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- From: David Alex Lamb <dalamb@spamcop.net>
- Newsgroups: rec.games.design,news.answers,rec.answers
- Subject: Designing Games: rec.games.design FAQ [monthly]
- Supersedes: <design_1080642301@qucis.QueensU.CA>
- Followup-To: rec.games.design
- Date: 30 Apr 2004 09:25:01 GMT
- Organization: Computing and Information Science, Queen's University at Kingston, Ontario, K7L 3N6, Canada
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- Keywords: FAQ, game design
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- Xref: senator-bedfellow.mit.edu rec.games.design:43371 news.answers:270616 rec.answers:86845
-
- Archive-name: games/design-FAQ
- URL: http://www.cs.queensu.ca/~dalamb/Games/design/design.html
- Version: 3.5
- Last-Modified: 2003 February 25 09:21:11 (Tuesday)
-
- Copyright 1997 Travis S. Casey. Revisions since 1997 Copyright
- 1998,2002,2003 David Alex Lamb. Sections 2.4-2.5 Copyright Tom Sloper
- (used by permission).
-
- This document is an introduction to the Usenet newsgroup
- rec.games.design; it's purpose is to help new readers get up to speed in
- the group, by informing them about the group itself and about topics
- that have come up often in the group. It was created by Travis S Casey
- <efindel@polaris.net> and is currently maintained by David Alex Lamb
- <dalamb@spamcop.net>; at the moment most of the references to "I" mean
- Travis.
-
- The FAQ is posted monthly to rec.games.design, news.answers, and
- rec.answers. The most recent HTML version can be found on the web at
- http://www.cs.queensu.ca/~dalamb/Games/design/design.html. If you don't
- have web access, you can contact me at dalamb@spamcop.net to get a
- current copy of this FAQ. This is also the address for any corrections
- or ideas for changes and additions. Please put "rgd FAQ" or something
- similar in the subject line of any mail about the FAQ, to help me sort
- through my mail.
-
- 1 About rec.games.design
- 1.1 What's this group for? Just what is 'game design?'
- 1.2 Are there any rules I should follow when posting to this group?
- 2 Questions & Answers about Games and Game Design
- 2.1 Do you have any advice for a beginning game designer?
- 2.2 How can I protect my ideas?
- 2.3 What language/graphics program/etc. should I use?
- 2.4 How do I get a job in game design?
- 2.5 Can I get a company to publish my game?
- 3 Finding More Information
- 3.1 Game design info on the net
- 3.2 Books on game design
- 3.3 Magazines
- 3.4 Finding games on the net
-
- Section 1: About rec.games.design
-
- 1.1 What's this group for? Just what is 'game design?' This group is
- meant for discussion of the design aspects of games--board games,
- computer games, role-playing games (RPG's), card games, or any other
- sort of game. This is the place to post ideas for games, thoughts about
- systems, questions about how something should work in a game, or
- anything else about designing games.
- The simplest way to tell whether something is part of "game design" or
- not is to ask a question: If I changed this part of the game, would it
- still be the same game? If the answer is yes, it's not a design
- element.
-
- For example, let's take chess. If you change the shape of the board or
- how many squares there are, you've changed the game, so these are design
- elements. However, if you change the shapes of the pieces or the colors
- of the squares, it's still the same game, so these aren't design
- elements.
-
- For a computer example, take Mortal Kombat. If you change the results
- given by different combinations of moves, you've got a different game,
- so this is part of the game design. Changing the artwork could make it
- a different game, depending on how you changed it, so this is part of
- the game design. Writing the program in a different language wouldn't
- change the game, so the programming language used isn't part of the game
- design.
-
- Note that I consider the artwork for Mortal Kombat part of the game
- design, but I don't consider the shapes of the pieces in chess part of
- the design. Why is this? It's because of a difference in the goals of
- the two games: chess is an abstract game; the associations of certain
- pieces with certain movement patterns is arbitrary. The shapes of the
- pieces aren't meant to invoke a mood -- they simply help the players
- keep straight which piece can do what. Mortal Kombat is designed to
- invoke a particular mood: the idea of an ultimate martial arts
- confrontation. There's a lot of leeway in establishing that mood, but
- changing the characters to all look like clowns and giving their special
- abilities appearances such as throwing cream pies at each other would
- change the mood completely.
