banner



Rules Of Play Game Design Fundamentals Salen

Profile Image for Douglas Summers-Stay.

Author 2 books 27 followers

December 16, 2020

When I was at NYU, I worked on a few different video game projects. We were both programming the game and acting as game designers. I read this book back then and just finished rereading it, now that I'm working on game design again. My favorite part of the book was about the categorization of fun. Here is a list:
Sensation: The fun of having your senses stimulated.
Fantasy: The fun of losing yourself in an imaginary world and being something you're not.
Narrative: The fun of experiencing a well-told story.
Challenge: The fun of overcoming obstacles.
Fellowship: The fun of interacting with others and working together.
Discovery: The fun of exploring and uncovering things.
Expression: The fun of leaving your personal mark on the world.
Submission: The fun of of turning your brain off and doing effortless things.
I personally favor beautiful scenes, exploration, artistic expression, and story in my games. I like only a little bit of challenge (I play almost all games on the easiest mode available), am not particularly social, and actively dislike competition with other players. Other people, though, have very different priorities.
As a kid, I spent a lot of time trying to make up the perfect game. I thought maybe it was possible to create an infinitely fun game, one that never gets old. I now feel the only infinite game is real life, in a way I didn't see then. Discovery, beautiful places, expression, friendship-- the richness of the best of real life makes all games pale by comparison. I'm still fascinated, though, by trying to capture part of that potential and parcel it up to share with other people. Dissecting fun has a feeling of unweaving the rainbow, as Keats puts it. You have to take a thing apart, though, to really understand what makes it tick.

    non-fiction
Profile Image for Graham Herrli.

94 reviews 72 followers

February 17, 2014

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 game could be made by using something other than cards while following the same rules (p. 121). In Reality is Broken , Jane McGonigal describes just such a game: she designed a version of poker that uses tombstones instead of cards.

Salen and Zimmerman consider designing for the interactivity of a game on three levels: rules (game pieces and their interactions), gameplay (players and their interactions), and culture (interactions between the outside world and the game). This structure moves them from considering the formal structure of games, through the experience they create, to how they interplay with their environment.

This book also contains commissioned writings from such big names as Richard Garfield and Reiner Knizia about their design processes.

Some things this book says are:

    design-related
Profile Image for stephen k.

12 reviews 2 followers

Edited May 21, 2015

I did a lot of skimming here. The authors don't begin to understand how video games differ from traditional games or how to talk about them as the remarkably novel creation that they are. As a result, they write almost entirely about traditional games and the video games that closely resemble them. Most of this book could have been written before video games were ever invented, which shows how little they focus on how they are actually unique. If you're interested in video games as sets of limiting rules that provoke competition, this could be the book for you, but I don't think that's a subject worth spending time on. Hopefully some of the references they provided will be more interesting.

    Profile Image for Matt.

    209 reviews 548 followers

    Edited June 23, 2016

    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 experienced GM.

    The only somewhat redeeming portion of the book were the four games the writer had asked prominent game designers to design for the book. But perhaps the book would have been a lot less dull and a lot more insightful if the designers had also been allowed to write the book. Those that can, should also be teaching.

      gaming non-fiction
    Profile Image for Virginia.

    28 reviews

    November 16, 2020

    Lots of people in the reviews complaining that this academic textbook isn't for gamerz. If your goal in life is to make a Triple-A clone "with a twist" then I am sorry to say you are probably not the target audience :(

      Profile Image for Dan Slimmon.

      197 reviews 14 followers

      Edited January 24, 2016

      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. The chapter on narrative was also very good: the distinction between what games represent and how games themselves are represented is a powerful one.

      The authors don't seem to understand information theory very well. I found it disappointing that such a germane topic received only one brief and confusing chapter.

      Overall, I thought this book lacked focus. I have no doubt that the authors could write several excellent books on games between them if they stuck to more circumscribed areas of investigation.

        philosophy scholarly semantics
      Profile Image for Gabriel.

      5 reviews 26 followers

      January 28, 2019

      As was mentioned in earlier reviews, I, too, did a lot of skimming in this book. That's because the information was given in a very repetitive nature. There are a few good points, such as looking at games as a system and an emphasis on iterative design to know for sure that a game plays smoothly.

      However, I did not really like the writing style that the authors chose. When advancing to a new topic, several different definitions would be introduced and explained, after which the authors would pick their favorite parts and conclude on a single definition that encompasses all of the other ones. In practice this is, of course, an effective route to take when trying to understand your own take on a subject, but normally I suppose the process is done more behind-the-scenes, with the authors skipping to the part where they share their concluding definition.

