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Reviews"I've never seen a better book about games for people who have zero interest in games. For intelligent people who can't understand why these weird amusements compel the allegiance of millions, this is an excellent primer. It won't make you play any games, but you'll fully understand why and how they work, and also where they're going." - If you're nineteen and have no idea why you adore videogames - you're just enchanted by them, you can't help yourself - dude, is this ever the book for you. You are the core demographic for this particular textual experience. Put down the hand-controller, read the book right now. I can promise you that you will grow in moral and intellectual stature.. Instead of remaining a twitchy, closeted, joystick geek, like you are now, you will emerge from this patient master-class as a surprisingly broadminded adult who quotes Herman Hesse and appreciates improvisational theater and Impressionist painting. You will no longer kill off parties with your Warcraft fixation. Instead, other people your age will find themselves mysteriously drawn to you - to your air of quiet sympathy, your contemplative depth. Wise beyond your years, you will look beyond the surface details of shrieking monsters and into the deeper roots of human experience.. Schell's creative approach is full of autarchic frontier self-reliance. Out there on Tomorrowland's Gameification Frontier, a theorist intellectual has to slaughter his own hogs and parse Aristotle's Poetics on the back of a shovel. But boy, it sure is roomy over there. It's a large, free, democratic book. It's Emersonian in its cheery disorganization. The book's like a barbaric yawp from the top of a Nintendo console.. I'd read it now, before things get out of hand." - Bruce Sterling on Wired.com's "Beyond the Beyond" blog, "Early in the book, Schell states, 'The goal of this book is to make you the best game designer you can be.' Of course, there is no simple way to do this, so he ambitiously embarks on a detailed analysis and discussion of virtually every aspect of game design...The book is very worthwhile reading for anyone who designs or is thinking about designing games." --R.W.S., Games Magazine "This book was clearly designed, not just written, and is an entire course in how to be a game designer...The subtitle "a book of lenses" [is used] metaphorically, as a way of looking at a game and asking questions to help analyze it...He also approaches each aspect as a good designer would, providing not just bare facts but also captivating stories to set the mood and provide context, and adds charts, tables, drawings, and cartoons to capture the essence of his subjects and to illustrate them, figuratively and literally, from many different perspectives...The book is also intensely practical, giving some of the best advice on how to harness your own subconscious I've ever read...It's a marvelous tour de force, and an essential part of anyone's game design library." --Noah Falstein, Game Developer , January 2009, "Early in the book, Schell states, 'The goal of this book is to make you the best game designer you can be.' Of course, there is no simple way to do this, so he ambitiously embarks on a detailed analysis and discussion of virtually every aspect of game design...The book is very worthwhile reading for anyone who designs or is thinking about designing games." --R.W.S., Games Magazine "This book was clearly designed, not just written, and is an entire course in how to be a game designer...The subtitle "a book of lenses" [is used] metaphorically, as a way of looking at a game and asking questions to help analyze it...He also approaches each aspect as a good designer would, providing not just bare facts but also captivating stories to set the mood and provide context, and adds charts, tables, drawings, and cartoons to capture the essence of his subjects and to illustrate them, figuratively and literally, from many different perspectives...The book is also intensely practical, giving some of the best advice on how to harness your own subconscious I've ever read...It's a marvelous tour de force, and an essential part of anyone's game design library."--Noah Falstein, Game Developer, January 2009, "If you're nineteen and have no idea why you adore videogames - you're just enchanted by them, you can't help yourself - dude, is this ever the book for you. You are the core demographic for this particular textual experience. Put down the hand-controller, read the book right now. I can promise you that you will grow in moral and intellectual stature.. Instead of remaining a twitchy, closeted, joystick geek, like you are now, you will emerge from this patient master-class as a surprisingly broadminded adult who quotes Herman Hesse and appreciates improvisational theater and Impressionist painting. You will no longer kill off parties with your Warcraft fixation. Instead, other people your age will find themselves mysteriously drawn to you - to your air of quiet sympathy, your contemplative depth. Wise beyond your years, you will look beyond the surface details of shrieking monsters and into the deeper roots of human experience.. Schell's creative approach is full of autarchic frontier self-reliance. Out there on Tomorrowland's Gameification Frontier, a theorist intellectual has to slaughter his own hogs and parse Aristotle's Poetics on the back of a shovel. But boy, it sure is roomy over there. It's a large, free, democratic book. It's Emersonian in its cheery disorganization. The book's like a barbaric yawp from the top of a Nintendo console.. I'd read it now, before things get out of hand." - Bruce Sterling on Wired.com's "Beyond the Beyond" blog "As indicated by its title, Jesse Schell's The Art of Game Design: A Book of Lenses uses many different perspectives (the titular lenses) which each prompt their own important questions, ranging from "What problems does my game ask the players to solve?" to "What does beauty mean within the context of my game?" These distinct points are interwoven throughout a step-by-step analysis of the design process that begins with the designer and his or her basic idea, and builds successfully from there. As with Rules of Play, the wealth of information presented by The Art of Game Design may seem daunting at first, but Schell's agreeable voice eases the reader into a series of invaluable angles we can (and should) use to evaluate what we play."