-
- Finally, it should be noted that in general, any game that can be done
- on a computer can be done without one. The only difference in designing
- a computer game is that some things that are too slow or prone to human
- error for practical play without a computer can be done practically.
- (For example, Doom could be done as a non-computer game; however, you'd
- have to lose the real-time play, and one or more RPG- style game masters
- would need to be involved.)
-
- 1.2 Are there any rules I should follow when posting to this group?
- There are two basic rules you should follow:
-
- - Stay on-topic.
-
- - Be polite.
-
- Each of these is a bit more complicated than it sounds, so here are the
- detailed versions:
-
- Staying on-topic means that before you post something, you should
- consider whether this is the best group for it. For example, if you
- want to talk about game programming, rec.games.programmer is a better
- group for it. If you want to talk about AI in games, comp.games.ai is
- better. If you're asking for cheat codes for a video game,
- rec.games.video is better. If you're talking about how these things
- relate to game design, (e.g., "Should cheat codes be left enabled in
- release versions of games? Doesn't it give an unfair advantage to those
- players who can get them?") then you've come to the right place.
-
- Some things that, in a narrow sense, are off-topic are considered OK.
- Generally, this applies to any related topic for which there isn't a
- more appropriate group. For example, discussions about game marketing
- take place here because there isn't a group for it, and those interested
- in designing games are often interested in marketing them.
-
- Just because something's already been posted in the group doesn't mean
- you should follow up to it; if it's off-topic, you should either ignore
- it, follow up and redirect followups to your post to an appropriate
- newsgroup, or reply by email. This is especially important with
- inflammatory posts and ads; usually, the people who post these don't
- even read most of the newsgroups they post to, so following up only
- creates more trash.
-
- Lastly, if the topic of a discussion changes, but it's still on-topic,
- the subject line should be changed. For example, if the discussion
- about whether cheat codes should be left enabled in games branches off
- into discussing whether there should be secret move combinations with
- special effects, the subject might need a change from "Should games have
- cheat codes?" to "Should games have special moves?"
-
- Being polite includes the normal things: don't insult people, don't
- throw tantrums because someone doesn't like your pet idea, etc. In a
- Usenet context, however, being polite includes several other things:
-
- - Use a good subject line. I can't count how many posts I've seen
- that had subjects like "Questions about game design." Is this
- someone who's asking questions? Offering to answer them? *What*
- questions? It's impossible to know what the poster's talking about
- without reading the message. Something that can help is to put the
- general area you're talking about in brackets, followed by a more
- specific subject:
- [rpgs] How many attributes?
- [computer] Is real-time better?
- [marketing] Does anyone have distributor addresses?
-
- - Use good spelling and punctuation, including paragraph breaks.
- You're the only one who has to write your message; hundreds or
- thousands of people have to read it. It's better for one poster to
- take five extra minutes to post something that can be easily
- understood than for a hundred readers to take five extra seconds
- each reading a message; the first uses only 300 people-seconds, the
- second 500.
-
- - Conversely, don't flame people on spelling and punctuation. Asking
- for clarification is OK; saying, "Only an idiot wouldn't know the
- difference between affect and effect" isn't. People make typing
- mistakes; people post when they're dead tired; some posters are
- dyslexic; others only have English as a second language. We're all
- only human.
-
- - Don't waste bandwidth. Anything that you post is copied to
- thousands of servers, taking up time to transfer and disk space to
- store. If you've got something large that you don't think everyone
- will be interested in, put it on a web site or ftp site and post a
- pointer to it if you can.
-
- Above all, remember that your purpose should be to communicate with
- others. Learn to use your software so you can do that. For example,
- some newsreaders by default post an HTML version of your post. For most
- readers, that's harder to read than just plain text, so if your
- newsreader does this, you need to learn to turn it off.
-
- Section 2: Questions & Answers about Games and Game Design
-
- 2.1 Do you have any advice for a beginning game designer?
- Sure. Here's my version of the 10 commandments:
-
- **Write Games You Like**. Never put something in a game or take
- something out just on someone else's say-so. If you and your friends
- like it, chances are somebody else will too.
-
- In the same vein, don't write a game on subject X just because it's the
- current "hot topic." Write games on the things YOU like and hopefully
- your enthusiasm will come through.
-
- **Experience Is The Best Teacher**. The best way to learn game design
- is to read a lot of games, play a lot of games, analyze those games, and
- design your own games or game extensions. Since my main experience is
- with RPG's, my examples will come from them, but the idea is applicable
- to all kinds of games.
