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Each chapter covers a statement about
games (such as "Game mechanics must be in Balance") and spends 10 to
40 pages digging into exactly what that means.
The text goes just deep enough to give you practical insight into how
the key concepts might be useful without becoming wordy. If you only had a
vague understanding of what goes into a competent interest curve when pacing
your gameplay, you'll come away with some good tools on how you might improve
pacing on your current design.
From Lens #61: The
Lens of the Interest Curve. An illustration of a fractal interest curve.
Many concepts are illustrated with practical
examples from Schell's time at Disney working on projects like Pirates of the Caribbean: Battle for Buccaneer Gold.
The very readable text doesn't assume that you
know a lot about games and manages to define most terms using common language
without coming across as condescending. If you are looking for a competent
introduction to game design, this book is a good place to start.
Terminology
In the process of mapping out game design, Schell does a great service to the
community by collecting the many common terms of game design all into one tidy
chart. The crisp definitions of foundational concepts are written at a level
applicable across a vast range of genres and platforms.
For example, he defines a puzzle as a
"game with a dominant strategy" and makes the observation that
puzzles aren't so different than games, except for the fact that once you
figure out the optimal way of playing a puzzle, they tend to lose all
replayability.
His descriptions of puzzle design work just as well for the next
crossword compilation as they do for an indie title like You Have to Burn
the Rope.
Clear, practical language is an evergreen
addition to our industry's working knowledge. Schell's terminology works for
board games, video games and I suspect it will still be useful when we talk
about virtual worlds and whatever else games evolve into in the future.
In the
work place, a lack of shared vocabulary is the bane of rapid problem solving
and I would be delighted to see some of the definitions in this book more
widely adopted.
100 Lenses
Though the elements of game design are
well described, practicing designers won't find a lot of new insights that
haven't been covered elsewhere. Luckily,
the book also includes some more utilitarian tools in the form of 100
"lenses", or questions that help you iterate on your current
design.
A designer's job often consists of asking
questions. Almost as soon as you start building a game, you need to ask
"what should be improved?" There are nearly an infinite number of
questions one could ask and often finding the right question to ask is key to
coming up with the right solution.
The 100 Lenses are a set of time-tested
questions that you can ask about your game. Are you using your elements
elegantly? Could your pacing be made a bit more interesting by using interest
curves? What is the balance of long term and short term goals for the player?
One of my favorites is Lens #69, The Lens of the Weirdest Thing:
"Having weird things in your story can help give meaning to
unusual game mechanics -- it can capture the interest of the player, and it can
make your world seem special. Too many things that are too weird, though, will
render your story puzzling and inaccessible. To make sure your story is the
good kind of weird, ask yourself these questions:
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What's the weirdest thing in my story?
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How can I make sure that the weirdest thing doesn't confuse or
alienate the player?
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If there are multiple weird things, should I maybe get rid of, or
coalesce some of them?
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If there is nothing weird in my story, is the story still interesting?"
These are the sort of questions that get
me looking at my game designs from a new perspective and can really jolt the
creative juices. Not all of the questions will be useful.
However, somewhere in the list are at least
two or three questions that even the most experienced designer wished they had
asked sooner. By having the questions at your fingertips, you can ask them
earlier.
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I also recommend Tracy Fullerton's book, which I'm almost done with, although that book deals a little more with the mechanics of creating a game within the context of a team than does The Art of Game Design.
I'm also planning to pick up the companion card set of Lenses. They're like a deck of magic cards, one for each lens.
Both aspiring designers and industry vets looking to improve from the foundation up should check this book out.