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Columns

Book Review:
Chris Crawford on Game Design
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Title: Chris Crawford on Game Design
Author: Chris Crawford
Publisher: New Riders
ISBN: 0131460994
Published: June 2003
Pages: 476
Rating (out of 5):
Pros
- Covers many game design topics thoroughly.
- Contains a lot of analysis of individual games from Crawford’s ludography.
- Easy-to-digest lessons. A good coursework book.
Cons
- Entirely not long enough.
- Suffers from a single writer's viewpoint.
- The small section on AI did not do the topic justice.
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Chris Crawford is one of the earliest pioneers of games and game design, and
any book with his name on it is required reading for anybody professing to
be interested in the subject of game design. Chris Crawford on Game Design, published by New Riders, gathers all of Crawford’s experiences through the decades in a single volume. The book is broken down
into 100 lessons, including section with war stories and anecdotes that makes
for light reading while still remaining educational. The book is perfectly
aimed at game designers and those interested in game design, and still remains
relevant to non-designers, providing the deep insights in to the games industry.
The early lessons in the book cover the basics of game design—defining terms,
explaing what it means to play, and exploring the types of play that people
engage in. These types of play are broken down further in to the elements that
make
up
play—challenge,
conflict, interactivity, and rules—with passages on play not needing to be
exotic to be interesting. Crawford also covers some common mistakes such as
obsession with cosmetics, deriving the conclusion that higher graphic quality
is not always better.
There is a brief detour into some of the lessons
we can learn from cinema in regards to graphic quality. Substance, rather
than cosmetic appearance, can make for a more intense user experience, Crawford
explains. Accretive
design --
the “me too” movement -- is also railed against. I found myself nodding agreeably
as I read through this section.
Throughout the book Crawford refers to various seminal games, and covers several
of them (mostly his own—Balance of Power probably being his most well known) in detail, taking apart each game to see
what made it interesting or appealing to different people.
The chapter covers almost Crawford’s entire ludography—successes and failures exposed in all their gory innards,
including a small piece of history on how each game came about.
A section on education for the budding game designer (and even some professional
game designers) gives insight in to the areas one should pursue both at school
and in life. Crawford emphasizes that degrees are important, especially in
today's economic climate, and that many companies won't
consider you without
one, but he also drives home the importance of self-education. To be a competent
games designer is to be a life-learner, he says. An extensive and very esoteric
recommended reading list flows throughout the education lesson.
Towards the end of the book, Crawford turns to navel gazing. He examines what's
wrong with games and the game industry today, giving his view through “random
sour
observations”. He harps on the industry's “Hollywood envy” and the sleaze
and representational violence factor that is creeping in to a lot of modern
games,
along with the
short-sightedness of decision makers.
There is also a chapter that is not so much a lesson, but one about the games
that Crawford would like to build given enough time, money, and energy. He
offers more than a dozen game ideas to anybody willing to implement them. At
face
value, some of the games are variations on a theme with a heavy leaning towards
the strategy/wargame/balance of power style of play. But there are gems
worth contemplating, including my two favorites: Spies, a game idea based on conversation, and Corporate Politics, a sort of "SimCorp" in which you start at the top and work your way down (down
being how low can you sink with political back-stabbing before you're ousted).
Crawford writes far too infrequently for me. I devoured this book with gusto and I
look forward to his next one. This book belongs on the shelf of anyone
who has even the remotest interest in what makes a good or bad game.
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