J Schell ââåthe Art of Game Design a Book of Lensesã¢ââ 2008
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I'll update with more details as soon equally I have time (I want to expect into who else is responsible for publishing this cloth in support of the author), but, wow: those parts are terrible, poorly cited, and contain glaring problems such as "people are saying" weasel words.
I'm going to go ahead and say nearly reviewers hither likely would non have given this boo
Update: My giftee has read deeper into this volume and shared some parts with me that I hadn't yet seen. This book is sexist and misogynistic.I'll update with more than details as presently equally I have time (I desire to expect into who else is responsible for publishing this material in support of the author), just, wow: those parts are terrible, poorly cited, and comprise glaring problems such as "people are maxim" weasel words.
I'm going to get alee and say most reviewers hither likely would not have given this volume a pass if it independent racism and antisemitism equivalent to the book's sexism, nonetheless look at the 4-5 star reviews with not a single mention of the outrageous sexism contained herein. Either those readers believe as the author does, without show, and so they didn't notice, or they just don't care, which is frustrating and disturbing no thing how yous slice it.
This book is used as a university textbook, and I cannot imagine seeing those sections in a classroom setting. Furthermore the table of contents for the offensive sections hasn't changed for 3rd edition, so the textile is nonetheless in that location! Until I render with more detail, this is being talked about online in other spaces: https://medium.com/@partytimehxlnt/ti...
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Bought the second edition of this book as a gift, and read a few excerpts with the giftee. If you search the reviews here for "gender" and "sexist," you'll meet that in that location are blood-red flags about one item section, and I urge readers to talk back to that function of the book in your reviews and in your game design. For time to come editions, it would be helpful if the section in question was handed over to someone else due to the author's limitations and the lack of needed citations, or else omitted entirely. I'm not certain if that lens permeates the entire book, but I sincerely hope not since this is the go-to book on game design, and otherwise looks to be well received.
A elementary test readers and writers tin use: Endeavor reading the work with race substituted for gender. If you wouldn't say the affair virtually race -- if it sounds wrong -- don't say information technology almost gender.
...moreAnd the number of typos was phenomenal. (I sent Jesse Schell a list of nearly twenty t
This book contains some thought-provoking suggestions about game design, but it also contains enough empty truisms to go abrasive. For example: "in that location were many decisions the designer fabricated to lay information technology out, and these decisions made a significant impact upon the game experience" (p. 237). The concluding paragraph of each chapter and subchapter could probably exist omitted without removing whatever data from the book.And the number of typos was astounding. (I sent Jesse Schell a list of virtually 20 to correct in e-books or reprintings.) Their sheer book fabricated me a bit dubious of the depth of thought that went into the book. Some parts of it, especially the emotional ramblings toward the end, read similar commencement drafts.
The premise of the book intrigued me. Schell pulled together a collection of i hundred "lenses": means looking at a game to see what needs to be changed about information technology. Some of these could be quite useful, although well-nigh don't need the surrounding context of the volume to support them. The volume has a companion Deck of Lenses that might make a improve buy for anyone actually intending to apply the lenses for a design.
As a former professional juggler and sometime employee of Disney, Schell's perspective on the entertainment side of the industry was valuable, albeit somewhat trite.
Here are some things this volume says:
(view spoiler)[
*Compared with other media, information technology is harder to hide the artifacts and connect the user directly to the feel in games because games are more than interactive (p. 11).
*The lack of standardized definitions in game design means that we have to clarify what we hateful more. Although this pace of clarification slows the process, it besides ways that we think about each detail more than thoroughly (p. 25). [This concept reminds me of the essay near Brusque Hand Abstractions from This Will Brand You Smarter. By using SHAs, we can think about combinations of SHAs faster, but we don't finish to consider what each SHA really ways.]
