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Patterns in Game Design (Charles River Media Game Development)
 
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Patterns in Game Design (Charles River Media Game Development) (Paperback)

by Staffan Bjork (Author), Jussi Holopainen (Author)
3.0 out of 5 stars See all reviews (1 customer review)
RRP: £29.95
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Patterns in Game Design (Charles River Media Game Development) + Rules of Play: Game Design Fundamentals + Theory of Fun for Game Design
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Product details

  • Paperback: 448 pages
  • Publisher: Charles River Media; Pap/Cdr edition (21 Dec 2004)
  • Language English
  • ISBN-10: 1584503548
  • ISBN-13: 978-1584503545
  • Product Dimensions: 22.9 x 18.3 x 3 cm
  • Average Customer Review: 3.0 out of 5 stars See all reviews (1 customer review)
  • Amazon.co.uk Sales Rank: 460,753 in Books (See Bestsellers in Books)

    Popular in these categories:

    #44 in  Books > Computing & Internet > PC & Video Games > Art & Design
    #51 in  Books > Computing & Internet > Computer Science > Software Design, Testing & Engineering > Design Patterns
  • See Complete Table of Contents

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Product Description

Product Description
Patterns in Game Design provides professional and aspiring game designers with the tools they need to really understand how games are made. It provides designers with a method for discussing and understanding an essential part of game design: game play. Game play is critical to a game's success but has received little attention, because it varies from game to game and is difficult to understand. To facilitate the understanding of game play, this book provides a "language" to describe and discuss it - game design patterns. By providing a common set of concepts that can be used by all developers, every game project can be approached with standard tools. There are three main purposes for using the patterns: creation of game concepts, problem-solving during design, and analysis of games. Each pattern describes a part of the interaction possible in games, including a description of each pattern and how it relates to other patterns. In addition, designers learn about the choices that have to be made when using a pattern in their own designs. Although game designers do not directly design game play, by studying the various game design patterns provided throughout the book, they will gain a thorough understanding of what game play is and how to design better games.

About the Author
Staffan Bjork has a Ph.D. in Informatics from Goteborg University, Sweden. He has been the studio manager of the Play studio at the Interactive Institute in Sweden between 2001 and 2003 and currently works part time as senior researcher at Play and part time at Chalmers University of Technology. He has authored many articles about game development. Jussi Holopainen is a Research Scientist at Nokia Research Center, Tampere, Finland. He is one of the founding members and the current (2003) treasurer of Digital Games Research Association (http://www digra.org). He is also a member of the steering board of Neogames, a Finnish game development and promotion organization.

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What Do Customers Ultimately Buy After Viewing This Item?

Patterns in Game Design (Charles River Media Game Development)
42% buy the item featured on this page:
Patterns in Game Design (Charles River Media Game Development) 3.0 out of 5 stars (1)
£27.49
Theory of Fun for Game Design
41% buy
Theory of Fun for Game Design 4.8 out of 5 stars (8)
£16.49
Rules of Play: Game Design Fundamentals
17% buy
Rules of Play: Game Design Fundamentals 3.0 out of 5 stars (2)
£33.20

 

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7 of 8 people found the following review helpful:
3.0 out of 5 stars Boring but useful, 19 Mar 2006
By W. Baars "Wouter Baars" (Netherlands) - See all my reviews
(REAL NAME)   
This book is boring for 2 reasons:

1. It is highly academic, thus the text is highly extensive analytical (to a point were non academics say: get to the point man, stop overanalysing it. Lots of definitions of definitions. So heavy stuff.)

2. It is a list of a lot of game patterns that are used in games. Well lists are boring to read. It is allmost as if you are reading a manual or a dictionary or so.

But.....

as a gamedesigner i found the patterns quite useful. It helps you to get new ideas, to screen a game idea and to judge weak spots in your design. And I mean concepts here not graphical game design. Now I have to figure out how I get this book read, it is so extensive. Bit by bit I guess.

Wouter Baars

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