      If you decide to pick this book up, I suggest skimming through to pick out the main ideas (there are even section summaries at the end of each section). Otherwise, the book may begin to drag on.

        game-development
      Profile Image for Max.

      47 reviews 2 followers

      Edited March 10, 2017

      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 "definitions" for things. In fact, it not only gives you the definition, but it gives you multiple definitions to allow you to follow the other's reasoning until he concludes, "yeah so if you just look at all these definitions that's the basic flavor of it." Oh yeah and usually the "definition" has the word "system" in it.

      Don't buy this book.

        Profile Image for Noah.

        420 reviews 3 followers

        Edited June 19, 2015

        An extensive and in-depth study on game design. The basic format is how games fit into different schema and how to design games by thinking about all the different possible ways to look at games. Katie Salen and Aaron Zimmerman use a plethora of games from classic card games to current (at the time this was written) games to illustrate their points. Their are also four games made specifically for this book that are included in the book. Many parts are very interesting, but it can get dry at points. The authors also tend to repeat themselves quite often. The points they repeat are quite important, but it can get a little redundant.

          philosophy
        Profile Image for Aaron.

        231 reviews 10 followers

        December 11, 2016

        Reading this made me realize that I'm mostly interested in game design as a hobbyist. That being said, I think this is probably the most complete textbook available on the subject and is really ahead of its time with the range of topics it covers. My main complaint is that most of the case studies are on really boring games that I doubt most readers have played. It gets pedantic at times, but most writing in academia does.

          Profile Image for Catherine.

          17 reviews 3 followers

          November 16, 2008

          Was a guinea pig for this book in several grad school classes. I turned out pretty OK!

          Good intro to basic game design principles and thinkers. You can probably get away with reading chapter summaries, though, if you have any experience with game production, design, or critical thinking in general.

            Profile Image for Ali Akhavan.

            1 review 3 followers

            Edited December 21, 2017

            Some chapters were not well structured; however, the book gave lots of insights about games. Magic circle and lusory attitude were new to me. For a game designer, considering different types of rules in games such as constitutive, operational, and implicit rules are critical in designing a meaningful game.
            Last but not least, enjoy playing games :)

              Profile Image for Eduardo Omine.

              11 reviews 2 followers

              May 13, 2010

              I read the first "unit" and skimmed through the rest of this book. The content is actually good, but the text being set in a small sans-serif typeface makes it hard to read.

                etc
              Edited September 19, 2018

              Hi guys.
              I'm nob and I just read 4 chapters. still don't know I'm gonna continue it or not but to be honest is a little bit deep for someone who is new in this field. It's like you can not passing by a paragraph without stop and thinking about it that's why it takes too much time from me.
              It's amazed me from providing different conceptual aspects .

              I think, It helps me to get familiar with simple definitions which can mean more and precept them better.be honest I had feeling like I didn't know many simple definitions which is really important!
              Plus sometimes I feel like this book is so old.
              .
              .
              Apart from Book! Game designer is a person who would like to be GOD but behind certain in his/her next life :D Jooking ;)

                Profile Image for Ignacio.

                92 reviews 1 follower

                February 18, 2021

                Didn't like it. Way to dense and theory filled. It basically analyses the why and how on everything game related, so it gives you a veeery deep and through break down of the theories and concepts behind games, but it doesn't add much to it. It's a bit like looking for traveling guide in Spain, and reading a book about it's history. Yes you'll understand how and why Spain is the way it is, but it doesn't tell you where to go or to stay, or were you should eat. If you want more 'hands in' design learning, I think The Art of Game Design: A Book of Lenses it's a much better book.

                  game-development
                Profile Image for Tug Brice.

                1 review

                August 23, 2021

                Easily the most informative book on game design I have ever read. It is useful even for non-game designers. Salen and Zimmerman break down games on multiple levels, analyzing them as more than just things to have fun with. That deep analysis shows how games and game-like situations show up more often than you might think in everyday life. Just a fantastic book. I recommend it to everyone.

                  Profile Image for Anthony Serenil.

                  6 reviews

                  January 6, 2020

                  A must read for any aspiring game designer.

                  I found this book invaluable to learning the concepts of game design. The teaching of design of games via the use of schemas made for a very thorough look of games.

                    Profile Image for Blake Williford.

                    18 reviews 2 followers

                    April 26, 2020

                    Extremely academic.... You're better off using your intuition to design games then reading something like this. We've been surrounded by great games for decades - Learn from them, not academic writing.