-
- I've read tons of RPG's: somewhere over 70 last time I bothered to
- count. I've played most of these, and GM'ed over 40. In addition to
- playing and gamemastering, though, I also analyze games. What makes
- this game good? What's bad about it? How would I modify it to make it
- do this instead? What areas does it represent well? What areas does it
- represent poorly? Why?
-
- Having played and analyzed other games, I use this knowledge to help
- with my own games. For example, both Champions and DC Heroes had good
- results using an exponential attribute scale for superhero gaming.
- Thus, if I were going to design a superhero game, I would know that an
- exponential scale can work very well. This kind of analysis gives you a
- bank of "proven" concepts to work with.
-
- Changing elements in or adding elements to an existing game lets you
- play with game design without having to create a game from scratch.
- Further, this kind of experience can give you a feel for game balance --
- in what ways can you change the game and still have it be fun for all
- the players?
-
- **Test, Test, And Test Some More**. Playtest your games. Play them as
- much as possible; get other people to play them, preferably without you
- around, and talk to them afterwards. (Having other people play the game
- without your presence is called blind-testing; it helps to make sure
- that the rules of your game or the interface for a computer game is
- really as easy to understand as you want it to be. If you're there,
- it's too tempting to tell people what the rule means or show them what
- button they need to push.)
-
- In addition, think about your rules. Consider hypothetical situations
- and work out the probabilities involved. For example, if you're making
- an RPG, try figuring out the percent chance an average person has of
- hitting a man-sized target with a bow at a range of 1 meter, 5 meters,
- 10 meters, 50 meters, and 100 meters. For a WWII wargame, examine your
- CRT and figure out the probability that a small infantry unit will
- damage a tank unit. Repeat the calculations under different conditions;
- different terrain, at night, etc. This will help you find places where
- you've made a mistake in your math or made a bad assumption.
-
- Test even dumb ideas. You may think that no one in their right mind
- would have their character take on a master swordsman armed only with a
- spoon, but there are lots of gamers who aren't in their right minds. If
- your game lets characters do things that couldn't possibly work in real
- life, you have holes to fix.
-
- **Learn Your Background**. If you want to write a medieval fantasy
- game, read medieval literature and history. Read books about magic.
- Read existing medieval fantasy games. Similarly for any other type of
- game; if you're making a game set in the Vietnam war, read official
- histories of the war, unofficial histories, and especially analyses of
- strategy and tactics.
-
- All this background is useful in several ways: for one thing, it will
- help you in creating realistic rules. For another, it lessens the
- chance that you will make a major mistake in terminology or background.
- And, of course, the material is often interesting in itself. If you're
- not interested in learning about X, why are you writing a game about it
- anyways?
-
- **Formal Education**. Take a class in introductory probability and
- statistics. Try reading some on the mathematical theory of games; you
- probably won't find it useful, but it does provide some perspective.
- Polish your English (or whatever language you plan to publish your game
- in); games are much easier to learn when they're well-written, or at
- least don't have a lot of grammatical errors.
-
- If you want to do computer games and haven't already taken any
- programming classes, take a few. You may not learn anything about how
- to program, but a good class will teach you some things about how to
- organize a program to make maintenance and bug-finding easier.
-
- While you're at it, build up a "reference library." This is a set of
- games and books on whatever subject you're making your game on. This
- will help immensely when inspiration strikes at 3 AM and the library is
- closed.
-
- **Take Time Off**. A game is like a child; when it's first born, it's
- parents think it's perfect. Take some time away from your game to keep
- from getting burnt out and to get a fresh perspective on it. Repeat
- this from time to time.
-
- **Keep Records**. Make sure you have more than one copy of your game.
- If you're typing the rules on a computer, keep one copy on the hard
- drive, one on a floppy, and a printout of a fairly recent version (say,
- print it out once a month, or once a week if you're working really
- fast). You can never have too many copies, since if it's any good,
- friends will want copies to borrow/keep, and having all these copies
- will greatly reduce the chance of losing it all to a hard drive
- crash/lost notebook/whatever.
-
- In the same vein, keep copies of older versions as well. You may find
- in playtesting that your new idea isn't as good as the old one was, and
- what are you going to do now if you've trashed the old copy? Keep at
- least one copy of the last version around, in addition to the copies of
- the current version.
