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Blogs

  My Favorite Game Design Book
by Adam Saltsman on 05/05/09 02:11:00 pm   Expert Blogs
7 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 05/05/09 02:11:00 pm
 

like rolando? for the iphone? .... oooooooh

It's I think relatively well known that in the summer of 1999, while going for his customary afternoon walk, famous fiction author Stephen King was struck by a van and nearly killed.  I think somewhat less well-known is that the first book he released after the accident was one that was nearly finished before he went for that fateful walk, but hadn't touched for almost two years.  It is, incidentally, the best book on game design ever written.  If you are a game designer, and you haven't read this book, then just click here:

It's only $8, which means for the same price as Graphics Gems 11 you could buy copies for your whole team.

Or, just head down to your local used bookstore and get a copy for like fifty cents.  Either way, find it and read it and digest it.  It is good.

Also, if these ideas sound familiar, it is because they are practiced already by some of the best game designers alive, and they've talked about them in recent years as being important facets or pillars of their design process.  I'm going to try and avoid adding "This relates to game design because..." as that just seems greedy :D

 

On The Importance of Prototyping:

"I believe the first draft of a book — even a long one — should take no more than three months…Any longer and — for me, at least — the story begins to take on an odd foreign feel, like a dispatch from the Romanian Department of Public Affairs, or something broadcast on high-band shortwave during a period of severe sunspot activity."

"“A movie should be there in rough cut,” the film editor Paul Hirsch once told me. The same is true of books. I think it’s rare that incoherence or dull storytelling can be solved by something so minor as a second draft."

"Let's just get on thing clear right now, shall we?  There is no Idea Dump, no Story Central, no Island of Buried Bestsellers; good story ideas seem to come quite literally from nowhere, sailing at you right out of the empty sky: two previously unrelated ideas come together and make something new under the sun.  Your job isn't to find these ideas but to recognize them when they show up."

 

On Design:

"...kill your darlings, kill your darlings, even when it breaks your egocentric little scribbler’s heart, kill your darlings..."

"What would be very wrong, I think, is to turn away from what you know and like...in favor of things you believe will impress your friends, relatives, and writing-circle colleagues.  What's equally wrong is the deliberate turning toward some genre or type of fiction in order to make money...it doesn't work."

"Description is what makes the reader a sensory participant in the story.  Good description is a learned skill, one of the prime reasons why you cannot succeed unless you read a lot and write a lot.  It's not just a question of how-to, you see; it's also a question of how-much-to...If I tell you that Carrie White is a high school outcast with a bad complexion and a fashion-victim wardrobe, I think you can do the rest, can't you? ...When it comes to description...of all sorts, a meal is as good as a feast."

"Good fiction always begins with a story and progresses to theme."

 

Maybe tomorrow I'll actually write something instead of typing out other people's stuff!

 
 
Comments

Rodain Joubert
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This particular blog post has quite an impact on me, primarily because I've devoured that book myself! It's quite stunning how his advice about writing can be so easily applied to common game design habits, now that you mention it.

I must give that book a read-through again if I can find it within the wreckage of my bookshelf.

Louis Varilias
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"...kill your darlings, kill your darlings, even when it breaks your egocentric little scribbler’s heart, kill your darlings..."

This is probably the worst advice to give anyone about anything. It also contradicts "What would be very wrong, I think, is to turn away from what you know and like" in the next line.

Jason Pineo
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Louis, I took 'kill your darlings' to indicate that you should be willing to look at your creations with a critical eye regardless of your emotional attachments. It's a tricky proposition, separating "I think this is really good and I can make it better with another draft" from "I really *want* this to be good and I think I can save it if I just rewrite it 5 more times". The idea is to use "what you know and like" in concert with your carefully honed critical eye to determine what needs to be polished and what needs to be rescued.

If nothing else, Sturgeon's Law requires a solid willingness to cut away the dead weight. It's just that sometimes the whole work is dead weight. If you can figure it out early you can move on to better things that much sooner.

Adam Saltsman
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Well and I personally think that you don't always have to KILL your darlings. But you might need to lock them in the closet for a couple years until they're ripe :)

An Dang
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Interesting tips--well, one interesting tip: if it's not done in three months (or so), then it's been too long.

Greg Wohlwend
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Excellent find, Adam. I usually find the best lessons are in unexpected places like this.

Gabriel Phillips
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I really enjoyed the post and will be looking for this book as soon as I have the time.


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