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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."

8 of 50 comments (clear)

  1. Re:Snow Crash. by revlayle · · Score: 2, Insightful

    A "do it yourself" adventure book!

  2. Uh huh by AKAImBatman · · Score: 3, Insightful

    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.

    1. Re:Uh huh by jackbird · · Score: 2, Insightful
      First, you must throw away every preconception of the subject (or art) you will work on (drawing, painting, game development, etc). In the case of game development you have to erase from your mind your mind things like "game genre" and "oriented to X type of people".

      You skipped a step. You need to bone up on Craft. Picasso was classically trained, and his early work shows him to have developed an exceptional mastery of academic painting. It was only then that he could begin to adequately address the failure of representational painting in the age of photography. If you skip the step where you get really really good at working within the established traditions, you won't know which rules to break or how.

      This was not necessarily as true for the earliest designers, as they were creating the tradition as they went, but still applied to some degree then (see: Spacewar and Pong, Relative popular success of), and most certainly does now.

    2. Re:Uh huh by jackbird · · Score: 2, Insightful
      GTA:VC IS a timeless classic. It's gaming's Birth of a Nation.

      Horrendously offensive content, but so brilliant in structure and execution that it informs many, many games that followed in many, many ways.

  3. Re:Printer Friendly link by Anonymous Coward · · Score: 2, Insightful

    Printer friendly is people friendly, because people are printers and printers are WHALES.

  4. Re:No Neuromancer??? by east+coast · · Score: 2, Insightful

    Since DND is, to a large extent, a derivative of Tolkein's work anyway there is not much left on the table here.

    Really? So you don't consider the logical mathematical structure of D&D a good model to review? As in inspiration for the types of structure that a game coder would need to understand?

    Either you don't code or you've never considered that when stuff like Telegard came out it was more about D&D than Tolkien... actually, a lot more.

    Granted D&D PHG 1st edition isn't a blueprint for creating a game but it's a pretty good overview of some of the things to consider.

    --
    Dedicated Cthulhu Cultist since 4523 BC.
  5. Re:I guess... by Rachel+Lucid · · Score: 3, Insightful

    The main complaint should be "Why are these books useful to me" versus "What the hell is RELEVANT to what I want to do?"

    World-builders and game artists will learn more from the open-ended game narratives as they will from the lone comic offering (and fuck, I can think of PLENTY of books they should've offered from that perspective), while actual business people and those looking to pitch game offerings will appreciate the history books and the more office-politic-style offerings.

    Anyone even thinking of developing the mythical 'one-developer game' could use a smattering more of the actual game design and programming, but really needs everything from the coding to the story to the interfacing, And the girl-gender books are good examples how to (and more importantly, NOT to) appeal to a specific demographic.

    The entire list, in and of itself, is useless. A breakdown of which books are relevant to which people would have been better.

  6. My "Required Gaming" list by Hakubi_Washu · · Score: 3, Insightful

    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.

    1. Space Invaders
    2. Pacman

    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.

    1. Doom II - If you even have to ask why you should play this one, get the biz out of your head
    2. Die by the sword - A good look at "mature" in the early days, with detachable limbs and a swear voice pack
    3. Half-Life - A nice introduction to story in FPSs
    4. Manhunt - How to make even bloodthirsty players cringe
    5. Unreal Tournament
    6. Doom 3 - How to make one big engine show-off that gets really old really fast

    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.

    1. Prince of Persia - the original, please, not the 3D versions
    2. Duke Nukem 2 - so you understand where that character came from
    3. Commander Keen, Keen Dreams
    4. Jazz Jackrabbit 2 - How to clone Sonic and make a cooler game at the same time

    Beat'em Ups

    Well, they're brainless fun, nothing more to say, playing just a couple should suffice IMHO.

    1. Mortal Kombat
    2. Tekken 3
    3. Soul Calibur

    Simulations

    This is a difficult category, as many games in it could be listed elsewhere or not be considered "games" per se.

    1. Sim City
    2. Sim City 4 - To get an idea about progress in the series
    3. The Sims - The best-selling video game ever, like it or not
    4. Microsoft Flight Simulator (any newer version)

    Strategy Games

    I have to admit not knowing much about these, a the category doesn't appeal to me.

    1. Dune 2000
    2. Command & Conquer
    3. Age of Empires
    4. Darwinia - I don't understand what the fuzz is about, I find this game terrible, but people seem to enjoy it, and be it for its perceived independence
    5. Master of Orion 2

    Adventures

    Now this category might be a bit overrepresented due to my love for it, but claims of its death are greatly exaggerated.

    1. Zak McKracken - Nothing beats using your CashCard with the sign on the yak to reach the airport in Katmandu
    2. Monkey Island
    3. Monkey Island 2
    4. Monkey Island 3 - You really need to get the progression to this point
    5. Monkey Island 4 - How to alienate all your fans by going 3D
    6. Sam & Max
    7. Star Trek Judgement Rites - On logical puzzles instead of funny ones
    8. The dig - On serious adventures
    9. Kana little sister - Technically a japanese dating simulation, this is a great example of how to evoke emotion (Hey, I cried at the end, something no other game ever managed to do)
    10. Myst - Before the sims, this was the best-selling video game, like it or not as well
    11. Riven - The sequel to Myst and probably the reference in logical puzzle design, immersion, both graphically and sound related and compelling, though difficult for impatient or reading-/listening-challenged gamers to discover, story
    12. Daemonica - A budget title, but with great mood, evocative narration, etc.

    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