-
- **Don't Forget The Incidentals**. Great rules and writing are nice, but
- a good visual presentation will do wonders for your sales. If you're
- doing it yourself, learn something about desktop publishing, and either
- find some ready-made illustrations (for example, in the Dover clip art
- stuff or US government publications) or find someone to draw a few
- illustrations for you.
-
- Find a printer and talk to him/her; discuss ways to do what you want as
- inexpensively as possible. A lower price will help sales some, and
- lower expenses will help your profits.
-
- **Remember, It's Only A Game**. Don't ignore real life to work on your
- game. If someone doesn't like your game, don't take it personally.
- Don't get worried about people stealing your ideas. Remember rule #1
- and have fun with what you're doing.
- **There Is No Number 10. :-)**. And, here's some extra advice from Tom
- Lehmann, president of Prism Games (thanks Tom!):
-
- Incremental innovation often works best. If everything in your game is
- familiar, it will feel stale. If everything is very different, it may
- feel strange. A single clever twist on a familar theme is good but may
- result in your game being viewed as a "variant"; TWO clever twists on
- familiar ideas makes a game feel fresh while still easily accessible.
- So don't try to re-invent the wheel. Instead, try to present existing
- ideas cleanly and simply while extending a few key concepts in new and
- interesting directions.
-
- Revise and Polish your game ideas. Testing serves not only to clean up
- bugs in the game system and rules presentation but also as the forum in
- which the game designer may discover the game that he or she *really*
- wanted to put forth, as opposed to the one they actually have put
- together. If you leave testing to the end, this discovery may not do
- you any good. If you test early and often with an eye towards trying to
- figure out just what the game really is about, you can often improve a
- game considerably.
-
- "Alpha" testing can be viewed as asking the questions: "Is there a game
- here?" and "Have I found it yet?" "Beta" testing can be viewed as
- asking the questions: "Is this the best way to achieve this effect?",
- "Is this game mechanic essential -- or can it be simplified or
- eliminated?" and "Are all the major game systems working together to
- impart the game experience I want?" "Gamma" testing asks the question:
- "How can I improve game balance and presentation?" Too many designers
- stop after Alpha (producing an intriguing but shoddy game) or go from
- Alpha to Gamma, skipping Beta (producing games that are ok but not
- great). Often it is neccessary to go beyond your immediate friends /
- local gaming group early on to get enough critical analysis for you to
- figure out what needs to be done to improve an already pretty good game.
-
- And some more from me:
-
- I've never had clear-cut "stages" of game testing when I made games;
- instead, I tend to do a bit of each at every stage. I rework some
- systems, toss out some and replace them, and improve the balance and
- presentation of others, all more or less simultaneously. Part of this
- comes from the type of the main game that I'm working on... when doing a
- universal RPG, you have to work on a piece at a time.
-
- The key, though, is to find whatever works best for you. Try it
- different ways until you find one that's comfortable, then stick with
- that.
-
- 2.2 How can I protect my ideas? Well, I've got good news for you, and
- bad news. First the good:
-
- If you're in the US, England, any Western European Country, Canada, or
- Australia, anything you write is automatically considered to be
- copyrighted under the terms of the Berne convention that all these
- countries adhere to.
-
- Now, the bad news: a copyright does not protect your ideas. All a
- copyright does is protect the expression of an idea. Thus, it's
- perfectly legal for someone to take all the rules of, say, Advanced
- Dungeons & Dragons, paraphrase them, and eliminate references to Dungeon
- Master and a few other terms TSR has trademarked, and sell the resulting
- product.
-
- That said, including a copyright notice in your work does give you one
- benefit: it makes it easier to collect damages if someone does copy your
- material. If there is no copyright notice, the copier can claim
- "innocent infringement" (that is, "I didn't know I couldn't copy it")
- and get off with a slap on the wrist. In addition, you may want to look
- into registering your copyright. In the US, at least, this provides
- definite proof that you wrote your material first, and allows you to
- collect money from copiers beyond simple damages.
-
- To protect the ideas of a game, a patent would be necessary. In general,
- though, it's probably not worth the effort. To qualify for a patent, a
- game must include physical components beyond simple board, dice, and
- rules, so that it can qualify as a "machine." Thus, most games won't be
- eligible. In addition, obtaining a patent is a long and complicated
- process which will almost certainly require you to hire a patent
- attorney, pay his/her large fees, and pay a large (and nonrefundable!)