*Schell proposes a ten-part definition of a game (they are entered willfully, accept goals, have conflict and rules, can exist won and lost, are interactive, have challenge, and create their own internal value to appoint players in closed, formal systems)(p. 31-4). He then combines all these as "A game is a problem-solving activity, approached with a playful mental attitude" (p. 37).
*The four main components of a game (mechanics, story, aesthetics, and engineering science) (p. 41-3) should support a unified theme (p. 53).
*When brainstorming, numbering the ideas in lists helps to give each thought individual significance (p. 71).
*Games are built on top of toys. One style of designing is to come up with the toy kickoff and let that inspire the grade of the game (p. ninety).
*In much the same way that comics simplify perception by aligning with our mental models (with large faces and lines dividing objects), games may be fun because they are simplified models and thus require less thought than non-abstracted perceptions of reality (p. 117).
*When designing a game'southward mechanics, it'south worthwhile to consider separately the six bones elements of spaces, modes, deportment, rules, skills, and chances (p. 130-69).
*Playtest with a mix of novices and experts to ensure that players begin in and remain in the period channel (p. 177-8).
*Each individual game element should serve equally many purposes as possible. Elements with few purposes should exist merged (p. 197-8).
*If a game for children is designed to require only i mouse button, it tin can be useful to set the right-mouse push button to also act equally a left button and then that if their small hands mis-click, the game still responds as anticipated (p. 244).
*A successful amusement experience should have an "interest bend" that begins with a hook to engage the person's interest so adds gradually more interesting experiences until concluding with the most interesting (p. 246-52).
*Inconsistency in a story world is bad because it takes people out of the world and prevents them from imagining themselves in it in the futurity (p. 276).
*When creating game characters, it can be useful to consider their relationships with each other character, including their relative statuses (p. 318-23).
*One technique for designing aesthetics is to choice a vocal that evokes the feeling you want to convey and then structure the rest of the game effectually it (p. 351-2).
*It'south worthwhile to make your client feel similar a creative partner in your design (420).
*Schell explains how the education system has many mechanics of a game but that information technology doesn't experience like a game considering information technology lacks the elements of a skilful game design. "It's non that learning isn't fun, it is simply that many educational experiences are poorly designed" (443).
*If curiosity is a trait that can exist nurtured, then structuring the education system to support the development of curiosity will exist benign to students because they can then seek out any information they need on the internet (p. 447-8).
(hide spoiler)]
EDIT: Jesse responded to the list of typos I sent him by sending me a pack of his Deck of Lenses every bit a give thanks you lot. This was a very proactive gesture and gave me considerable respect for his professional courtesy. Now that I own the deck, my earlier recommendation that the deck is likely more useful than the book nevertheless stands. The deck likewise has the added merit of being beautifully illustrated and satisfyingly well-baked.
I remember it's a expert idea to publish the media in multiple formats like this; multiple entries into a world are something which Jesse Schell advocates convincingly for in his book. I've heard that Stephen Anderson besides created a complementary deck of psychological principles to go with his Seductive Interaction Blueprint .
...moreHowever, as great equally it is, I yet disagree with parts of it. And to be fair, Schell does say in the book to question the knowle
I figured it was about time I read this, having heard such dandy things nigh information technology from other game designers, and information technology is an splendid book. It should take been a standard part of curriculum in college for my Game Art & Design degree. Honestly, anyone interested in going into game pattern, exist information technology for lath games, RPGs, or video games should spend some fourth dimension reading this volume.Withal, every bit great as it is, I still disagree with parts of information technology. And to be off-white, Schell does say in the volume to question the knowledge presented within. The parts that bothered me the most were Chapter ix, which portrays sexist stereotypes as to what games women play and why they play games and Chapter 23 which is unapologetically anti-solitaire gaming. Schell says, "the unmarried-actor phenomenon appears to take been a temporary aberration" - seriously? As an gorging solo gamer across all platforms I find this to be a very extroverted fashion of looking at games. As long as there are introverts in the world, there volition be solo games. Non anybody wants to game with friends.
