Further Reading
The Art of Computer Game Design, by Chris Crawford Chris Crawford is a game designer who started his career at Atari. He wrote The Art of Computer Game Design in 1982, at a time when computers were just beginning to appear in people's homes. The book was one of the very first texts dealing with the nature of game design, and although some of the ideas have been dated by advances in the field, it is still an excellent resource for basic game design principles. The book is out of print, but the text is available online at: <http://www.vancouver.wsu.edu/fac/ peabody/gamebook/Coverpagel> Recommended: Chapter 1: What Is a Game?Chapter 3: A Taxonomy of Computer GamesChapter 5: The Game Design SequenceGamasutra, The Art and Science of Making Games <www.gamasutra.com> Part of the Gama Network, which includes the Game Developers Conference and Game Developer Magazine, Gamasutra is one of the very best game design resources around.The site supports news from the game development industry, editorial features on practical game design problems, and postmortems of commercial games. They recently added a section on education, publishing more academ-ically-oriented writing on games and game design. We visit this site regularly. Game Studies: The International Journal of Computer Game Research, edited by Espen Aarseth, Markku Eskelinen, Marie-Laure Ryan, Susana Tosca <www.gamestudies.org>A good resource for new scholarly writing on games, Game Studies is a cross-disciplinary, peer-reviewed journal on computer and video games. Edited by an excellent team of academics and researchers with a deep interest in the study of games, the journal focuses on games research from a humanities and ludology perspective. While the material does not necessarily have a game design focus, the articles offer various models and critiques of larger theoretical issues regarding narrative, media, interactivity, and immersion.
IGDA Curriculum Framework: The Study of Games and Game Development, by the International Game Developers Association, Education Committee For the last few years, IGDA members Doug Church, Robin Hunicke, Jason Della Roca, Warren Spector, and Eric Zimmerman have been creating a document that provides a practical framework for a game design curriculum. The document not only addresses game design, but also related fields as diverse as visual design, programming, business, and humanities and social science-based game studies. The Curriculum Framework is intended for educators and students and takes the form of a modular framework that can be applied to a variety of different contexts. Find the current draft of the document at <http://www.igda.org/>. "I Have No Words but I Must Design," by Greg Costikyan Greg Costikyan is a computer and paper game designer who has written many essays on game design. I Have No Words was originally published in 1994 in the second issue of Interactive Fantasy. The article is found on Costikyan's website at <http://www.costik.com/nowords. html> and is an attempt to formulate a critical vocabulary for game design. Although short, it is an ambitious and influential essay, and includes a useful definition of games. "Rules, Play, and Culture: Checkmate!" by Frank Lantz and Eric Zimmerman This essay, originally published in 1999 in Merge Magazine, is the first appearance of the three-part Rules/Play/Culture model for thinking about games, which the authors developed while teaching game design together at New York University. Elements of this model were the basis for the overall structure of this book. As such, the essay offers a brief and useful overview of these core game design topics.