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On Game Design Chris Crawford

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 · 174 ratings  · 7 reviews
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Chris
Jul 30, 2011 rated it liked it
The best kind of advice: blatantly biased. Crawford doesn't try to hide away of his eccentricities or beliefs in objective-sounding weasel words. I certainly found places to disagree with his positions, and found his history of video games more than a little egocentric, but that's fine -- I know where he stands, and can better define where I do in comparison.

The best bits are when he talks about games he developed early in his career. In particular I found his discussion of coding an Atari 2600

The best kind of advice: blatantly biased. Crawford doesn't try to hide away of his eccentricities or beliefs in objective-sounding weasel words. I certainly found places to disagree with his positions, and found his history of video games more than a little egocentric, but that's fine -- I know where he stands, and can better define where I do in comparison.

The best bits are when he talks about games he developed early in his career. In particular I found his discussion of coding an Atari 2600 game (never to see the light of day) intriguing, because it's the firsthand account I've read of someone grappling with the extreme technical limitations of the platform and trying to wring a decent game out of them.

...more
Johnn
Aug 01, 2014 rated it really liked it
Great book. The first one I read on video game design. Chris's experience with game-crafting when resources were so few creates much more than 8-bit advice.

My biggest takeaway from the book was looking at fun as a design element. How do you design fun on purpose?

Great book. The first one I read on video game design. Chris's experience with game-crafting when resources were so few creates much more than 8-bit advice.

My biggest takeaway from the book was looking at fun as a design element. How do you design fun on purpose?

...more
Daniel Schulte
There's a lot of good things in here for game designers to think about. It gets a little long at parts, and some sections feel like they could've been left out, but overall I'm glad I read it. There's a lot of good things in here for game designers to think about. It gets a little long at parts, and some sections feel like they could've been left out, but overall I'm glad I read it. ...more
Dirk
Dec 28, 2008 rated it liked it
On Game Design von Chris Crawford war zunächst einmal eine Enttäuschung. Wer eine Vorstellung von Methodiken oder Tipps zum Thema Spieledesign sucht, wird in diesem Buch kaum fündig. Lediglich das erste Drittel des Buches beschäftigt sich mit dem Thema und selbst in diesem Drittel schafft es der Autor nicht, seine Ansichten auf den Punkt zu bringen. Ich hatte immer den Eindruck, dass er ja möglicherweise etwas interessantem auf der Spur ist, aber seine Ausschweifungen und insbesondere die Beispi On Game Design von Chris Crawford war zunächst einmal eine Enttäuschung. Wer eine Vorstellung von Methodiken oder Tipps zum Thema Spieledesign sucht, wird in diesem Buch kaum fündig. Lediglich das erste Drittel des Buches beschäftigt sich mit dem Thema und selbst in diesem Drittel schafft es der Autor nicht, seine Ansichten auf den Punkt zu bringen. Ich hatte immer den Eindruck, dass er ja möglicherweise etwas interessantem auf der Spur ist, aber seine Ausschweifungen und insbesondere die Beispiele waren eher störend. Dazu kommt, dass viele Ansichten meiner Meinung nach doch eher an den Haaren herbeigezogen, manchmal veraltet (das aktuellste Spiel, auf welches eingegangen wird ist Die Sims von 2000, gefolgt von Half-Life, 1998 - bei einem 2003 veröffentlichten Buch!), teils widersprüchlich oder schlichtweg falsch sind. Ab und zu jedoch schimmert eine gute Idee oder ein guter Ansatz heraus.

Weshalb sich das Buch eventuell trotzdem lohnt? Die restlichen zwei Drittel des Buches bestehen aus Entwicklungsberichten der eigenen Spieleprojekte von Chris Crawford. Er geht auf Ideen und Konzepte ein, was gut lief, was schlecht lief. Zugegeben, vieles davon ist sehr Ich-bezogen und stellt Fehler immer geringer dar als die Vorteile. Dazu gibt es viele "Kriegsgeschichten" aus den "wilden Jahren der Spieleentwicklung". Quasi eine Autobiografie eines Spieledesigners. Dies hat weniger praktischen Wert als vielmehr historischen, aber ich fand es dann doch angenehm zu lesen, als ich das Buch anfing als Biografie zu lesen, statt als Fachbuch.

Mehr von Chris Crawford gibt es in der Bibliothek seiner Webseite zu lesen.

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Steve
Dec 01, 2007 rated it really liked it
The first half are essays on how to design games and the second are lessons from crafting his own games. The painful war stories were fun to read and poignant; Even though I started reading this book 2 years ago I still remember a number of the lessons almost verbatim.

Sometimes the writing is stilted but the tone is down to earth and full of useful knowledge and experience. If you want to understand games, I think this is a good place to start.

Tom Chandler
Aug 20, 2009 rated it really liked it
A lot of the book has a lot of really good content, but there's a few sections that feel a little like filler. A lot of the book has a lot of really good content, but there's a few sections that feel a little like filler. ...more
Lyndon Goodacre
Now and then I dip into this text. Chris Crawford, for all his crotchets and foibles and unstylish prose, is one of my heroes. His ideas on interactivity make the world go round.
Samuel Garnham
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On Game Design Chris Crawford

Source: https://www.goodreads.com/book/show/612736.Chris_Crawford_on_Game_Design

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