-- 1up.com, "I've never seen a better book about games for people who have zero interest in games. For intelligent people who can't understand why these weird amusements compel the allegiance of millions, this is an excellent primer. It won't make you play any games, but you'll fully understand why and how they work, and also where they're going." - If you're nineteen and have no idea why you adore videogames - you're just enchanted by them, you can't help yourself - dude, is this ever the book for you. You are the core demographic for this particular textual experience. Put down the hand-controller, read the book right now. I can promise you that you will grow in moral and intellectual stature.. Instead of remaining a twitchy, closeted, joystick geek, like you are now, you will emerge from this patient master-class as a surprisingly broadminded adult who quotes Herman Hesse and appreciates improvisational theater and Impressionist painting. You will no longer kill off parties with your Warcraft fixation. Instead, other people your age will find themselves mysteriously drawn to you - to your air of quiet sympathy, your contemplative depth. Wise beyond your years, you will look beyond the surface details of shrieking monsters and into the deeper roots of human experience.. Schell's creative approach is full of autarchic frontier self-reliance. Out there on Tomorrowland's Gameification Frontier, a theorist intellectual has to slaughter his own hogs and parse Aristotle's Poetics on the back of a shovel. But boy, it sure is roomy over there. It's a large, free, democratic book. It's Emersonian in its cheery disorganization. The book's like a barbaric yawp from the top of a Nintendo console.. I'd read it now, before things get out of hand." - Bruce Sterling on Wired.com's "Beyond the Beyond" blog, "I've never seen a better book about games for people who have zero interest in games. For intelligent people who can't understand why these weird amusements compel the allegiance of millions, this is an excellent primer. It won't make you play any games, but you'll fully understand why and how they work, and also where they're going." - Bruce Sterling on Wired.com's "Beyond the Beyond" blog "This book was clearly designed, not just written, and is an entire course in how to be a game designer...The subtitle "a book of lenses" [is used] metaphorically, as a way of looking at a game and asking questions to help analyze it...He also approaches each aspect as a good designer would, providing not just bare facts but also captivating stories to set the mood and provide context, and adds charts, tables, drawings, and cartoons to capture the essence of his subjects and to illustrate them, figuratively and literally, from many different perspectives...The book is also intensely practical, giving some of the best advice on how to harness your own subconscious I've ever read...It's a marvelous tour de force, and an essential part of anyone's game design library." --Noah Falstein, Game Developer , January 2009 "If you're nineteen and have no idea why you adore videogames - you're just enchanted by them, you can't help yourself - dude, is this ever the book for you. You are the core demographic for this particular textual experience. Put down the hand-controller, read the book right now. I can promise you that you will grow in moral and intellectual stature.. Instead of remaining a twitchy, closeted, joystick geek, like you are now, you will emerge from this patient master-class as a surprisingly broadminded adult who quotes Herman Hesse and appreciates improvisational theater and Impressionist painting. You will no longer kill off parties with your Warcraft fixation. Instead, other people your age will find themselves mysteriously drawn to you - to your air of quiet sympathy, your contemplative depth. Wise beyond your years, you will look beyond the surface details of shrieking monsters and into the deeper roots of human experience.. Schell's creative approach is full of autarchic frontier self-reliance. Out there on Tomorrowland's Gameification Frontier, a theorist intellectual has to slaughter his own hogs and parse Aristotle's Poetics on the back of a shovel. But boy, it sure is roomy over there. It's a large, free, democratic book. It's Emersonian in its cheery disorganization. The book's like a barbaric yawp from the top of a Nintendo console.. I'd read it now, before things get out of hand." - Bruce Sterling on Wired.com's "Beyond the Beyond" blog, "If you're nineteen and have no idea why you adore videogames - you're just enchanted by them, you can't help yourself - dude, is this ever the book for you. You are the core demographic for this particular textual experience. Put down the hand-controller, read the book right now. I can promise you that you will grow in moral and intellectual stature.. Instead of remaining a twitchy, closeted, joystick geek, like you are now, you will emerge from this patient master-class as a surprisingly broadminded adult who quotes Herman Hesse and appreciates improvisational theater and Impressionist painting. You will no longer kill off parties with your Warcraft fixation. Instead, other people your age will find themselves mysteriously drawn to you - to your air of quiet sympathy, your contemplative depth. Wise beyond your years, you will look beyond the surface details of shrieking monsters and into the deeper roots of human experience.. Schell's creative approach is full of autarchic frontier self-reliance. Out there on Tomorrowland's Gameification Frontier, a theorist intellectual has to slaughter his own hogs and parse Aristotle's Poetics on the back of a shovel. But boy, it sure is roomy over there. It's a large, free, democratic book. It's Emersonian in its cheery disorganization. The book's like a barbaric yawp from the top of a Nintendo console.. I'd read it now, before things get out of hand." - Bruce Sterling on Wired.com's "Beyond the Beyond" blog "As indicated by its title, Jesse Schell's The Art of Game Design: A Book of Lenses uses many different perspectives (the titular lenses) which each prompt their own important questions, ranging from "What problems does my game ask the players to solve?" to "What does beauty mean within the context of my game?" These distinct points are interwoven throughout a step-by-step analysis of the design process that begins with the designer and his or her basic idea, and builds successfully from there. As with Rules of Play, the wealth of information presented by The Art of Game Design may seem daunting at first, but Schell's agreeable voice eases the reader into a series of invaluable angles we can (and should) use to evaluate what we play."--1up.com, "I've spent hours trying to write this review; trying to figure out how I'm going to preserve my precious journalistic integrity while reviewing Jesse Schell's The Art of Game Design: A Book of Lenses. I've been looking for ways to pan it, to do what all good critics do: critique... I can't. This is unequivocally the best book on game design I've ever read." - James Portnow, Edge Online(http://www.edge-online.com)
SynopsisAnyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it., Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lensesshows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.
LC Classification NumberQA76.76.C672