Katie Salen is a game designer, interactive designer, animator, and design educator. For a game designer, considering different types of rules in games such as constitutive, operational, and implicit rules are critical in designing a meaningful game. Goodreads helps you keep track of books you want to read. Your perception of the internal workings of games will be heightened. This book deviates from most other have design books. You WILL get a headache reading this; you WON'T ever be able to apply any of it. The pretentious forward was the opening number in a scattergun approach to the topic that just felt so shallow compared to discussions you might hear on The Forge or Extra Credits or EnWorld or really anywhere that gaming fanatics gather to discuss theory. If you like books and love to build cool products, we may be looking for you. September 25th 2003 A recommended book for those who are seriously interested in game des. The points they repeat are quite important, but it can get a little redundant. ‘Unit Two: Rules’ from Salen, Katie and Eric Zimmerman, “Rules of Play: Game Design Fundamentals,” Boston: MIT Press, 2004. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. I've come back to it over the years and while I still feel there is a fair amount of useless meandering, I've also found that the things I teach are in here in spades and I could have saved a lot of time by not mak.

The commissioned pieces by Reiner Knizia (Designer extraordinaire), Richard Garfield (Magic the Gathering) and James Ernest (Cheapass Games) were clearly the highlight of the book. This dry, yet thorough, book draws upon research and theory in sundry fields (such as cybernetics, probability, and systems theory) to develop a thorough theory of game design as a field of its own. I finally read this cover to cover as my first experience with it was in my senior undergraduate project where my advisor wanted to talk about the "magic circle" (we were doing a distributed ARG-style educational game) and I basically wrote it off as a bunch of philosophical claptrap. It basically just says that games are systems are and over. Extremely academic.... You're better off using your intuition to design games then reading something like this. A dreary dull text that will be of no interest to anyone that would be interested in reading it, written by dreary dull academics that haven't a clue really what they are talking about and know less about game design than the average experienc. The book is jam packed with different conceptual frames in which to place games. Katie Salen and Aaron Zimmerman use a plethora of games from classic card games to current (at the time this was written) games to illustrate their points. Good to carry as a physical weapon as well as to wield as an implement of knowledge.

You will see possibilities where before you saw dead ends.

We’d love your help. This one really stands out.

A little too familiar for something that's pretty close to a textbook.

Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." I found this book very interesting.

Starting from a framework with three components---the rules (organization of the game), the play (gameplay experience), and the culture (game context)---, Katie Salen introduces a (formidable) theory of game design. Just a moment while we sign you in to your Goodreads account. Their are also four games made specifically for this book that are included in the book. . As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. I read the first "unit" and skimmed through the rest of this book. A recommended book for those who are seriously interested in game design. Appear mellow and laid-back : When you’re working hard, make it look easy so people admire your capability.

“I think one of the changes of our consciousness of how things come into being, of how things are made and how they work . Basically every sentence is like this, too abstract to mean anything.

If you're interested in video games as sets of limiting rules that provoke competition, this could be the book for you, but I don't think that's a subject worth spending time on. This is not the first time this has been recognized or explored, but is explored in a fresh way in great detail - with one review stating that: "the book manages to bridge the emerging field of game studies methodologies and design theory" . Rules of Play is an academic textbook about game design. Be the first to ask a question about Rules of Play. Early chapters are basically a history / philosophy lesson on why humans are compelled to play. It will instantly become a standard textbook in the field on the basis of its rigor and scope—yet it is written in such an engaging style that many will read it for pleasure. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design. Although at times it was a bit dry and long winded, there is some valuable insight provided throughout. She is named after Waverly Place, her familys address and, therefore, their claim to the United States.

In particular, they analyze the elements that can make a game experience richer, more interesting, more emotional, more meaningful, and, ultimately, more successful. I turned out pretty OK! This book laid out a foundation for all the hunches and intuitions I had about game design and pointed out many that I didn't have. .

The authors are pretentious and have nothing actually to say. MIT Press began publishing journals in 1970 with the first volumes of Linguistic Inquiry and the Journal of Interdisciplinary History.

