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Better gaming by design...
on 30 October 2012
It's quite important to note that this isn't a book about coding games for touchscreens - it's about designing games, figuring out what approach will work best, which features it needs and how to turn that great idea you had for a game into something people will actually be able to play, maybe even creating the next hit game. The book begins with the basics, a quick rundown of the range of devices available and the capabilities they have but quickly moves into the real substance of game design. Using real game examples, referencing actual games you can download and try for yourself, the book breaks down the different approaches to structure, narrative and characterisation that can be applied to touchscreen gaming.
It quickly becomes clear that touchscreen gaming needs a fresh approach because many of the paradigms from computer or console games just don't work on touchscreen devices - so if you're an old gaming dog, be prepared to learn some new tricks. The book is peppered with short interviews with working games developers in between the chapters on the main game genres, like physics-driven games, action games, puzzle games etc. If that all sounds a bit dry it isn't - Scott Rogers has a chatty, approachable style and the book's lavishly illustrated throughout with cartoon-style graphics and enough corny jokes to keep you turning the page. The best thing is that it leaves would-be game designers in no doubt about the work that's involved in conceiving and designing a great game - without actually putting you off before you've even begun.