50 Books for Everyone in the Games Industry
Ground Glass writes "Over at Next Generation there's a comprehensive feature on the books that everyone in games should read. It's by game designer and author Ernest Adams, and attacks the medium from every possible angle. Adding these books to your Amazon wishlist could only give you a better understanding of where games have been and where they are (and should be) going."
As is the case with 50 xxx of anything, one has to, in this case, also seperate the wheat from the chaff. Some of those books are excellent reads, others seem like somewhat of a stretch to relate to either the interests of a gamer or a game programmer, or game theorist.
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I remember, oh how long ago now it seems (1993), visiting the makers of a very fine game (Spectre VR), a company called Velocity, who had "Snow Crash" (Neal Stephenson) as required reading for all programmers. A very fond memory indeed, sitting in Embarcadero, watching the subs and the whales in San Francisco Bay, following along to Hiro P and the gang, while I boned up on my required reading for the job. Pleasant.
Seems to me not much has changed since then, and things (SecondLife) are pretty much as predicted. The more things change, the more they stay the same.
So I say this, if you had to have one book for games programmers to read, and not 10, which would it be?
; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
""Over at Next Generation there's a comprehensive feature on the books that everyone in games should read."
Everyone? Or just the complainers?
Printer Friendly link for those of us who hate clicking next every 2 seconds.
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Much better link: http://www.next-gen.biz/index2.php?option=com_cont ent&task=view&id=3962&Itemid=2&pop=1&page=0
'Print' is your friend.
So do people in the video game industry read anything besides the girly magazines for girly men? When I worked at Accolade/Infogrames/Atari for six years, I was considered an oddball for reading a book on project management even though I was a lead QA testers. Then again, I never considered myself to be a "game" tester. Why limited yourself?
You could come up with this same list of books by just visiting your local bookstore and picking up everything on games. He only mentions a few things outside of that. Disappointing.
I'd hoped he was going to recommend reading books like, say, Charles Dickens, or some Oscar Wilde, or a science magazine. Nothing is better to draw inspiration from than media you have very little contact with already. I think if you sat a developer down with a pile of game books, and another developer down with a pile of classic literature or something, the latter would ultimately produce the more unique experience because he would be exposed to new ideas outside of the realm of interactive media.
Just a thought.
Ok, so the inspiration section includes LoTR, DND players handbook, all of the star treck series, and the hunt for red october, but doesn't include either Neuromancer, or the Matrix.....
What with the web section, and the sociology section I would have thought at least Neuromancer would make it....
Well, the article certainly has a lot of hemming and hawing over "Game Design". Just about every book ever published on the subject is included. Unfortunately, this is just a fluff piece. Reading these books won't suddenly force you to understand how to design games, they will merely provide useful tips that may or may not prove to be helpful. (Some of the tips may even be bad ideas!)
Let me ask you, the Slashdot readers. Can anyone explain to you how to be the next DaVinci or Picasso? Can anyone tell you how to write the next great Symphony? Can anyone tell you how to make the next blockbuster movie?
The answer in all cases should be an emphatic "No". These are the areas of artistry that reflect their creators' desire to express themselves. You can't tell someone how to do these things, you can only offer suggestions on how to polish and commercialize them.
It's the same with video games. A *good* video game reflects the complexity and intensity of its author. It expresses things in an interactive media that can't be expressed in other ways. People wonder why Mario was such a good side scroller while something like The Rocketeer was considered bland. What made Half-Life so special when there was a market full of First Person Shooters? Why Wing Commander succeeded where so many other shooters failed.
If you analyse these questions, the answer becomes obvious. The amatuer game designer merely plays with game mechanics with no rhyme or reason behind his changes. He may combine things that are popular, or try to cram in every cool thing he's ever seen done in a game. (With apologies to the author, 2Hard4U is an excellent example of this.) The end result, however, feels like game mechanics squished together rather than a cohesive system.
The master game designer has a vision in his mind of what a game should be. He only adds mechanics as required by his vision. He then tweaks and polishes and tweaks again until every last mechanic finds a balance with all the other game mechanics. The final work represents his vision for what a game should be, rather than merely a hope that combining concepts will be fun.
I saw an interesting interview with Shigeru Miyamoto at one point. Apparently, Mr. Miyamoto had created games like Donkey Kong, Super Mario Bros., and Zelda based on imaginings he had while walking through the nearby woods. He imagined things like trap doors in the sky, or meeting interesting creatures at the lake. He formed these concepts into little stories which he then sought to tell using the limited canvas of the electronic games platform. The result was all the little intracasies that made these games great. Mario was able to become a giant. He could climb through the sky on a beanstalk. He could smash bricks. Link grew into a man after starting from nothing. He met interesting creatures, and had to defend against enemies. So on and so forth.
So if you want to be a game designer, you have to learn that it's about more than just the technology. You have to have a vision for what your game should be about. Once you have that vision, following it through to its logical conclusion is the only way to make a great game.
