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Rating:  Summary: From Science to Art Review: I was very disappointed with this book form the outset. In the preface, the author analizes the problem of computer game design in that "it is sorely lacking in formal, documented methods for predictable and repeatable success". He cuncludes that he would have this art form (the computer game) evolve into a craft, and maybe into a science.Mr. Laramee seems to be forgetting that, for every medium, the process of evolution begins with a science - the technology of the medium. So it was with music, literature, certainly cinema. He seems to misunderstand that the only craft here is the ability to speak the medium's language, and this is what should be evolved. He further forgets that art, the greatest possible achievment for any medium, while possible, is still very far off from today's computer games, both because we still do not control the language well enough and because many are only interested in this medium as a form of entertainment. No great work is the product of formalized rules of success, and those works which are created using these rules are justly disrespected. The book itself goes little in the way of aiding the process of evolving the language - instead of presenting princicples, it presents facts, and its essays, while practical, seem, for the most part, to be based on half-baked theories(like the claim I remember from one article that problem solving without having other people's experience to rely on is a new phenomenon), and are therefore not quite enlightning. Overall, a misguided attempt at going backwards in time, farther away from the culmination of the medium and closer to its humble beginnings. Overburdened with practical mechanics and sorely lacking in ideas.
Rating:  Summary: From Science to Art Review: I was very disappointed with this book form the outset. In the preface, the author analyzes the problem of computer game design in that "it is sorely lacking in formal, documented methods for predictable and repeatable success". He concludes that he would have this art form (the computer game) evolve into a craft, and maybe into a science.
Mr. Laramee seems to be forgetting that, for every medium, the process of evolution begins with a science - the technology of the medium. So it was with music, literature, certainly cinema. He seems to misunderstand that the only craft here is the ability to speak the medium's language, and this is what should be evolved. He further forgets that art, the greatest possible achievement for any medium, while possible, is still very far off from today's computer games, both because we still do not control the language well enough and because many are only interested in this medium as a form of entertainment. No great work is the product of formalized rules of success, and those works which are created using these rules are justly disrespected.
The book itself goes little in the way of aiding the process of evolving the language - instead of presenting principles, it presents facts, and its essays, while practical, seem, for the most part, to be based on half-baked theories(like the claim I remember from one article that problem solving without having other people's experience to rely on is a new phenomenon), and are therefore not quite enlightening.
Overall, a misguided attempt at going backwards in time, farther away from the culmination of the medium and closer to its humble beginnings. Overburdened with practical mechanics and sorely lacking in ideas.
Rating:  Summary: A Great book on Design and Perspective Review: This is a nice book with some technical issues that could be better but still a nice book to have for any one interested or that has a career in game design. you should read this book and understand at least a nice outline of how to design a game. you should'nt buy this if you are just starting and have no clue how to design games it is a nice book to try for starters even though there is a chance they will not know what it is talking about.
Rating:  Summary: Good content, slightly too specialized Review: This is a very good read, and offers a lot of good information for the budding game designer. There are lots of issues to ponder and the book certainly manages to raise some good ones. My only complaints about the book are the lack of strong examples for some key concepts (naming specific games, and perhaps detailing how said game illustrates the concept would be nice) and the fact that it is rather focused on the RPG and Adventure genres. For that reason I would highly recommend it to designers interested in those genres, but would caution those who are not interested in designing RPG/Adventure games.
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