That's me nitpicking though. An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. Sigh. Table of Contents Rules of Play - Game Design Fundamentals.....1 The book is divided into four units, first introducing core concepts, then expanding on these with a detailed discussion of rules, play and culture.

This is the most impressive book on game design I've ever seen. The first one is defining rules.… In particular, was the Knizia article on the design and development of the Lord of the Rings co-op boardgame. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." The authors also tend to repeat themselves quite often.

As a result, they write almost entirely about traditional games and the video games that closely resemble them. Rules of Play: Game Design Fundamentals is a book on game design by Katie Salen and Eric Zimmerman, published by MIT Press. Start by marking “Rules of Play: Game Design Fundamentals” as Want to Read: Error rating book. Katie Salen and Aaron Zimmerman use a plethora of games from classic card games to current (at the time this was written) games to illustrate their points.

I can say I read it, and now I know what a pixel really is.

Their are also four games made specifically for this book that are included in the book. David has autism, and he has to go to occupational therapy, or OT. For the 2007 novella by Jennie Walker, see, personal reflection, personal essay, or argumentative essay, Learn how and when to remove this template message, List of books on computer and video games, "A Meaningful Read: Rules of Play reviewed", "Katie Salen and Eric Zimmerman: Rules of Play", https://en.wikipedia.org/w/index.php?title=Rules_of_Play&oldid=925657015, Wikipedia articles with style issues from October 2019, Creative Commons Attribution-ShareAlike License, This page was last edited on 11 November 2019, at 14:00. There are a few good points, such as looking at games as a system and an emphasis on iterative design to know for sure that a game plays smoothly. It should be the first stop you make when learning about game design.

That being said, I think this is probably the most complete textbook available on the subject and is really ahead of its time with the range of topics it covers. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. Rules of Play makes a monumental contribution to the development of game theory, criticism, and design.

In this case, you stand a good chance of becoming a better game designer. She has taught at universities including MIT, the University of Texas at Austin, Parsons School of Design, New York University, Rhode Island School of Design, and School of Visual Arts. Flipping to a random page, here's an example: "It is clear that games are systems and that complexity and emergence affect meaningful play." It is abstract, quite universal and of considerable theoretical depth.

A dreary dull text that will be of no interest to anyone that would be interested in reading it, written by dreary dull academics that haven't a clue really what they are talking about and know less about game design than the average experienced GM. It gets pedantic at times, but most writing in academia does. I finally read this cover to cover as my first experience with it was in my senior undergraduate project where my advisor wanted to talk about the "magic circle" (we were doing a distributed ARG-style educational game) and I basically wrote it off as a bunch of philosophical claptrap. Many parts are very interesting, but it can get dry at points. That's because the information was given in a very repetitive nature.

In lots and lots of areas now, people say, How do you create the conditions at the bottom to allow the growth of the things you want to happen?—Brian Eno”, “In this sense, a game’s goal is the death of play, the mark of the end, foretelling the moment the magic circle will disappear.”, 50 Books for Everyone in the Game Industry, John Grisham's Recommended Thriller Reading List. Salen and Zimmerman describe an encyclopedia of game design issues, techniques, and attributes. Most of this book could have been written before video games were ever invented, which shows how little they focus on how they are actually unique. It avoids the usual classification of game mechanics and any other approaches that aim to classify types of games.

Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. We've been surrounded by great games for decades - Learn from them, not academic writing.

There are no discussion topics on this book yet. The prolific and beloved author John Grisham, known for his courtroom thrillers, is back this month with a new pageturner, A Time for Mercy,... To see what your friends thought of this book. An extensive and in-depth study on game design. The pretentious forward was the opening number in a scattergun approach to the topic that just felt so shallow compared to discussions you might hear on The Forge or Extra Credits or EnWorld or really anywhere that gaming fanatics gather to discuss theory. MIT Press Direct is a distinctive collection of influential MIT Press books curated for scholars and libraries worldwide. The authors don't begin to understand how video games differ from traditional games or how to talk about them as the remarkably novel creation that they are. They look at games through a series of eighteen "game design … Long winded and redundant at times. Rules of Play expresses the perspective that a theoretical framework for interactive design has not yet been established.



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