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Anyone interested in a book club?

So I'm reading The Art of Game Design: A Book of Lenses by Jesse Schell and I'm quite enjoying it. I don't really have anyone else in my life who shares my game development interests so I thought it might be fun to put together some kind of regular discussion. I've got a pretty long reading list, would nice to have someone to talk to. Thoughts?

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  • Hey, @zaphodb2002@sh.itjust.works, how is the book coming along? Also, and would you care to post part of your reading list?

    • As for reading list, right now it's really just a big pile of things, not much order. There's a lot of recommended reading in this book too that'll get added I'm sure. You can look at my big mess of a github repo:

      https://github.com/GrapeSodaGames/learn/

      There's a million issues in there with book suggestions, as well as my notes in the closed issues. I am planning to put up a little website to contain my knowledge for future reference. I'm really trying to create a habit to Learn In Public so I'm gonna put everything I do up there in that github org. Feedback and contributions of course welcome.

    • Yeah for sure. I'm about a third of the way through "The Art of Game Design: A Book Of Lenses" and it has proven to be a very useful book full of actionable tools to help get the creative juices flowing. The titular "Lenses" each consist of a few questions to ask yourself as you make decisions about your game. Some neat examples:

      Lens 007: The Lens of Endogenous Value A game's success hinges on the players' willingness to pretend it is important. To use this lens, think about your players' feelings about items, objects, and scoring in your game. Ask these questions:

      1. What is valuable to the players in my game?
      2. How can I make it more valuable to them?
      3. What is the relationship between value in the game and the players' motivations?

      Remember, the value of the items and score in the game is a direct reflection of how much the players care about succeeding in your game. By thinking about what the players really care about and why, you can often get insights about how your game can improve.

      LENS 009: The Lens of the Elemental Tetrad To use this lens, take stock of what your game is truly made of. Consider each element separately and then all of them together as a whole. Ask yourself these questions:

      1. Is my game design using elements of all four types?
      2. Could my design be improved by enhancing elements in one or more of the categories?
      3. Are the four elements in harmony, reinforcing each other and working together toward a common theme?

      LENS 015: The Lens of the Eight Filters To use this lens, you must consider the many constraints your design must satisfy. You can only call your design finished when it can pass through all eight filters without requiring a change. Ask yourself these key questions:

      1. Artistic Impulse ("Does this feel right to me?")
      2. Demographics ("Will the intended audience like it?")
      3. Experience Design ("Is this well designed?")
      4. Innovation ("Is this novel?")
      5. Business and Marketing ("Will it be profitable?")
      6. Engineering("Is it technically possible?")
      7. Social/Community ("Does it meet our social and community goals?")
      8. Playtesting ("Do the playtesters like it?")

      In some situations, there may be still more filters; for example, an educational game will also have to answer questions like "Does this game teach what it is supposed to?" If your design requires more filters, don't neglect them.

      The author has worked on a number of experiences for Disney that he relays as well, creating bespoke hardware and incredibly immersive short experiences. His emphasis on cross-domain knowledge and attention to detail in all aspects really appeals to me.

      I've had to take a little break, got some life stuff going on, but I'm hoping to finish this book by the end of the month.

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