As for the rest of the book, it is a veritable wealth of data and would be well worth owning, especially for the lists of farther reading material at the end of every affiliate.
...moreGet it, read it, exist a ameliorate game designer/person.
I am torn about this textbook. There is much to like in The Fine art of Game Design, and the book is arguably at it'due south all-time when Schell relays his extensive personal experiences in the manufacture. I indeed found some sections to be first-class, for instance the discussions of design principles, of games in education, or or the social responsibilities of designers. I also appreciated the attainable writing style.
That said, as a uni instructor looking for a tex
Good inspiration for beginners, but with flawsI am torn well-nigh this textbook. There is much to like in The Art of Game Pattern, and the book is arguably at information technology'south best when Schell relays his all-encompassing personal experiences in the manufacture. I indeed found some sections to be splendid, for instance the discussions of design principles, of games in didactics, or or the social responsibilities of designers. I too appreciated the accessible writing way.
That said, as a uni instructor looking for a textbook for undergrad students in a Games Studies course, the book ultimately missed the marking for me. Aside from its excessive length and over-ambitious scope, I found many of the observations poorly reasoned and ofttimes grounded in a cursory agreement of related fields. I was irritated by the frequent generalisations well-nigh 'homo nature', the uncritical discussion of 'histrion types' (taking the controversial arguments past Bartle at face value), and the frequent assumptions about gender in gaming ('women like to play nurturing roles', etc.). The volume would have benefitted from a more careful consideration of the state of the field in disciplines like psychology, anthropology, sociology, and cultural studies. Instead, the author ignores much of the academic literatures, and at 1 point even derides theoretically-minded work equally 'pedantic'. This is a real same, and a missed opportunity.
In short, if y'all are looking for inspiration, there is plenty to exist found in these pages, just for a more than critical assessment of game design I'd recommend turning elsewhere.
...moreI have a few criticisms. Some of the book does feel like it dwells a little securely in 'gamer' civilisation. The section in Gender and Demographics fabricated me bite my tongue for it's predictability. Not that the underlaying message; that when you make a game yous have to be conscious of the reality of different interest in unlike demographics, I just call up his assertions regarding what those trends are is myopic and a tad ignorant of the broader social factors at play.
Over-all I'd recommend the book to those interested in Game-design. It's a pretty easy read.
...moreThis book is not just a great manner to learn nigh designing games, but teaches a lot of good tips for creating anything. I particularly capeesh that the book is not overly technical (its easily accessible to anyone who would pick it up), but information technology does go into some circuitous ideas...he hitting that perfect residuum in creating a book that anyone, regardless of skill or education level, can read and learn from.
The terminal three capacity were the most effecting for me, for they discussed the effect of games and how they tin can transform us.
Once you finish information technology, you will get a ring, a secret ring, but I tin can't tell you lot more. So, become read it yourself :)
This is a life changing book, not equally a game designer merely, but as a human. For it contains many valuable lessons on the design of homo experiences, I would recommend this volume to anyone.The final three chapters were the most effecting for me, for they discussed the effect of games and how they tin can transform u.s..
One time you terminate it, you volition get a band, a surreptitious band, but I tin can't tell you more. So, become read it yourself :)
...more"There is no female person equivalent of a pickup game of touch football. On the surface, this is strange—girls tend to be more social, so y'all might expect that games involving large gatherings wo
It starts off interesting. The structure(lenses) Jesse provides to sympathise a complex arrangement i.e. video game is pretty expert intro to design. But then midway through information technology derails. It has missed the point so much on gender that I have to wonder what else was over simplified? Few of the quotes that were troubling "There is no female equivalent of a pickup game of touch football. On the surface, this is strange—girls tend to be more than social, so you might await that games involving large gatherings would
entreatment to them more. The problem seems to lie in conflict resolution. When a group of boys play a game and there is a dispute, play stops, in that location is a (sometimes heated) discussion, and the dispute is resolved. At times, this involves one boy going domicile in tears, just despite that, play continues. When a group of girls play a game and there is a dispute, it is a unlike story. About of the girls will accept sides on the dispute, and it mostly cannot be resolved correct away. Play stops, and
often cannot keep. Girls will play squad sports when they are formally organized, merely two breezy competing teams put also much stress on their personal relationships to be worth the problem"
???