- amount of money for a patent application.
-
- In my opinion, though, you needn't worry about protecting your ideas.
- Chances are that if you've thought of it, someone else has as well.
- Thus, refusing to discuss aspects of your game in order to protect your
- ideas isn't likely to keep anyone else from using that idea, and will
- prevent you from getting feedback which might help you improve the idea.
-
- (A bit from my own experience: a few years ago, I came up with an idea
- for a die-rolling method for an RPG which I had never seen before and
- which greatly simplified the system I was making. Since then, I've
- encountered at least three systems which also use the same method, none
- of whose authors could possibly have seen my work.)
-
- In general, games do not succeed because of any single "neat idea;" in
- fact, innovative games are less likely to succeed because most people do
- not want to learn large amounts of unfamiliar material.
-
- For more information, try these web sites:
-
- - Ten Big Myths About Copyright Explained
- (http://www.clari.net/brad/copymyths.html)
-
- - The Copyright Website (http://www.benedict.com/)
-
- 2.3 What language/graphics program/etc. should I use? Please note:
- rec.games.design is not the place to discuss game programming;
- rec.games.programmer is for that. In spite of this, these questions are
- asked here so often that some of them are answered here in this FAQ.
-
- Language:
-
- You're almost always best off to program a game in whatever computer
- language you already know best; that way, you can spend more time on
- your game, and less reading manuals. A secondary consideration is the
- tools that are available for your chosen language; it's much easier to
- find game programming tools if you're using BASIC or C than if you're
- using Fortran or COBOL.
-
- Always keeping the preceding in mind, C is generally considered to be
- the preferred language for game programming today. It's a powerful
- language, good implementations exist on many platforms, there are many
- tools available for it, and most implementations allow easy interface to
- assembly language routines for any functions that need the highest
- possible speed. Once you're comfortable with C, you may want to learn
- C++ as well; object-oriented techniques can be useful in programming
- games.
-
- Graphics Programs/Art:
- Again, whatever you use, you need to be comfortable with it. You'll
- also need to consider what graphics file formats your graphics program
- can work with, and what format or formats any game toolkit you're using
- will work with.
-
- If you're producing your game as a demo to show to a game company, you
- don't have to worry too much about art; the art will almost certainly be
- changed anyways. What you're really trying to do is give them an idea
- of what kind of art the game should have. Thus, you could use clip art,
- modified pieces of art from other sources, and similar resources.
-
- A couple of hints: It's often a good idea to draw your art larger than
- you're going to need it to be, then reduce it. If you're as hopeless at
- drawing as I am, you can use 3D modeling software to create and render
- models, and then make your artwork from those.
-
- 2.4 How do I get a job in game design?
-
- Design some games. Execute the designs into awesome-looking
- presentations. Together with a well-written resume, your designs will
- help you get your foot in the door for an interview. Interview for any
- job that's available and for which you are qualified -- you just want to
- get into the industry.
-
- It's unlikely that anybody will want to actually make your ideas into
- games, or give you the title "game designer," if you don't have any
- finished released games under your belt. But once you get hired, you're
- in the biz -- and you can learn & grow within it, and eventually make
- other original designs.
-
- Research game companies the hard way: go to the library, search the
- internet, read newsgroup posts. Don't bother asking newsgroup readers
- to spoonfeed you the information -- you won't like the taste of the
- stuff on the spoon. Game designers are more resourceful and creative
- than that. Do the research yourself. You'll get better results. And
- it's part of what game designers do anyway.
-
- Focus on companies that make the kind of games you want to work on. If
- there are no such companies in your area, you will have to consider
- moving. If there is an area where there are many companies of the kind
- you want, perhaps you should move there. But unless you've been hired,
- it would be unwise to move to an area where there's only one such
- company -- you might not get hired! If the interview involves travel,
- you may have to pay for the travel yourself. Game companies are
- unlikely to offer to pay travel expenses for novice designers.
-
- Let's also consider for a moment what it's like to be a designer. Some
- people think designers sit around dreaming up ideas, then they get to
- work out the details of their own brainchildren. And get paid to boot!
- Well, it's not quite like that.
-
- It IS possible to attain a point in life in which you can have total
- freedom to create the things you dream up, and make money at that. But
- it's rare. And it takes a long time of establishing yourself as a
- megastar before you can attain that point.
