Areas of Improvement
I enjoyed the book quite a bit, but as
always, there are a few areas that could use improvement. First, as a minor
quibble, the cards occasionally reference lists buried deep within the book.
This makes them slightly harder to use than if each card was completely
self-contained.
Secondly, the book has only a few pages
on the business aspects of game design and it focuses almost exclusively on the
dynamics of a typical retail title. While much of the content in the book will
stand the test of time, I suspect this section will age poorly.
Business models
are changing rapidly with many upcoming games focusing on downloadable content,
subscription models, advertising, microtransactions, free-to-play and
more.
More importantly, much of modern game
design is now intricately intertwined with the process of making money. If
games have any ability to influence and change behavior, and I very strongly
believe that they do, those powers will be used first and foremost, not for
art, but for capitalist gain.
Any book that seeks to be a general education for
game designers might want to make note of how the extraction of money from
players has a major influence on how they structure their design.
My last concern is less a problem with
this book and more an observation about the maturing state of game design. When
books on game design first started appearing (such as Chris Crawford's seminal The Art of
Computer Game Design), they were the works of wild-eyed explorers
fearlessly blazing new paths through the untamed wilderness of a vibrant new
field.
In contrast, Schell has written a solid
survey of the craft of game design as it has evolved over decades of practice.
You'll find the required mention of flow, a discussion of transmedia, and even
a nod to the innovator's dilemma.
There is a great smattering of proven
techniques, some lovely jaunts into the major factors that influence your
design, but no bright new paradigm that will illuminate how you see games.
The closest the book gets to a grand
vision for game design is the importance of the "Loop", the iterative process of
building, playing, analyzing and improving that all great games undergo. This
is fundamental stuff, but in general the book's value remains in the wisdom of
a hundred details as opposed to a big unifying idea or philosophy.
We are left with a craftsman's book, not
a book of unifying artistic vision. Such a thing is still quite valuable. The
world always seems to have more craftsmen looking for their next conceptual
hammer than it has artists needing a vision.
Should You Buy This Book?
Of course you should pick up a copy. It
is a quick read and the concepts are solid. If you are a student, it is perhaps
the most comprehensive and crisply written intro to the key elements of game
design that I have read. If you are a practicing designer, you may want to also
grab the companion cards as well.
Now that game design has a hundred facets,
there is no way anyone can keep all the various mental tools in their head all
at once. The act of flipping casually
through a few cards is a wonderfully tactile method of jolting one's
creativity.
In my library of game design books, I see
The Art of Game Design as the common designer's pragmatic companion to a
theoretical tome like Salen and Zimmerman's Rules of Play: Game Design
Fundamentals.
Both uncover the vast
hidden anthill that is game design. Both
describe dozens of ideas and tools a game designer should master. Both seek to
provide a roof for all perspectives, no matter how divergent. Of the two, The
Art of Game Design is considerably more approachable, with the trade off of
being a lighter, and slightly less thought provoking read.
After putting the book down, I was struck
by the unexpected feeling of jealousy mixed with delight. What a wonderful
thing it is that bright-eyed young designers are able to live in a time when
such hard fought wisdom is readily available in such a clear and digestible
form.
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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.