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Game Design Foundations (Wordware Game and Graphics Library)
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Author: Roger E. Pedersen, Roger E. Pederson List Price: $39.95 Our Price: Click to see the latest and low price ISBN: 1556229739 Publisher: Wordware Publishing (April, 2003) Edition: Paperback Sales Rank: 330,859 Average Customer Rating: 3 out of 5
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Customer ReviewsRating: 1 out of 5 If you can't surf the web... Well, I'd award zero stars if I could. Honestly, I haven't read the book but I can't imagine what it's like after meeting the man and seeing his presentation earlier today at XGDX. I can guarantee the two positive reviews are definitely planted by promoters. BTW, just because a book sells out doesn't mean it sold that many copies... they could've only had a dozen on hand... I don't know anyone in the industry (yes, I work in the game industry) that was eagerly anticipating this title.One section I have read is the chapter where he reviews the game engines. In particular, I can comment on his review of RenderWare because I work for Criterion (makers of RenderWare). His review said plenty of nice things. Of course, we wrote them. All of the game engine reviews were nothing more than a cut-n-paste job from the websites of the engine. This is incredibly evident in the changes in voice between the reviews ("We" is used in one) and the 100% positive spin on all of the engines (only a few have been used in commercial games -- they can't all be that great). Not sure who edited this, but they definitely let one slip by... Rating: 1 out of 5 Is it me, or do the first few of reviews seem a little... ...staged?Avoid this book, go for Rollings' book instead. Rating: 2 out of 5 Disappointing with a few useful bits Let me start by saying that I truly looked forward to the release of Pedersen's Game Design Foundations. Very few books deal with this topic in a satisfactory manner, so every time you see a new release advertised, you get your hopes up.Well this one was a letdown, because it contained very little information, I hadn't found for free on the internet. Here is what I wished I had known before forking out my cash... The book starts off with a section where the author takes you through a few of his war stories and learned rules. A lot of them makes sense and are a good contribution to the book as such. An example could be "Share your toys", where Pedersen urges us to help others unselfishly, instead of trying to keep your experience and succes to yourself. The next section is devoted to game ideas. In this chapter Pedersen lists more then 1200 ideas for games. The ideas consist of an extensive list of sports (of which many have been developed as games today), movies (where he lists the main idea behind each movie), board games, music and authors. Some of these have merrit, but the 1200+ number is not so solid. For example "mythology", "mythological creatures", "norse mythology" and "Irish mythology" are counted as 4 different game ideas. In my opinion, these first two sections are the most valuable in the book, and you should only consider buying it if these things have caught your attention. The third section is devoted to research. One such object of research is a comparisson between the Rainbow Six and Delta Force series of games. Pedersen goes to great lengths to name every weapon in each game (+ their sequels and mission disks). In my book this doesn't really add value to the research. Whereas the parts about what is good and bad about each game is non-existent for quite a few of the examples and when it is existent it is limited to a few sentences like "has multiplayer support". Whereas research in design work obviously has its place, Pedersen really gets around the nitty gritty and important bits in an easy and rushed fashion. The fourth part of the book is aimed introducing the games designer to the tools involved in building a game. Pedersen takes us through art and animation packages, game engines and sound tools to name a few. I wonder why this section is in the book, because everything reads like a marketing brochure for the individual products, so there is really no difference from what advertising materials you'd get from the respective producers of these tools. In this section we also get exposed to very basic programming and you learn to make your own tic-tac-toe game in Visual Basic. 5 pages are devoted to designing user interfaces. A good and welcome idea, but one could have wished for more then 5 pages, out of which several go to describe user interfaces in card games. Pedersen also tries to explain basic scriptwriting. The last section (save the appendices) is devoted to different aspects of the design document. A basic attempt at explaining its use and structure. If you want to read about design documents and their application, I would suggest Luke Ahearn's Creating 3D Games That Sell, Rollings & Morris' Game Architecture and Design or Game Design Theory and Practise by Richard Rouse III. When all is said and done, this book confuses me, because it tries to accomplish so many things(without an overarching structure), but does neither of them particularly well. It kinda reminds me of Luke Ahearn's Creating 3D Games That Sell, which is basically 3 different books attempted in one book. Just to clarify, that book contains sections which are easily worth the cover price. I am sorry, but Game Design Foundations will not teach you to be a games designer on your own, or how to break into the games industry as a budding games designer. Roger Pedersen got easily around this one; There are very few things you couldn't find on the net with half an hour of searching. If you are serious about learning games design and development, then get Rollings & Morris excellent book Game Architecture and Design, or if you just want a "foundation" course, check out Saltzman's Secret of the Sages. Sadly, this one doesn't deserve the cover price...
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