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Books on Game Creation

All we do here is suggest. Then we pass you on to Amazon.co.uk! Choosing books from here is at NO extra cost for you at all. Support this web site by using the Amazon Search on the left to lookup and purchase books.

Rules of Play " Rules of Play makes a monumental contribution to the development of game theory, criticism, and design. It will instantly become a standard textbook in the field on the basis of its rigor and scope--yet it is written in such an engaging style that many will read it for pleasure. Salen and Zimmerman do for games what Sergei Eisenstein did for cinema--offer an expert practitioner's perspective on central aspects of the aesthetics and cultural importance of an emerging medium."
--Henry Jenkins, Director of Comparative Media Studies, MIT

"This is the most impressive book on game design I've ever seen. Broad in scope yet rich in detail, Rules of Play sets a new standard for game analysis."
--Will Wright, Game Designer of Sim City and The Sims

Theory of Fun "...it's the best game design book I have ever read. There was this pretty deceptive sample download going around the net 6 months back that made the whole book look like a bunch of cartoons that you could read in like 5 minutes....but the book is SO MUCH MORE than that...and SO MUCH BETTER. I think any and everyone who designs games (and aspires to) should read this book...it explains alot of stuff I have never thought about and articulates alot of the stuff I've always thought about but have never taken the time (or had the skillz) to put into words....such a good fucking book....please read it."
--David Jaffe, creative director of God of War
Half Real " Half-Real tackles key issues in games, from rules and structure to aesthetics and fiction to the complexities of player experience. Juul puts these topics in the context of current intellectual debates, making the book not just a playful exploration of games themselves but a celebration of the emerging fields of game studies and game design theory. Half-Real is essential reading for scholars, designers, and everyone in between."
--Eric Zimmerman, Cofounder & CEO, gameLab

"Jesper Juul gives us an insightful analysis of the interplay of rules and fiction. Unlike so much of the academic literature on gaming, it's both concise and readable. Strongly recommended."
--Ernest W. Adams, freelance game designer

Interactive Design

" Love him or hate him, he knows his stuff. I make games that he would probably not care too much for, but I still use many of his concepts every step of the way. :)"
-- Joe Bourrie, Game Designer of Rumble Box

"Crawford's breezy, conversational style makes it easy to grasp the fundamentals and the theoretical underpinnings of interactivity..."
--The Columbus Dispatch

"Chris Crawford's 'The Art of Interactive Design' rewards extended exploration...its worth your time to read this book.
--Marc Garret, since1968.com

Creating Emotion in Games "I dislike this book almost as much as possible, as the writer obviously knows very little about games and interactivity and instead focuses mainly on cut scenes and movielike presentation. At the same time, I learned nearly as much from it as from Crawford, because every step of the way I argued his point until my own view was developed even further. Even if you are enlightened enough to avoid the Hollywood gunk that plagues many game designers, this is a must read to better understand "the other side". Just remember, every step of the way ask yourself "How could this be done interactively?"
-- Joe Bourrie, Game Designer of Rumble Box
The Design of Everyday Things " Has nothing whatsoever to do with game design, and at the same time has everything to do with it. This book discusses the interfaces and functions of things that we use every day to create a theory of useability that can help us make games more intuitive to the average user."
-- Joe Bourrie, Game Designer of Rumble Box
The Illuminatus

"How in the world did these men create a linear fiction novel that feels like an interactive experience? Read it not only for its wonderfully weird entertainment value, but for the amazing way that it consistently asks its readers to make their own decisions without ever breaking the narrative. Warning : You will find yourself often re-reading up to fifty pages at a time to try and decode the bizarre happenings in this book. It will take a long time to really understand."
-- Joe Bourrie, Game Designer of Rumble Box

Hamlet on the Holodeck "An empathetic ivory tower breakdown of the essential unique qualities of interactivity, and a declaration to a Holy Grail ideal, that of storytelling with the sophistication of Hamlet, executed with the interactivity of Star Trek's Holodeck. Great in 1996, still worthwhile almost ten years later."
-- Patrick Dugan, Ludosophist
CC on game design "A pragmatic take on design centered on the vital concept of games as being primarily characterized by "verbs", the things the player actually does. Accompanying this outlook are 100 tips on design, a competent taxonomy regarding games, toys, play, ect. and a nice series of anecdotes. Crawford's personality comes through heavily, but with it a degree of (occasionally pontificating) wisdom."
-- Patrick Dugan, Ludosophist
CC on IF "Good and bad for similar reasons as his game design book, this book it groundbreaking for its thorough, if overly structuralist, analysis of the prospects for interactive storytelling, and its accompanying suite of design strategies. A must read for anyone interested in designing with the Erasmatron engine, and for anyone interested in building drama engines in general."
-- Patrick Dugan, Ludosophist
Everyhting Bad is Good for You "A must read to understand games in a larger cultural context, and refute all those soccer mom, Jack Thompson wanna-bes out there."
-- Patrick Dugan, Ludosophist
Naked Launch "Now heres a book Chris Crawford definelty wouldn't approve of. Its my staunch position that games are inherently post-structural, and this is the Adam of post-structural literature. If you can envision a game design based off this book, you might have a chance of competing in the big leagues of interactive storytelling that will emerge in the next few years."
-- Patrick Dugan, Ludosophist
Amusing ourselves to death

"A brilliant, well thought out attack on the media that will change the way you look at all forms of entertainment."
-- Patrick Dugan, Ludosophist

 

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