rules of play summary
The bible of game theory, schemas, and animation. This book deviates from most other have design books. The commissioned pieces by Reiner Knizia (Designer extraordinaire), Richard Garfield (Magic the Gathering) and James Ernest (Cheapass Games) were clearly the highlight of the book. You WILL get a headache reading this; you WON'T ever be able to apply any of it. There are no discussion topics on this book yet. If you like books and love to build cool products, we may be looking for you. Katie Salen and Aaron Zimmerman use a plethora of games from classic card games to current (at the time this was written) games to illustrate their points. In my opinion, this is the most important book for a game designer to have. Today we publish over 30 titles in the arts and humanities, social sciences, and science and technology. The basic format is how games fit into different schema and how to design games by thinking about all the different possible ways to look at games. Although at times it was a bit dry and long winded, there is some valuable insight provided throughout. A interesting look at Game Design. I did a lot of skimming here. An extensive and in-depth study on game design. My main complaint is that most of the case studies are on really boring games that I doubt most readers have played. In this case, you stand a good chance of becoming a better game designer. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. Chunzhi Shen July 1, 2015 [This summary will be using Exercise 3.5’s technic: Dialogic Notetaking] Summary: In this article, the author uses 2 ways to introduce the rules of play. The authors are pretentious and have nothing actually to say. It's not often a book comes along that defines an entire category. Catherine decides to take a detour and talk to the moving men beside her house. Long winded and redundant at times. This is the most impressive book on game design I've ever seen. Rules of Play expresses the perspective that a theoretical framework for interactive design has not yet been established. The authors don't begin to understand how video games differ from traditional games or how to talk about them as the remarkably novel creation that they are. MIT Press began publishing journals in 1970 with the first volumes of Linguistic Inquiry and the Journal of Interdisciplinary History. Hopefully some of the references they provided will be more interesting. I finally read this cover to cover as my first experience with it was in my senior undergraduate project where my advisor wanted to talk about the "magic circle" (we were doing a distributed ARG-style educational game) and I basically wrote it off as a bunch of philosophical claptrap. By Katie Salen Tekinbaş and Eric Zimmerman. The book is jam packed with different conceptual frames in which to place games. Many parts are very interesting, but it can get dry at points. In lots and lots of areas now, people say, How do you create the conditions at the bottom to allow the growth of the things you want to happen?—Brian Eno”, “In this sense, a game’s goal is the death of play, the mark of the end, foretelling the moment the magic circle will disappear.”, 50 Books for Everyone in the Game Industry, John Grisham's Recommended Thriller Reading List. Rules of Play: Game Design Fundamentals is a book on game design by Katie Salen and Eric Zimmerman, published by MIT Press. I've come back to it over the years and while I still feel there is a fair amount of useless meandering, I've also found that the things I teach are in here in spades and I could have saved a lot of time by not making my own materials and instead assigned selections from this book. She wants to know when her new next door neighbor, also a 12-year-old girl, will move in. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." Their are also four games made specifically for this book that are included in the book. Magic circle and lusory attitude were new to me. It feels more like a brain dump (albeit of two huge brains). A little too familiar for something that's pretty close to a textbook. An extensive and in-depth study on game design. It basically just says that games are systems are and over. Early chapters are basically a history / philosophy lesson on why humans are compelled to play. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. It attempts to create a theoretical framework, for designing games. This one really stands out. Although at times it was a bit dry and long winded, there is some valuable insight provided throughout. Most of this book could have been written before video games were ever invented, which shows how little they focus on how they are actually unique. This is not the first time this has been recognized or explored, but is explored in a fresh way in great detail - with one review stating that: "the book manages to bridge the emerging field of game studies methodologies and design theory". . For the 2007 novella by Jennie Walker, see, personal reflection, personal essay, or argumentative essay, Learn how and when to remove this template message, List of books on computer and video games, "A Meaningful Read: Rules of Play reviewed", "Katie Salen and Eric Zimmerman: Rules of Play", https://en.wikipedia.org/w/index.php?title=Rules_of_Play&oldid=925657015, Wikipedia articles with style issues from October 2019, Creative Commons Attribution-ShareAlike License, This page was last edited on 11 November 2019, at 14:00. A player, player’s clothing, or any part of a player’s paddle touches the net or the net post when the ball is in play; There is a violation of a service rule; A ball in play strikes a player or anything the player is wearing or carrying; A ball in play strikes any permanent object before bouncing on the court I'm looking forward to reading the anthology also by these authors. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. Rules of Play is an exhaustive, clear, cogent, and complete resource for understanding games and game design. I found this book very interesting. Broad in scope yet rich in detail, Rules of Play sets a new standard for game analysis. Good to carry as a physical weapon as well as to wield as an implement of knowledge. I did a lot of skimming here. This book also gives us a vocabulary to speak about games, game theory, and of course, rules, play and culture - and how they intersect. If you're interested in video games as sets of limit. The pretentious forward was the opening number in a scattergun approach to the topic that just felt so shallow compared to discussions you might hear on The Forge or Extra Credits or EnWorld or really anywhere that gaming fanatics gather to discuss theory.

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