Today we review The Art of Computer Game Design by Chris Crawford! Follow Game Design Wit for more content! Facebook ► / gamedesignwit Twitter ► / gamedesignwit
Пікірлер: 12
@RichardHartness2 жыл бұрын
I know this is an old video, but for those that stumble over hear, this is actually the first book ever written specifically on video game engineering or design. I'm not sure how many editions were reprinted but I know that there's at least a 10th Anniversary 3rd edition that's not too difficult to find, but this copy is actually quite rare and hard to get ahold of. If you're interested but not wanting to pay collector prices for any of these editions, you can find a PDF copy on the web.
@fmbalvarez6 жыл бұрын
Your channel is so good. It's refreshing to see someone sharing stuff out of passion for videogames and not just for click baits and ad money.
@daltreywaters6 жыл бұрын
Thanks! =)
@33332187 жыл бұрын
I love this book! So cool you made a review about it!
@daltreywaters7 жыл бұрын
=)
@dantess26937 жыл бұрын
Wow. You've just made me want to read this, I'll pick up a copy right away. I like your style!
@DanielWillen7 жыл бұрын
Book is free to read at: archive.org/stream/artofcomputergam00chri The most valuable thing to conclude is the concept of User, Tools and Subjective experience. The user seeks an experience based on personality traits and or external motivation (such as fantasy, or need of acomplishment). The user interacts with the tools that are provided by the game designer, and these tools will through cause and effect create the subjective experience. The designer should never attempt to create the experience itself, rather cater to the needs of the different players and provide the flexible tools (a hammer can be made to destroy or build something) and streamline indirectly what the designer wishes to accent from the choice of tool/world. The tools should be barebones to focus on a specific theme, and never completely accurate to real life (though easily identifiable such to understand how the function). In return the experience will motivate the user, and the cycle is complete. The interaction between user and tools is made from the control scheme of the game, and the use of tools to indicate cause and effect must lend visual and auditory feedback to the player in a manner that is understandable and from which the player can learn (level design, flow etc). This cycle in itself is the actual game (as a system) from which observable traits emerge.
@ChopTheViking7 жыл бұрын
I would love to hear your take on Dr Bartle's Designing Virtual Worlds book. I love it and have read it multiple times, and think it offers some amazing insight for anyone even remotely considering a persistent or open world whether single or multiplayer
@daltreywaters7 жыл бұрын
Ah yes, it's an interesting book. I'll review it on my next video.
@ChopTheViking7 жыл бұрын
I can't wait! I'm due to read through it again at some point soon. I make it a point to read it every couple years
@torisunanohokori75227 жыл бұрын
Interesting hearing the "is it a fad?" part. Also, I'd miss your voice if you only did the scripts. You'd be a fun podcast listen.