He goes on to generalize saying how men look for mastery, contest, destruction etc in games while women looks for Emotion, Nurturing and existent world in games.
?????????
Terrible stereotypes are harmful for women AND men.
The book at best is reductive and at worst is perpetuating dangerous stereotypes.
This book would have been ameliorate served as a biography or opinion slice. Information technology being recommended as a objective text or academic learning, is concerning. In whatever other field, this would be not the quality you would set for learning that discipline. Worries me well-nigh ecosystem of videogames , fifty-fifty farther.
...more thanThe gimmick of the book -- here are a gear up of 100 lenses you can utilize to think about game design! -- cruel a niggling flat for me, on the other hand. To me they seemed pretty much the same thing equally the usual summary y'all'd find at the finish of a chapter in a textbook, which is fine, only not specially amazing.
To close: this book, more than annihilation I have read so far, made me proud to be exploring this field myself, and that is priceless.
...more thanThe author himself seems to be of ii minds about the importance and role of games in our civilization, which causes some inconsistencies throughout the book. For most of the book one gets the sense that game blueprint is a very cold computing blazon of business concern. Schell leaves discussion of the game designer's responsibilities and motivations fo
Most half of this book is truly first-class. Unfortunately I can't say exactly which half, since the practiced parts and the non-so-good parts are all mixed together.The author himself seems to be of two minds nigh the importance and role of games in our civilisation, which causes some inconsistencies throughout the book. For about of the book one gets the sense that game design is a very common cold calculating type of business organization. Schell leaves discussion of the game designer'due south responsibilities and motivations for the very end of the book. Those final ii capacity feel much more than honest, and I believe better reflect the writer's actual opinions than the residue of the book. The book would exist much stronger if he had maintained that honesty throughout.
This book would probably exist near helpful for those from a computer science background or those without a traditional art groundwork. It is a proficient basic overview of the game design process. Just remember not to take every word of it as gospel.
...more(I'm not sure how much I'll use the lenses, but the ideas around them are great. And, to echo some of thursday
A fantastic book that gave me a lot to think nigh as I continue to pattern tabletop games. While it isn't 100% (some concerns with gender, understanding of choice-based narratives, etc), it is overall very useful. I've found ways to apply the contents to my (not game related) mean solar day job and other aspects of my life. I definitely recommend reading it, fifty-fifty if yous don't agree with everything in it.(I'm non sure how much I'll utilise the lenses, simply the ideas around them are great. And, to echo some of the reviews, his knowledge at times can feel shallow. As with any textbook--take what is proficient and explore what seems shallow or unsure).
...moreI did find the chapters on game balancing and game product very useful however. If game designers should enquire me about this volume, I'd recommend those specific chapters. Otherwise, it's probably non worth your time if y'all're not looking to pursue game studies.
...moreCons: Later on reading this book, I oftentimes find myself compulsorily analyzing the design when I'm playing a game, or studying carefully the structures of the plot line right in the middle of a movie or novel...which could sometimes be disrupting.
Pros: A thorough and thought-provoking guide to game design, and many of the techniques and knowledge from the book could be applied to general artistic cosmos too every bit performance art.Cons: Later on reading this book, I often find myself compulsorily analyzing the design when I'm playing a game, or studying carefully the structures of the plot line right in the middle of a movie or novel...which could sometimes be disrupting.
