Further Reading
Computers as Theater, by Brenda Laurel Although Laurel is not speaking about games directly, her discussion of a dramatic theory of human-computer activity has many connections to the interactivity of games. The most relevant discussions to game design focus on the mechanics of interaction and the way people interact with machine interfaces. Recommended: Chapter 1: The Nature of the Beast Chapter 5: Design Principles for Human-Computer Activity The Design of Everyday Things, by Donald Norman Norman's book is a must read for any designer involved in the design of interactive systems. His approach has been formalized more recently within the catch-phrase "experience design," which places the user at the center of any designed activity. Although Norman is writing about everyday objects such as telephones and car doors, his observations have direct application to the design of games as interactive systems. Recommended: Chapter 1: The Psychopathology of Everyday Things Chapter 2: The Psychology of Everyday Actions Chapter 3: Knowledge in the Head and in the World
"Designing Interactive Theme Park Rides: Lessons From Disney's Battle for the Buccaneer Gold," by Jesse Schell and Joe Shochet In this design postmortem of one of Disney's interactive theme park rides, Schell and Shochet discuss the reasons for the ride's success. Their analysis is design-driven, and offers insight into the tools, techniques, and psychology used to create an effective and entertaining interactive experience. Available at <www.gamasutra.com>. "Formal Abstract Design Tools," by Doug Church In making one of the most robust arguments for the development of a common vocabulary for games, Doug Church establishes a precedent for critical thinking within the emerging field of game design. "Formal Abstract Design Tools" is written from a game design perspective and explores concrete concepts of interactivity in the design of player experience. Available at <www.gamasutra.com>. Pilgrim in the Microworld, by David Sudnow This first-person account of one man's genuine obsession with the Atari 2600 game Breakout offers a clear portrait of the aesthetics of interactive systems. Concepts related to the anatomy of a choice, discernability and integration of player action, pleasure, and core mechanics are discussed in terms of player experience, making it a valuable resource for those intent on understanding just what is happening from moment-to-moment during game play. Recommended: Memory Interface Cathexis Eyeball Coin The Art of Interactive Design: A Euphorious and Illuminating Guide to Building Successful Software, by Chris Crawford The Art of Interactive Design is a non-technical book about the design of interactivity. Crawford uses his experience as a designer of games and interactive systems to discuss how interactivity works. For Crawford, interaction is "a cyclic process in which two actors alternatively listen, think, and speak." This conversational model of interaction is used throughout the text to good effect. Recommended: Part I: Chapters 1–6