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Game Design, Theory and Practice (Wordware Game Developer's Library)
 
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Game Design, Theory and Practice (Wordware Game Developer's Library) (Paperback)

by Richard Rouse (Author)
4.3 out of 5 stars See all reviews (3 customer reviews)
Price: £33.50 & this item Delivered FREE in the UK with Super Saver Delivery. See details and conditions
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Game Design, Theory and Practice (Wordware Game Developer's Library) + Theory of Fun for Game Design
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  • This item: Game Design, Theory and Practice (Wordware Game Developer's Library) by Richard Rouse

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    This item Delivered FREE in the UK with Super Saver Delivery. See details and conditions

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Product details

  • Paperback: 584 pages
  • Publisher: Wordware Publishing Inc.,U.S.; 2nd Revised edition edition (1 Sep 2004)
  • Language English
  • ISBN-10: 1556229127
  • ISBN-13: 978-1556229121
  • Product Dimensions: 22.8 x 14.8 x 3.8 cm
  • Average Customer Review: 4.3 out of 5 stars See all reviews (3 customer reviews)
  • Amazon.co.uk Sales Rank: 377,862 in Books (See Bestsellers in Books)

    Popular in this category:

    #38 in  Books > Computing & Internet > PC & Video Games > Art & Design

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Product Description

Product Description
This revised edition of Rouse's innovative book explores game design issues for all platforms and genres, including key topics such as game balancing, play testing, storytelling, design documentation, linearity versus non-linearity, fairness and consistency, focus, and AI. The book includes in-depth interviews about game design with Sid Meier (Civilisation), Ed Logg (Asteroids), and Will Wright (SimCity). Also included is a sample game design document and detailed analysis of several games. A game is broken down into its key components so readers can understand why it is successful from a design perspective.

About the Author
Richard Rouse III is a computer game designer, programmer, and writer at Surreal Software in Seattle, Washington and has written extensively about game design theory for Game Developer, SIGGRAPH Computer Graphics, Develop, Gamasutra, and Inside Mac Games.

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Customer Reviews

3 Reviews
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Average Customer Review
4.3 out of 5 stars (3 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
10 of 11 people found the following review helpful:
3.0 out of 5 stars A good read, but little insight, 14 Aug 2002
By J. Aidley - See all my reviews
(REAL NAME)   
I found this book rather disappointing. While the luminary interviews are excellent I found they provided little actual insight. The writer himself seems to be some way from the pinnacle of good game design (the included design document for 'Atomic Sam' is particularly poor), and again offers no real insight. There are a few good ideas, a few good pointers, a few things to think about but nothing of real depth here. Still, it was an enjoyable read.
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10 of 12 people found the following review helpful:
5.0 out of 5 stars As Good As It Gets for Game Design, 6 May 2001
By A Customer
Game Design: Theory & Practice covers the entire range of game design issues, all in an extremely readable writing style. PC and console games are both covered, as well as all gaming genres, as is evidenced by the variety of games the author analyses. from Centipede to Tetris to The Sims. The long and informative interviews with established game designers like Sid Meier and Steve Meretzky are great to read because they were conducted in a very friendly, conversational style. Personally, I really enjoyed the sample design document included at the end of the book, which demonstrated better than any other I have seen how to document a game. I wish there had been a chapter on multi-player gaming, but otherwise there's not much missing from this great book.
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2 of 2 people found the following review helpful:
5.0 out of 5 stars My Favorite Book on Game Design, 1 Jan 2006
By A Customer
Recently ordered the second edition of this book, and reading it made me remember how much I liked the original. I always liked the way the book takes a common sense approach to game design, while also providing invaluable lessons from someone who's obviously been "in the trenches." The second edition improves on the first in a lot of key ways, but in general I'd say the whole book seems more solid and deeper than the first edition. Definitely the best book on game design that's out there.
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