Game Design Ideas

Game Design, Artificial Intelligence, Complex Systems

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Author: Penny Sweetser

Publisher: Charles River Media

ISBN 10: 1-58450551-6

Companion Site: http://www.emergenceingames.com/

My Rating: 6/10 (Interesting)

Summary: This book is a compendium of information on methods of increasing interactivity in your games, and even though it does not deliver on the promise of developing methodologies to design for emergence in games or offer analyses of complex dynamic game systems, it does a good job of introducing the reader to the field, especially if you are willing to read all the reference material introduced in the book.

Review:

Emergence and complexity in game systems are my main research interest, so when i got my hands on this book, I was overjoyed by the prospect of reading up on innovative methods to design for emergence, and gauge the types and extent of emergent behaviors based on design templates. I picked up a hot tea, and sat down, expecting to find original ideas and a gain deep understanding of complexity in games. As always, I jotted down notes about my experience with the book, as I read on. This review is a summary of those notes.

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Book Title: “A Theory of Fun for Game design”

Author: Raph Koster

(www.raphkoster.com)

Publisher: Paraglyph Press

ISBN 10: 1-932111-97-2

ISBN 13: 9781932111972

Companion Site:

www.theoryoffun.com

My Rating: 8/10 (Must Read!)

Summary: In “A Theory of Fun for Game Design” Raph Koster, veteran game designer and developer, discusses game design issues in understandable terms, accompanied by funny cartoons. The book is highly informative and chock-full of innovative insights into the “fun” factor of games, a joy to read, and it is sprinkled over with Raph’s humor, anecdotes, and delightful insights.

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Author: Mat Buckland (www.ai-junkie.com )

Publisher: Premier Press

ISBN 10: 1-931841-08-X

Companion Site: N/A

My Rating: 4/10 (Can be skipped!)

Summary: “AI Techniques for Game Programmers” reads like a book for high school students, and though it tries, it barely manages to touch on real-world game applications of the soft-computing methods it introduces to the reader.

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