                      May 14, 2020

                      This book deviates from most other have design books. It looks at games for a bigger picture by including the contexts games are played in such as culture. It avoids the usual classification of game mechanics and any other approaches that aim to classify types of games. This one really stands out.

                        Profile Image for Valery.

                        3 reviews

                        January 13, 2018

                        Good book on theory of game design

                          July 19, 2019
                            December 14, 2019

                            In my opinion, this is the most important book for a game designer to have. It has plenty of unique approaches to understanding rules that are not present in any other book.

                              Profile Image for Mia.

                              60 reviews

                              Read

                              February 1, 2021

                              Useful but a bit dry. Definitely had useful concepts but the lack of differentiation between video games and traditional games made it less useful. Would have enjoyed more of the technical aspects.

                                Profile Image for Xenophule.

                                3 reviews

                                June 25, 2021

                                A bit academic in places, but overall very useful in ludology for tabletop games.

                                  Profile Image for Michelle English.

                                  153 reviews 1 follower

                                  Edited February 25, 2021

                                  A Plethora of well written information, love this book

                                    Profile Image for Carlos Domínguez.

                                    2 reviews

                                    Edited November 25, 2015

                                    It is a heavy, extensive and a daunting but good entry point for game design basics.

                                    This book dissects game design from the inside out. From the formal, mathematical, logical approach all the way up to the cultural side, and it's quite an eye opening journey.

                                    Because of this, the reader must be aware that the book focuses more on breadth than depth, but again, that's good as it's set to be a starting point for game design in general and seeks to help the reader to establish a formal game design vocabulary.

                                    It's also useful to know that the infromation is mostly theorical, but you'll always find some examples of commissioned games specifically designed for each of the major sections that will link theoric and empiric knowledge.

                                    As a whole I think it's a must read for game design enthusiasts, it pours and shows the knowledge, the experience and love for the profession from both authors and it will also be a door to other fantastic authors and design philosophies.

                                      Profile Image for Michael Scott.

                                      713 reviews 124 followers

                                      April 30, 2010

                                      Rules of Play is an academic textbook about game design. Starting from a framework with three components---the rules (organization of the game), the play (gameplay experience), and the culture (game context)---, Katie Salen introduces a (formidable) theory of game design. Two more topics are part of this textbook: an introduction to games, and an introduction to game design. While I found the theory to be on the dry side, I enjoyed reading about the design processes of five game designers, four of which design a game each for this book. Overall, a must-read for wannabe game designers.

                                        gamedev-gaming teaching
                                      Profile Image for Zack Hiwiller.

                                      Author 6 books 8 followers

                                      Edited January 13, 2014

                                      I finally read this cover to cover as my first experience with it was in my senior undergraduate project where my advisor wanted to talk about the "magic circle" (we were doing a distributed ARG-style educational game) and I basically wrote it off as a bunch of philosophical claptrap. I've come back to it over the years and while I still feel there is a fair amount of useless meandering, I've also found that the things I teach are in here in spades and I could have saved a lot of time by not making my own materials and instead assigned selections from this book. Sigh.

                                        Profile Image for Serge Pierro.

                                        Author 1 book 32 followers

                                        Edited March 5, 2014

                                        A interesting look at Game Design. Although at times it was a bit dry and long winded, there is some valuable insight provided throughout. The commissioned pieces by Reiner Knizia (Designer extraordinaire), Richard Garfield (Magic the Gathering) and James Ernest (Cheapass Games) were clearly the highlight of the book. In particular, was the Knizia article on the design and development of the Lord of the Rings co-op boardgame. A recommended book for those who are seriously interested in game design.

                                          games non-fiction
                                        Profile Image for Katerina.

                                        387 reviews 12 followers

                                        Edited June 19, 2016

                                        I read the first two sections (about two-thirds of the book).

                                        The amount of thought and research that went into this book on game design amazes me. It is a surprisingly deep but understandable treatise on game theory. The book deals with three aspects of game design - rules (the structure of games), play (players interactions with games), and culture (the interaction between games and culture). Although I only took the time two read the first two sections, based on their content I expect the entire book would be a valuable resource for game designers.

                                          informative math-science-technology

                                        Rules Of Play Game Design Fundamentals Salen

                                        Source: https://www.goodreads.com/en/book/show/176698

                                        Posted by: chamblisswaregs.blogspot.com

                                        Related Posts

                                        0 Response to "Rules Of Play Game Design Fundamentals Salen"

                                        Post a Comment

                                        Iklan Atas Artikel

                                        Iklan Tengah Artikel 1

                                        Iklan Tengah Artikel 2

                                        Iklan Bawah Artikel