Point Based On Books Rules of Play: Game Design Fundamentals

Title:Rules of Play: Game Design Fundamentals
Author:Katie Salen
Book Format:Hardcover
Book Edition:First Edition
Pages:Pages: 688 pages
Published:September 25th 2003 by MIT Press
Categories:Games. Game Design. Sports and Games. Nonfiction. Design. Video Games
Books Download Rules of Play: Game Design Fundamentals  Free Online
Rules of Play: Game Design Fundamentals Hardcover | Pages: 688 pages
Rating: 3.98 | 846 Users | 44 Reviews

Chronicle Conducive To Books Rules of Play: Game Design Fundamentals

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date.

As pop culture, games are as important as film or television--but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.

Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Particularize Books Concering Rules of Play: Game Design Fundamentals

Original Title: Rules of Play: Game Design Fundamentals
ISBN: 0262240459 (ISBN13: 0000262240459)
Edition Language: English


Rating Based On Books Rules of Play: Game Design Fundamentals
Ratings: 3.98 From 846 Users | 44 Reviews

Judge Based On Books Rules of Play: Game Design Fundamentals
Has so far been overly technical and wordy. Several of the first chapters are spent explaining what could be surmised in a few paragraphs. Early chapters are basically a history / philosophy lesson on why humans are compelled to play.

Amazing.

It basically just says that games are systems are and over. Flipping to a random page, here's an example: "It is clear that games are systems and that complexity and emergence affect meaningful play." Basically every sentence is like this, too abstract to mean anything. Absolutely horribly written and unpleasant to read. The authors are pretentious and have nothing actually to say. You WILL get a headache reading this; you WON'T ever be able to apply any of it.It focuses a huge amount on giving

A valuable set of schemas that will prove useful in designing any type of game. It is abstract, quite universal and of considerable theoretical depth.I like to use this combined with Adams & Rollings' Fundamentals of Game Design, which offers somewhat more practical guidelines that are specified for digital game design. Together they offer a more complete picture.

The pretentious forward was the opening number in a scattergun approach to the topic that just felt so shallow compared to discussions you might hear on The Forge or Extra Credits or EnWorld or really anywhere that gaming fanatics gather to discuss theory. A dreary dull text that will be of no interest to anyone that would be interested in reading it, written by dreary dull academics that haven't a clue really what they are talking about and know less about game design than the average

It's clear that the authors are extremely well read. The book is jam packed with different conceptual frames in which to place games. But it never really comes together into a coherent book. It feels more like a brain dump (albeit of two huge brains).There were several really strong ideas that I thought could've been books, or units, to themselves. In particular, the idea of games as systems of metacommunication (how we signify what is play and what is not) strikes me as fascinating and rich.

This dry, yet thorough, book draws upon research and theory in sundry fields (such as cybernetics, probability, and systems theory) to develop a thorough theory of game design as a field of its own. One thing this book does both repeatedly and well is to describe a fundamental game structure and then suggest a modification of this structure that inspires thoughts of entire games based upon that tweak. For example, after describing the formal properties of poker rules, they suggest that a new

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