of games: matching, sorting, seeking, managing, hitting, chaining, constructing, bouncing/tossing/rolling/stacking, and socializing.

In each of these chapters the author has included examples of popular games that illustrate the points he makes. For example, in the chapter on "Matching" he uses Bejeweled, Lego Fever, Luxor, and Snood. For "Managing" he uses Diner Dash, Cake Mania, Insaniquarium, and Flight Control.

Good book!
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