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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."

6 of 50 comments (clear)

  1. My own recommendations by ludomancer · · Score: 3, Interesting

    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.

  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.

  3. Film Theory by Cy+Sperling · · Score: 3, Interesting

    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.

  4. Game Over, Press Start to Continue by Bones3D_mac · · Score: 3, Interesting

    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
  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