...moreWhy should we care about games? Exc epting possibly anthropologists, kid psychologists, and Cold War era economical and military machine strategists(leaving most everybody), I think there is a trend to view games as a frivolous fashion to pass the fourth dimension instead of equally what I recollect they actually are, which is equally a realtime, behavioral model of a complex organization. Games are immersive didactics enviroments that (if they are any good) encourage learners to echo their lessons over and over until they achieve mastery. Players will remember more information for a longer period of fourth dimension through repeated, volitional exposure.
Take chess and Go as models of medieval war. Among other lessons, those who play them enough to absorb their built-in patterns are likely to meet the interrelationship of criminal offense and defence force (in chess) and the impact of position on territorial influence or control (in Go). Wonder whether Liddell Hart, Klausewitz, or Sun Tzu take the upper hand when information technology comes to battle or negotiating tactics? Watch football game and find out which plays exit their opponent flatfooted (game, set up, friction match to the deception and surprise advocated past Liddell Hart and Sun Tzu). Intendance to study the effects of cooperation and contest in a problem-solving context? Grab a buddy and play a round of Joust. Want to (safely) explore the risks of possible futures with other similar-motivated people in the hopes of building a improve tomorrow? Watch or participate in Superstruct online.
As with everything, in that location are proficient and bad games, and as a person who likes to get under the hood and come across what drives the success of different experiences,
Art of Game Design delivers without didacticism. Neither highbrow nor how-to, Schell's authorial voice is fun-NY throughout (I constitute myself intermittently laughing out loud reading it, no doubt to the consternation of those around me). For instance, he-e-ere's Jesse at page 391on the necessary agonies of playtesting as a ways of eliciting constructive criticism: "Having people detest your piece of work is probably one of the nearly painful parts of existence a game designer. And playtesting is similar an engraved invitation that reads:You lot are cordially invited
to tell me why I suck
Bring a friend – Refreshments Served"
Ba-DUMP-bump! These jokes leaven and underscore the importance of repeated testing of one'south assumptions, a point made further by photographic metaphor, a picture of a banana all over whose peel is written the words, "I AM A Apple tree!!!" [sic] More than than a game designer's or software developer's truism, the value of iteration (what Schell calls "the rule of the loop," my parents call "the bloody forehead schoolhouse, " and nearly everyone else calls "trial and error") is a life-lesson in favor of defining reality through empiricism in preference to opinion.
In my view, the volume has merely three weaknesses. First, and despite the fact that internal contents are themselves rigorously, coherently organized, each chapter is preceded by an opaque and superfluous road map (ostensibly a diagram that shows how designers, games, and players – and their elective components – quasi-relate to one another in the context of the volume). Second, the starting time xxx pages or and then – which seek to ascertain, parse, or clarify basic terms and concepts likewise every bit set an unnecessarily folksy vocalization – may try your patience, unless yous think reading the judgement "I am a game designer" repeatedly in boldface with each word italicized in plough makes for a meaningful reading-mantra. Finally, while Schell has something substantive to say nigh pretty much everything ranging from the influence of audiovisual cues on human behavior to the fine fine art of pitching a game in a way that prospective funders will exist most likely to care almost, he however gives really short shrift to technology. In less than ten pages Schell distinguishes foundational engineering science (Wiimote, strong) from decorational technology (if I score enough points, I tin mail service my photo to the leaderboard, weak), and balances the risks of premature adoption of the latest, greatest (and untested) matter against premature dismissal of emergent technologies that (upon maturity) could threaten a game with obsolescence. Still, Schell deliberately eschews mention, let solitary discussion, of the pros, cons, or fifty-fifty bare consequences imposed by the deployment of generic game technologies (e.thou., dice, cards, balls, rudimentary physics engines, polygonal rendering algorithms, etc.). So curious geeks and hardcore techies volition need to supplement their reading.