-
- It is much more normal (and attainable) to work your way into a creative
- position in which you deliver "creativity on demand." Most game
- designers are creative people who are given an assignment.
-
- It's a lot like playing a game. A game is like an artificial reality.
- Each game has its own rules, restrictions, freedoms, and abilities built
- in. The players get their enjoyment from the creative way that they
- deal with those rules, restrictions, freedoms, and abilities to try to
- achieve a goal.
-
- So the designer may not be the person who came up with the idea for the
- game he is working on, necessarily. But if he is professional, he puts
- his soul and his creativity into taking someone else's concept and
- making it fun. He might put a little of his own footprint in it
- somewhere, but if he's professional, he subjugates his ego for the goal
- of making the project a success. You need passion, perseverance, &
- perspiration. And a good attitude. You'll need to be a team player, a
- professional.
-
- 2.5 Can I get a company to publish my game?
-
- No. You probably can't. See Tom Sloper's article
- (http://home.earthlink.net/~theblues/sloper.html) for more details about
- why, and about what you can do instead.
-
- Section 3: Finding More Information
-
- 3.1 Game design info on the net
-
- For computer games, the best site that I currently know of is the Games
- Domain (http://www.gamesdomain.com/) site on the Web. There, you can
- find FAQ's for plenty of games, links to WWW sites for specific games,
- including ones run by the companies that put out the games, FTP links
- for games, a link to a list of RPG companies, and more.
-
- For RPG's, try woodelf's RPG site (http://dax.cs.wisc.edu/~woodelf/RPG).
-
- If you're looking for other newsgroups, here's a few you can try:
-
- - comp.ai.games (news:comp.ai.games)
- A forum for the discussion of artificial intelligence in games.
-
- - rec.games.frp.advocacy (news:rec.games.frp.advocacy)
- Originally meant to hold flamewars about RPGs, this group has
- recently undergone an astonishing transformation. Now, most of the
- discussion is on the nature of RPGs, gamemastering RPGs, etc.
- Please note that this forum is about pencil-and-paper RPGs, not
- computer RPGs.
-
- - rec.arts.int-fiction (news:rec.arts.int-fiction)
- A newsgroup for discussing interactive fiction and associated
- tools; that is, text adventures such as the old Infocom games
- (though such games need not be text-only). The FAQ is available
- via FTP (ftp://ftp.gmd.de/if-archive/rec.arts.int-fiction/FAQ) and
- via the web (http://speedracer.nmsu.edu/~jholder/intfiction.html).
-
- Web Resources for game designers:
-
- - Greg Costikyan's essay, I Have No Words and I Must Design
- (http://www.crossover.com/~costik/nowords.html)
-
- - The Computer Game Developers Association web site
- (http://www.cgda.org)
-
- 3.2 Books on game design
-
- Note: most of the information here has come from posts in the newsgroup.
- Since I didn't write most of it, I'm not responsible for any
- inaccuracies.
-
- If you have more complete or up-to-date information on any of these
- books, please contact me. Also, if you disagree with an assessment of a
- book in here, please contact me; I'm willing to make room for
- alternative opinions.
-
- - Avedon, Elliot M., and Sutton-Smith, Brian. *The Study of Games*.
- J. Wiley, 1971.
- A collection of articles mostly by other authors; somewhat
- scholarly. Avedon is the Director/Curator of the University of
- Waterloo's Museum and Archive of Games in Waterloo, Canada.
-
- - Crawford, Chris. *The Art of Computer Game Design*.
- Out of print, but available on the web
- (http://www.vancouver.wsu.edu/fac/peabody/game-
- book/Coverpage.html).
-
- - *Balance of Power*. Microsoft Press. ISBN 0-914845-97-7
- Talks about this classic game of international diplomacy. Important
- if you are going to make a global-political game.
-
- - Dunnigan, James. *The Complete Wargame Handbook*. William Morrow
- and Co. ISBN 0-688-10368-5
- An excellent book; focuses mainly on pencil-and-paper wargames, but
- does have some coverage of computer wargames.
-
- - Dunnigan, James. *How to Make War, 3rd. Ed.*. William Morrow and
- Co. ISBN 0-688-12157-8
- Focuses heavily on real-world weapons and tactics; the discussions
- of weaponry and tactics are good fodder for wargames and modern-day
- RPGs. The sections on the psychological effects of combat are good
- background reading for anyone interested in writing a wartime RPG,
- especially those with no combat experience.