Javascript + Nintendo DSi = DSiCade
The writeups are good, but here's the list for the lazy.
THEORY
Trigger Happy: The Inner Life of Videogames, by Steven Poole
Flow: The Psychology of Optimal Experience, by Mihalyi Csikszentmihalyi
Rules of Play, by Katie Salen and Eric Zimmerman
Half-Real: Video Games between Real Rules and Fictional Worlds, by Jesper Juul
Unit Operations: An Approach to Videogame Criticism, by Ian Bogost
DESIGN PRACTICE
Fundamentals of Game Design, by Ernest Adams and Andrew Rollings
21st Century Game Design, by Chris Bateman and Richard Boon
Gender-Inclusive Game Design, by Sheri Graner Ray
A Theory of Fun for Game Design, by Raph Koster
Balance of Power: International Politics as the Ultimate Global Game, by Chris Crawford
Digital Game-Based Learning, by Marc Prensky
WRITING
Game Writing: Narrative Skills for Videogames, edited by Chris Bateman
GRAPHIC DESIGN
Creating the Art of the Game, by Matthew Omernick
Envisioning Information, all by Edward Tufte
Pause and Effect: The Art of Interactive Narrative, by Mark Stephen Meadows
MUSIC AND AUDIO
The Fat Man on Game Audio: Tasty Morsels of Sonic Goodness, by George Alastair 'The Fat Man' Sanger
ONLINE GAMES AND COMMUNITY
Developing Online Games: An Insider's Guide, by Jessica Mulligan and Bridgette Petrovsky
Designing Virtual Worlds, by Richard Bartle
Community Building on the Web: Secret Strategies for Successful Online Communities, by Amy Jo Kim
THE HISTORY OF GAMES
The Oxford History of Board Games, by David Parlett
The Ultimate History of Video Games, by Steven L. Kent
Supercade: A Visual History of the Videogame Age 1971 - 1984, by Van Burnham
SOCIOLOGY
Joystick Nation, by J.C. Herz
Killing Monsters: Why Children Need Fantasy, Super Heroes, and Make-Believe Violence, by
Gerard Jones
What Video Games Have to Teach Us About Learning and Literacy, by James Paul Gee
Everything Bad Is Good for You, by Steven Johnson
From Barbie to Mortal Kombat: Gender and Computer Games, edited by Justine Cassell and Henry Jenkins
Pikachu's Global Adventure: The Rise and Fall of Pokémon, edited by Joseph Tobin
PEOPLE, PROJECTS AND BUSINESSES
The Mythical Man-Month: Essays on Software Engineering, by Frederick P. Brooks
Peopleware: Productive Projects and Teams, 2nd edition by Tom Demarco and Timothy Lister
Postmortems from Game Developer, edited by Austin Grossman
Game Over, Press Start to Continue, by David Sheff, with new material by Andy Eddy
Masters of Doom, by David Kushner
Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution by Heather Chaplin and Aaron Ruby
The Xbox 360 Uncloaked by Dean Takahashi
OTHER MEDIA AND USEFUL DISCIPLINES
Understanding Comics, by Scott McCloud
Story: Substance, Structure, Style, and the Principles of Screenwriting, by Robert McKee
A Pattern Language, by Christopher Alexander et al
The Design of Everyday Things, by Donald Norman
DEEP BACKGROUND
Homo Ludens, by Johan Huizinga
Man, Play, and Games, by Roger Caillois
The Ambiguity of Play, by Brian Sutton-Smith
Understanding Media: The Extensions of Man, by Marshall McLuhan
INSPIRATIONS
The Lord of the Rings, by J.R.R. Tolkien
Dungeons & Dragons Player's Handbook, by various authors
Star Trek, originated by Gene Roddenberry
The Hunt for Red October, by Tom Clancy
Watchmen, by Alan Moore and Dave Gibbons
The Hero with a Thousand Faces, by Joseph Campbell
Hamlet on the Holodeck: The Future of Narrative in Cyberspace, by Janet H. Murray
... I've got to work on leveling up my Titan Quest character, and hit the next LAN party!
"Creativity is allowing ones self to make mistakes. Art is knowing which ones to keep" - Scott Adams
"Let me ask you, the Slashdot readers. Can anyone explain to you how to be the next DaVinci or Picasso? Can anyone tell you how to write the next great Symphony? Can anyone tell you how to make the next blockbuster movie?"
:)
Of course. You must be new here?
"The answer in all cases should be an emphatic "No". These are the areas of artistry that reflect their creators' desire to express themselves. You can't tell someone how to do these things, you can only offer suggestions on how to polish and commercialize them."
Suggestions? Is that what they're called?