In all other respects
Fine art of Game Design is comprehensive, including 100 "lenses" through which designers might view their work. Each "lens" (also published separately equally a card pack!) is actually a serial of provocative questions that promote introspection. For case, the lens of menstruation (#xviii, p. 122, concluding a synopsis of research findings from studies performed past psychologist Mihalyi Csikszentmihalyi and others) challenges designers to balance a growing level of challenge to a growing level of skill, maximizing the relevance of player deportment to intended goals while minimizing distractions (a term explicitly divers and disambiguated). Meanwhile, the lens of status (#80, p. 323) borrows from improvisational theater to promote evolution of more sophisticated characters and character interactions past assuring that game characters deport in accord with (and constantly jockey to establish and evolve) their relative, respective social condition.This is also a book brimming full of fascinating cultural references (including illustrative quotes from Confucius, Plato, Scott McCloud, They Might Be Giants, and the Dalai Lama), anecdotes (How did Michelangelo come into his David commission? Whose gambling trouble prompted Pascal and Fermat to develop the laws of probability? How did "Space Invaders" come into being?), and aphorisms ("A game is a trouble-solving action approached with a playful attitude" – p. 37; "A puzzle is a game with a dominant strategy" – p. 209; "Power is the ability to get what you want" – p. 424). For me, introductions to Christopher Alexander'southward views on architecture and the concept of "griefers" and "griefing" (i.east., minimizing whatever game/activity's potential to be exploited equally an expression/outlet of active or passive aggression unrelated and inappropriate to the game) were wholly welcome surprises that have me actively seeking out the one-time from my library (and casually avoiding the latter, as it would not otherwise have occurred to me that online game players might invest time and effort arranging virtual furniture to spell out obscenities).
At that place's much, much more than here that I haven't covered, including analyses of gender, age, Aristotelian interest curves, and the virtue of a expert juggling routine. (Among other topics that have begetting on good game design.) Merely I'm probably already over my GoodReads limit, so you tin stop reading my review and outset reading this book.
...moreThis book is very wide indeed. Schell doesn't limit himself to games of a detail platform or
Wow. Often when I read I pay attention to the nuggets of wisdom inside some larger textile or narrative. This book is a goldmine of them. To some extent they're the brilliantly crafted lense statements, simply also the style each of them is motivated by some humourous enlightening anecdote. After essentially every affiliate I wanted to show what I had just read to a friend so we could talk about his points.This book is very broad indeed. Schell doesn't limit himself to games of a item platform or style, but manages with, and puts to adept utilize, a very general definition of games so as to accommodate the breadth of examples and principles he draws, whether from sports, other amusement, or adjacent fields similar psychology and architecture. He also covers the practice very holistically, from thought conception to prototyping and iteration, to the art of handling a team or a client. [His comments on the business organization side were valuable and well integrated with his other lessons, but as a hobbyist, I'grand personally glad most of it is on design and game elements proper :)].
Equally others take pointed out, he doesn't become into much depth on any item aspect, but his level of item was enough for me equally a reader to be aware and start pondering / discussing these concerns subsequently, or else selection up 1 of the items in his 'further reading' list. I found his style attainable and his tone inviting. I thoroughly enjoyed it.
...moreThe book covers all the high-levels
As a person who's recently found themselves for the first fourth dimension on a team edifice a game, this volume was a godsend. In 34 chapters, Jesse Schell covers everything one should know about building a game. It balances nicely betwixt theory (insofar equally there is bookish literature about game pattern) and practical advice. Each chapter is interspersed with practical "lens", which are effectively questions game designers tin ask themselves to guide their design process.The book covers all the high-levels of game design: refining the core feel; defining and reinforcing themes, working and iterating as a team, understanding thespian motivation, balancing the game; defining characters, stories and game worlds; building communities; play testing; working with clients and much more.
In particular, I got a lot out of the chapters on Game Mechanics (chapters 12 through 14) especially the ideas of emergent gameplay (gameplay strategies that emerge that aren't part of the rules) and the exploration of probability theory as applied to game pattern. I likewise establish the chapter on Involvement Curves (16) specially enlighten.
I highly recommend this book for anyone interested in learning more than about Game Design.
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