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Rules of Play : Game Design Fundamentals

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Title: Rules of Play : Game Design Fundamentals
by Katie Salen, Eric Zimmerman
ISBN: 0-262-24045-9
Publisher: MIT Press
Pub. Date: 01 October, 2003
Format: Hardcover
Volumes: 1
List Price(USD): $49.95
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Average Customer Rating: 3.4 (10 reviews)

Customer Reviews

Rating: 5
Summary: an invaluable resource
Comment: This is an excellent text for serious students of game design. Game design like other forms of design is influenced and influences many other fields of study or as the authors call them "schemas". Rules of Play takes seemingly disparate "schemas" and reveals how they inform and are informed by game design. In addition the design notes of game designers like Richard Garfield and Reiner Knizia for the commissioned games that appear in the book tie the theoretical underpinnings of the book to the actual working process of designing games.

The text is rigorous, well researched , informative and incredibly enjoyable. I have read many books on the subject and with few exceptions this one stands head and shoulders above the rest.

Rating: 5
Summary: Teaches the analysis of games
Comment: This book shows how to analyze games, rather than design them. As such, it easily covers its bases. It is not light reading, and it is a textbook of sorts, but it is a very fun read.

It takes adequate time to define and present abstract concepts and qualities that games have. It looks at games from many different angles. It presents three distict levels (or "schemas") in describing games: as collections of rules, as systems of play, and as cultural systems. I find it refreshing that the authors did not take a "one size fits all" approach.

Those who would like to design their own games would find this book very useful. Those who want a tutorial that explains how to design certain types of games would probably be disappointed.

Rating: 1
Summary: Many words, little content
Comment: The authors treat you to a pretentious, hollow, lopsided ivory tower view of what games are and then summarize each section by having a guest writer design a game to be played with dimes.

This is exactly what's giving acadamic game research a bad name.

I can't imagine anyone who would find this gibberish useful.

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