I see film theory missing from that list. The movies have been around for long enough that the form has distilled a very effective common language for visual storytelling. It never ceases to amaze me how poorly many games work story-wise that could be improved with basic film storytelling techniques. Cut scenes alone are mini-movies, and yet often are missing out on the use of good editing and shot set-up. Any game that is attempting to tell a story needs to be concerned not only with script, but with visual compisition, editing and pacing, lighting, camera movement etc.
I read the original version of this one back when it had the longer title, Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children, about twelve years ago. It's a pretty entertaining read and even goes back into Nintendo's history prior to their entry into the video game industry. (For those who don't already know, Nintendo was already several decades old, prior to their entry into the video games arena, as a playing card manufacturer.)
Most interesting of all though, is how they describe Hiroshi Yamauchi throughout the book. He almost has mafia-like qualities about him and apparently operated the company in that manner, taking no crap from anyone.
Definitely worth a look if you're into what goes on behind the curtain of the company that gave us Mario.
8==8 Bones 8==8
Use this link for the printable version on one page, instead of ten tiny pages full of banner ads.
Having worked in said industry long enough to know better, I can unequivocally say the one book I WISH I had read prior to taking said job is "Death March -- The Complete Software Developer's Guide to Surviving 'Mission Impossible' Projects" by Edward Yourdon.
s sible-Computing/dp/0130146595
http://www.amazon.com/Death-March-Developers-Impo
who don't want to wait for the movie versions, here they are...
Tron -- Required viewing.
Matrix -- Required viewing after Tron.
Dungeons and Dragons -- Required viewing.
LotR -- Required viewing after Dungeons and Dragons.
Star Wars 1-3 -- Required viewing (sorry).
Star Wars 4-6 -- Required viewing after SW 1-3.
Star Trek: the Movie -- Required viewing.
Star Trek II: Wrath of Khan -- Required veiwing after Star Trek: the Movie.
I could keep going, but what's the point...
Required gaming would be a better subject and I could probably come up with 50 games in a heartbeat.
I'll wait forever on that Katamari art book, won't I? Not prepared to die so young.
Having read "The Rules of Play" during my schooling at The Guildhall, I can honestly say that book is a complete waste of paper. The author's tone was almost child-like, so much so I expected to see "Gee Wiz! and "COOOOL DUUUDE!" at the end of any particular paragraph... Upon seeing it listed, I immediately agreed with the above poster. Mod him up.
-- -=innocent ramblings from the mind of an insomniatic programmer=-
In the book is entitled From Barbie to Mortal Kombat, then why is it Sarah Bryant next to Barbie on the cover?
I'm sorry, I remember Snow Crash being funny, stylish, and freaking cool and not being a run-down virtual Las Vegas where the choice of avatars was limited to B, S, and M. Second Life seems to have nailed the "other people can crash your brain by uploading a virus into it" (look at any screenshot of the game, blam, BSoD in your cerebral cortex). Unfortunately, they haven't got:
... ... an annoying brat with poor discretion in men but a very interesting after-school job
1) An Eskimo with muscles the size of small nation states and a nuclear weapon on his motocycle
2) An Italian grandfather cum pizza baron who also happens to be a mobster who attacks said Eskimo with a razor blade over a point of honor (mostly), and wins
3) Man's best friend reimagined as a genetically engineered cyborg freakazoid who perishes in a self-induced fiery inferno after breaking the sound barrier to reach
4)
5) And, of course, somebody who couldn't decide whether he wanted to be a black samurai or a Japanese programmer so he just decided on "badass" and then named himself Protagonist so, out of all the other badasses in the book, you'd know who to root for.
I think there was also some mumbo-jumbo about a computer virus, the Internet, and whatnot. Ho hum. If I wanted that, I'd go to Second Life.
Help poke pirates in the eyepatch, arr.
I fully agree that a "Required Gaming" list should accompany the "Reading" and "Watching" ones, so I decided to try and come up with one. I have separated the list into categories (I wouldn't call them genre) and within each category I suggest playing the games in order. And, yes, there are exactly 50 in this list.
Required Gaming
Arcade
This category in a way even more dead than the platformer below, but some classics have to be played nonetheless.
First person Shooters
Naturally this is what many people think about first, when they hear the term "Computer Game", basically because it's the category most closely associated with 3D-Engines, which get most of the press for years now.
Platformers
While this category is practically dead now, it was of great influence in the gaming middle-ages and could offer opportunities for those with a creative idea.
Beat'em Ups
Well, they're brainless fun, nothing more to say, playing just a couple should suffice IMHO.
Simulations
This is a difficult category, as many games in it could be listed elsewhere or not be considered "games" per se.
Strategy Games
I have to admit not knowing much about these, a the category doesn't appeal to me.
Adventures
Now this category might be a bit overrepresented due to my love for it, but claims of its death are greatly exaggerated.
Roleplaying Games
While I love Pen & Paper gaming, computers always pose a problem, because they can't react like a human could. I feel thus compelled to include few titles that don't deserve the categorization, but would commonly be given it by game