The Next Big Thing
Posts about next generation technologies and their effect on business.

Designing Games -- How to make an interesting game...

Designing games thumb.gifOccasionally, I like to post about a book I am reading. Recently, I received a e-copy of the O'Reilly Designing Games book by Tynan Sylvester for review.

 

If you are looking for information about the coding algorithms and technical structure of a game, this book is not for you. However if you are interested in the game experience, the concept of game flow and determining tradeoffs between elements a game should have -- these issues are covered in detail. This book focuses on the basic,  architecture elements that need to be thought through long before game coding starts. It not only covers what elements make a game interesting, it explains why humans respond to those elements the way they do. Humans are physically built to have fun and this book covers some of the reasons why we respond the way we do.

 

Both the craft of game design and the process are covered. Although some people may be able to iterate their way to a good game, others will benefit from the more formal process described in this book. I am sure there are many aspects of game development that this book doesn’t address. For those who are interested in an overview though, I found the areas covered to be quite useful, since it included the author’s personal experiences and tips increasing the depth for the reader. I gave it 4 out of 5 stars as a game design book.

Tags: Game design
Labels: Game design
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About the Author(s)
  • Steve Simske is an HP Fellow and Director in the Printing and Content Delivery Lab in Hewlett-Packard Labs, and is the Director and Chief Technologist for the HP Labs Security Printing and Imaging program.
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