Bookpage The Art Of Computer Game Design
Chris Crawford
See a Problem?
Thanks for telling us about the problem.
Friend Reviews
Reader Q&A
Be the first to ask a question about The Art Of Computer Game Design
Community Reviews
Nice overview of game design and development. Originally written in the early '80s, this edition has reflections from the author in 2011.
Best quotes: "What is important about the modes of interaction is not their mechanical quality but their emotional significance" (Kindle location: 277); "Without active response, there can be no interaction" (Kindle location: 286); "Unfortunately, history bears out the fears of cynics more often than the hopes of dreamers" (Kindle location: 1673);
READ MAR 2012Nice overview of game design and development. Originally written in the early '80s, this edition has reflections from the author in 2011.
Best quotes: "What is important about the modes of interaction is not their mechanical quality but their emotional significance" (Kindle location: 277); "Without active response, there can be no interaction" (Kindle location: 286); "Unfortunately, history bears out the fears of cynics more often than the hopes of dreamers" (Kindle location: 1673); and how many technologies go through a common developmental process of "pioneer, conquest, transformation of society by the technology, and transformation of the technology by society" (Kindle location: 1758).
...more
Escrito por Christopher Crawford, pionero en el diseño de videojuegos en los años 1970s y 1980s. Crawford nos expone claramente las posibilidades artísticas de los video juegos; plantea la importancia de los temas y los tópicos en las narraciones y su relación con las mecánicas, y es brutalmente crítico frente a las inferencias del mercado, las limitac
Un texto escrito hace 35 años, y es infinitamente superior a la gran mayoría de textos, estudios y ensayos sobre teoría y diseño de video juegos.Escrito por Christopher Crawford, pionero en el diseño de videojuegos en los años 1970s y 1980s. Crawford nos expone claramente las posibilidades artísticas de los video juegos; plantea la importancia de los temas y los tópicos en las narraciones y su relación con las mecánicas, y es brutalmente crítico frente a las inferencias del mercado, las limitaciones del medio, y el estancamiento de las ideas de los desarrolladores. Bien dicen que los artistas son los que indican la hora del arte, y es refrescante poder leer a alguien tan consciente de las posibilidades, debilidades y facultades de su medio.
Muchos apartados, especialmente los centrados en la tecnología, podrían sentirse añejos e incluso tediosos, pero la edición digital del 2011 cuenta con comentarios actualizados por parte de Christopher Crawford, en los cuales evalúa, reafirma, crítica y desmiente sus postulados, tanto técnicos y artísticos, de los años 1980s.
Considero que es una lectura indispensable para los desarrolladores, aspirantes a serlo, y todos aquellos que se interesan a nivel teórico por los video juegos.
...more
The landmark is no fluke. This is the same Crawford who founded the first academic journal of digital game design (The Journal of Computer Game Design). He started the now rather humongous and international GDC in his old living room in San Jose. As a designer, he created the very first ecological games and also the first with artificial societies. His approach to this art form is most neatly conveyed in the legendary "Dragon Speech" from the 1992 GDC. Take a look.
The one thing I remember better than anything else is a comment he makes about fairness. If you believe you have lost a game that is fair, you may well want to try again. You feel that you have something to learn. You take on the challenge. But if you feel that you lost the game through a fault of the game, you aren't likely to continue. A game above all needs to invoke a feeling of fairness, otherwise players won't stick with it. That's an aspect central to a game's "readability," if you will. This one idea is so big, actually, that it can't be confined to games at all. Yet games are a terrific place to look at it and experiment with it, if not perhaps the best place.
...more
Also given the context it was originally written in it is pretty outdated regarding some of the design perspectives. This seems like it'd be better looked at for a historical perspective rather than game design ideas ( although there are a few key ideas in here that are nice, sifting through it just
The writing quality isn't great and the pacing and scope of the book is pretty illogical. He may be a great game designer and offer some insightful commentary, but he definitely isn't the best writer.Also given the context it was originally written in it is pretty outdated regarding some of the design perspectives. This seems like it'd be better looked at for a historical perspective rather than game design ideas ( although there are a few key ideas in here that are nice, sifting through it just for these is pretty fruitless ).
...more
Goodreads is hiring!
Learn more »
News & Interviews
Welcome back. Just a moment while we sign you in to your Goodreads account.
Bookpage The Art Of Computer Game Design
Source: https://www.goodreads.com/book/show/612737.The_Art_Of_Computer_Game_Design
Posted by: gilmorenarvir.blogspot.com

0 Response to "Bookpage The Art Of Computer Game Design"
Post a Comment