-
- - Dupuy, T.N. *Numbers, Predictions, and War*. Hero Books. ISBN
- 0-915979-06-3
- Discusses the HERO system of combat simulation developed by the US
- military. Highly mathematical, but with emphasis on empirical
- validation of the methods.
-
- - Ellington, Henry; Addinall, Eric; and Percival, Fred. *A Handbook
- of Game Design*. Nichols Publishing Co., 1982. ISBN 0-89397-134-0
- Geared towards classroom and corporate simulations, but has
- separate chapters on designing card, board, "manual", and computer
- games.
-
- - Epstein, Richard A. *The Theory of Gambling and Statistical
- Logic*. Academic Press, 1967.
- The Bible of gaming probabilities.
-
- - Katz, Arnie, and Yates, Laurie. *Inside Electronic Game Design*.
- Prima Publishing. ISBN 1-55958-669-9
-
- - Levy, David. *Computer Gamesmanship: Elements of Intelligent Game
- Design*. Simon & Schuster. ISBN 0-67149-532-1
- Focuses on chess, checkers, and poker algorithms.
-
- - Peek, Stephen. *The Game Inventor's Handbook*. Betterway Books.
- ISBN 1-55870-315-2
-
- - Perla, Peter. *The Art of Wargaming*. Nav. Inst. Press. ISBN
- 0-87021-050-5
-
- - Prados, John. *Pentagon Games*. Harper & Row. ISBN 0-06-096130-9
- Gives insight into the kinds of simulations the military creates,
- and includes 3 original games by the author.
- - Sackson, Sid. *A Gamut of Games*. Castle Books, 1969.
- Not actually about game design, but it does give some insights and
- covers a wide variety of games.
-
- - Schuessler, Nick, and Jackson, Steve. *Game Design: Volume One:
- Theory and Practice*. Steve Jackson Games.
- No longer in print, no further volumes were produced. Nevertheless,
- if you can find a copy, this is an excellent resource. It mostly
- focuses on wargames, but there is a chapter on RPGs, and some
- material about printing and distributing games.
-
- - Schmittberger, R. Wayne. *New Rules for Classic Games*. John
- Wiley & Sons, Inc. ISBN 0-471-53621-0
- Includes variants on games from chess to Monopoly, plus ideas for
- creating your own variants. (Which, in turn, can provide ideas for
- original games).
-
- - Strategy and Tactics Magazine. *Wargame Design*. SPI. ISBN
- 0-917852-01-X
-
- - Zocchi, Lou. *How to Sell Your Game Design*. Gamescience.
- catalog # GS 10404
-
- 3.3 Magazines The only two we've heard of are no longer published.
- Please let me know if you know of any others! Again, these reviews come
- from others -- I'm not responsible if they're wrong.
-
- - *Interactive Fantasy (IF)*. A magazine of games design, theory and
- criticism<br> Five issues were published.
- Published in paperback-book format, IF discusses the issues and
- meta-issues of games design, focussing primarily on RPGs. Writers
- include big names such as Greg Costikyan and Jonathan Tweet, and
- issues from #4 onwards had a section devoted entirely to design
- matters.
-
- - *Interactive Entertainment Design*. This magazine was published by
- computer-games guru Chris Crawford, who also supplied 90% of its
- contents. It's no longer in print, but back volumes are available
- for $25, or you can get the entire 9-volume set for $150 (prices
- are US dollars). The address is:
- Interactive Entertainment Design
- 5251 Sierra Road
- San Jose, CA 95132, USA
-
- or by email from: ChrisCr@aol.com
-
- 3.4 Finding games on the net
-
- - gamelet.com (http://www.gamelet.com) lists many free Java games
-
- - Peter Drake's games page
- (http://www.cs.indiana.edu/~pedrake/games.html), currently
- including an extensible space combat simulation, Astromachia, and
- several reviews of games.
-
- - Mike Petty's free games
- (http://www.geocities.com/TimesSquare/Battlefield/1173/index.html)
- (New World Games)
- --
- "Yo' ideas need to be thinked befo' they are say'd" - Ian Lamb, age 3.5
- http://www.cs.queensu.ca/~dalamb/ qucis->cs to reply (it's a long story...)
-