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Game Design: How to Create Video and Tabletop Games, Start to Finish [Paperback]

Lewis Pulsipher
5.0 out of 5 stars  See all reviews (1 customer review)
Price: £32.50 & this item Delivered FREE in the UK with Super Saver Delivery. See details and conditions
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Product details

  • Paperback: 268 pages
  • Publisher: McFarland & Co Inc (15 Sep 2012)
  • Language: English
  • ISBN-10: 0786469528
  • ISBN-13: 978-0786469529
  • Product Dimensions: 15.2 x 1.8 x 22.9 cm
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 433,655 in Books (See Top 100 in Books)

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1 of 1 people found the following review helpful
5.0 out of 5 stars An Excellent Primer and Reference 30 Dec 2012
By Dmac
Format:Paperback|Amazon Verified Purchase
My primary interest in this book is regarding board game design, not "computer games". Though the book deals with the design process for both tabletop and computer games, I have no experience with the latter. With that caveat in mind, I can thoroughly recommend Lewis Pulsipher as someone to lead you through the process.

Unlike most of the other books I've read on the subject, this book gets to the heart of what I want to know - how to create a process for myself when designing a game. I don't care about all that fluff regarding how to get your game seen by publishers. What's the point in that if you don't have a game in the first place? The game's the thing - in fact, the game is everything, and Lewis Pulsipher wastes no time in getting into the detail of process. There is scarcely a spare word in this book, and that's a good thing. You know the author is not wasting your time because he is not wasting his. Right from the preface, he tells you that this book is for people who want to design games; then, with little preamble, it's straight into process and ideas. Now, the author is not going to create ideas for you, but he kind of inspires you to start thinking, if not in new ways, then at least more frequently about what it is you're trying to achieve, how to achieve it, and laying out the common pitfalls. He points out that the pitfalls aren't always avoidable, but it's good to be aware of them going in. He gets to the point: "You want to make games, Johnny? The only way to do it is to do it". I know it seems obvious, but sometimes you just need to be told, and it's refreshing not to feel that the author is winking at you like they have a secret which they've promised to share and never do. I did not feel that this author held anything back, and now I have something really extraordinary on my shelf: a textbook that's not only become my go-to reference, but also an inspiration - believe it or not, it's exciting! And that, to use an overused term, is pretty awesome for a textbook.

If there's anything at all wrong with it, I'd say I'd like a few more examples and that there is a tendency to rely on the games that Mr Pulsipher has designed, such as Britannia, but that's just being really nitpicky, because such examples would be constraining, being based on specific mechanisms and ways of doing things; plus, which games should he talk more authoritatively about than the ones he's designed?

Everything is laid out in a well-designed structure and, though the language throughout is plain, it's clear there has been a lot of intellectual consideration. This feels like an author trying to share information rather than tell you what he knows, if that makes any sense. It's an uncommon attribute, and I value it greatly. It's clear Lewis Pulsipher knows something about game design. With his help, you can learn a little about it, too.
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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com: 4.0 out of 5 stars  1 review
9 of 9 people found the following review helpful
4.0 out of 5 stars book geared more toward tabletop game designers 7 Oct 2012
By Michael - Published on Amazon.com
Format:Paperback
Although the title of the book uses "video" before "board" hinting that video games would be the focus, the author consistently uses tabletop games for examples as he has actually designed and sold this type of game. At the end of the book he lists noteworthy video games, but doesn't mention very many of them, while he consistently uses his own game "Britannia". He assumes that video games are a close enough so that the principles established in his book will apply to either, and he does a good job of convincing the reader that they are similar enough for him to lend expertise. Of the ten or so chapters, each one is broken down into factors(type of player, objective, chance factor) that should be considered when designing games.

Game Design is not a reference book, nor a book that would be appropriate for the classroom. It is a general guide that helps separate what could be a daunting thought process into a checklist of sorts "consider a, b,c, but also x, y and z. Watch out for p,q,r". The book is very fun to read, if not for the fact that the author seems experienced in what he is talking about. I liked the quotes used by game developers such as cliff belinzski and sid meirs. I can see how would be video game designers coming into the process with a sense of pride of their idea, and a "I know exactly what's best for my game" attitude." Pulsipher stresses a quick prototype and plenty of playtesting. Throughout, he uses board games as the norm, with exceptions being made for the video games side most of the time. Still, I never felt like I was learning something that would never be useful for video games specifically, and I think it is a good book for people who would like to make video, and especially table top games.

Overall it's a good book to pique your interest on the subject and start thinking about possible game designs and, like the first chapter stresses, that an idea is worth nothing. It's only by acting on that idea that you can bring your game into existence.
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