| Game
                              Design PerspectivesAuthor: 
                              Various, Edited by Francois Dominic Laramee
 Publisher:   Charles River Media
 ISBN:   1-58450-090-5
 Purchasing: [Amazon.Com]
                              - RRP US$39.95
 Reviewed:    11th September 2002
 Front 
                                Cover Shot: Overview Games
                              are rapidly becoming mass market, the audience
                              they draw now is considerably larger than just 3
                              years ago. Publishing companies are investing
                              millions into just one project. Therefore
                              the risks are quite high for investors, so they'll
                              only go with ideas they think will make enough
                              money to offset the initial investment. This is
                              where good game design and planning becomes
                              extremely valuable. Another
                              Game Design Book There
                              have been several books before this covering the
                              same ground. One of the established best books 'Game
                              Architecture and Design' by Rollings and
                              Morris has effectively gone out of print (Coriolis
                              folded a few months back), if you have a copy then
                              lucky you, but for everyone else there's now a gap
                              in the market... This
                              book differs from the two previous books on this
                              website ('Game
                              Design' by Bob Bates was the other), yet
                              shares a common feature with 4 of Charles River
                              Media's most popular books - a collection of works
                              by many different authors. The Game Programming
                              Gems Series (v1,
                              v2, v3)
                              and the AI Game Programming Wisdom series (v1)
                              both employ lots of authors to share their own
                              unique view on the subject. This
                              particular book lines up 27 authors from various
                              areas of the industry to share their experience
                              and thoughts on the game design process. For those
                              of you familiar with the aforementioned Game
                              Programming Gems series / AI Game programming
                              wisdom series there are several recurring authors. Content The
                              content, because of the large number of authors,
                              is very varied - obviously, each author has his
                              (or her) own opinions and interests. This works in
                              two ways: firstly, it makes for a much more
                              interesting read as opposed to a text-book like
                              volume that progressively works through all the
                              important areas. On the other hand, it lacks the
                              feeling of being a complete coverage of the field,
                              like a text book might. That
                              said, the book does a good job of covering all the
                              major bases involved in designing a game, and they
                              are laid out in a comprehensive and useful
                              structure. Each section encapsulates a set of
                              related articles, and the order of the sections
                              roughly follows simple->hard/advanced. The
                              first section covers 'design documents' and the
                              last part 'managing a game development business'.
                              As the editor states in the preface, the book is
                              intended to cover something for everyone
                              interested in, or involved in the games industry -
                              from the programmer to the designer to the
                              manager. The
                              other interesting thing shown by this book is its
                              consideration of the potential market, not
                              just the current market. The figures change
                              fairly regularly, but at time of writing the
                              average games buyer/player is male, 16-25. It
                              would make sense to some that games are aimed at
                              this audience, but there are several chapters (in
                              section 6) that cover the non-traditional
                              audiences (eg, women/young children etc...). The
                              few games of recent years that have exploited this
                              market have been phenomenally successful from a
                              business point of view. Words
                              of Wisdom The
                              authors involved in the creation of this book are
                              some of the best available - those particularly
                              familiar with the industry may well recognize a
                              few names here and there. This in mind, there are
                              many pieces of advice - from the whole chapter
                              down to one-or-two sentences - that are priceless. I'm
                              pretty sure that if more development teams paid
                              more attention to some of the points mentioned
                              here we'd get considerably more high-quality
                              computer games released. As a simple piece of
                              mathematics: Price
                              of book (RRP): $39.95number of chapters: 47
 price per chapter: $0.85 each
 It's
                              a fairly crude metric, but there are more than
                              enough chapters in this book, by some great
                              authors, that are worth far more than $0.85! There
                              is also a CD included, albeit without a huge
                              amount included - a few sample design documents
                              and screenplay programs. In 
                                Conclusion The
                              only let down for this book is that it doesn't
                              quite flow in the same way that a book by one
                              author might, and in particular it doesn't flow
                              together as well as "Game Architecture and
                              Design". However, that doesn't make it a bad
                              book - there is still a huge amount of be picked
                              up from this book, and from a beginners level it
                              would be very easy to improve the quality of any
                              game-design. For it's price:quality ratio, it's
                              not likely to be beaten for quite some time. 
                                
                                   
                                    | Good 
                                      Things | Bad 
                                      Things |   
                                    | 
                                      Includes many of the more recent advances
                                      in game design theory | 
                                      Doesn't flow as well as a book by a single
                                      author. |   
                                    | •
                                      Considers more than the traditional gaming
                                      audience | •
                                      Not quite as complete a coverage as other
                                      books. |   
                                    | •
                                      Combined, the advice and information
                                      gained easily justify the cost of the book |  |   
                                    | •
                                      Written by some of the best authors
                                      available. |  |     |