The sad facts
I was thinking how sad it is that no "professional" game designer has truely been bothered to write an good material on game design. Any thoughts about this?
One more time for the dumbies
ar+gu+ment n. A discussion in which reasons are put forward in support of and against a proposition, proposal, or case; debate.
December 19, 2000 01:57 PM
Have you reviewed the proceedings from the Computer Game Developer''s Conferences?
Have you read any of Chris Crawford''s numerous diatribes about game design and development?
Have you read any of Ernest Adams'' designer journals or articles on Gamasutra (and now here at Gamedev.net)?
Have you read any of Chris Crawford''s numerous diatribes about game design and development?
Have you read any of Ernest Adams'' designer journals or articles on Gamasutra (and now here at Gamedev.net)?
I would have reviewed the information from the Game Developer Conference except for one little problem. I can only find it as QuickTime videos and upgrading to 4.1 or 4.3 has yet to work on any of our computers. Do you have any links, A.P., to any typed articles?
quote: Original post by Anonymous Poster
Have you reviewed the proceedings from the Computer Game Developer''s Conferences?
Have you read any of Chris Crawford''s numerous diatribes about game design and development?
Have you read any of Ernest Adams'' designer journals or articles on Gamasutra (and now here at Gamedev.net)?
Yes, yes and yes
On a lesser note, have you read Game Design : Secrets of the Sages?
Oh, & long time no see, Paul. Where''ve you been?
NPCs will be inherited from the basic Entity class. They will be fully independent, and carry out their own lives oblivious to the world around them ... that is, until you set them on fire ...
Oh, & long time no see, Paul. Where''ve you been?
NPCs will be inherited from the basic Entity class. They will be fully independent, and carry out their own lives oblivious to the world around them ... that is, until you set them on fire ...
"NPCs will be inherited from the basic Entity class. They will be fully independent, and carry out their own lives oblivious to the world around them ... that is, until you set them on fire ..." -- Merrick
December 20, 2000 12:45 AM
I believe good ol'' CliffyB from Epic has done a couple little articles on his site......but the URL eludes me.
What about "Game Architecture and Design" by Andrew Rollings and Dave Morris? They''re both professional game designers...
This book is about game design, not about coding (although there a few code snippets) and I quite liked it! :-)
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www.BadEntertainment.net
This book is about game design, not about coding (although there a few code snippets) and I quite liked it! :-)
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www.BadEntertainment.net
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There are only 10 kinds of people: those that understand binary and those that don't.
quote: Original post by morfe
On a lesser note, have you read Game Design : Secrets of the Sages?
Oh, & long time no see, Paul. Where''ve you been?
NPCs will be inherited from the basic Entity class. They will be fully independent, and carry out their own lives oblivious to the world around them ... that is, until you set them on fire ...
I''m about 2 3rd''s of the way through it and its currently sitting in my waste paper basket. I think its one of the worst peices of game design material ever published.
Note: i''m not critising the game designers i''m critising the content of the material they publish. I think its good that they do publish stuff but it''s never any good. Ok there was a few good pages in the Game Design:secrets of the sages but most of it was just self promotional crap.
"Game Architecture and Design" no i haven''t read this yet, but i will soon enough.
Btw, i''ve been playing games for a while. Thanks for asking
Warren Spector wrote a pretty cool arcticle in Game Developer about RPG desgin. It might also be on gama sutra.
-Forcaswriteln("Does this actually work?");
December 20, 2000 02:32 PM
The sticking point seems to be Paul''s definition of ''good material'' which is not exactly something that is going to be easy to nail down.
Game design unlike sorting algorighms or rendering engines doesn''t have a objective or numerical measurement that can be easily measured or agreed upon.
So in essence, we are left with the definition of ''good'' as ''Paul likes it'' which in an entirely subjective realm is all any of us are really stuck with anyhow.
PS no clue where the CGDC procedings are posted. I collect hard copy. Pretty old fashioned, I know.
Game design unlike sorting algorighms or rendering engines doesn''t have a objective or numerical measurement that can be easily measured or agreed upon.
So in essence, we are left with the definition of ''good'' as ''Paul likes it'' which in an entirely subjective realm is all any of us are really stuck with anyhow.
PS no clue where the CGDC procedings are posted. I collect hard copy. Pretty old fashioned, I know.
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