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Trying
something new can be fun. Trying to make a game can be a frustrating
experience fraught with peril, gaming editors, run-ins with marketing
people, weeks and months of tracking down bugs, attempts to mesh the
personalities of more than a dozen people so everyone is working together
and discussion with gamers to produce a quality game, which ultimately
more fulfilling than just having fun. Game Design: Secrets of the Sages,
edited by Marc Saltzman is one of those rare chances to see what goes on
behind the scenes with the people that make the games we play.
Saltzman
has compiled an impressive number of interviews (which is the main bulk of
the book) with the likes of Ted Backman, Ron Gilbert, Jane Jensen, Tommy
Tallarico, Rob Pardo, Tom Hall and Paul O’Connor regarding such topics
as game design, level design, programming, character development, Q&A
testing, shareware, company web design, marketing and art among a host of
other topics. Saltzman has done an excellent job presenting and connecting
the plethora of interviews. The entire books flow easily from one chapter
to the next but can just as easily be used as bathroom reading. Flipping
the book open at random never fails to present something interesting that
can be read in one sitting. But it also has the power to keep you glued
there. Being able to get a glimpse into the minds of those that create
some of the best games in the industry – in some instances the best
games ever – is a chance that hardcore gamers should not pass up. That
being said, Secrets is very accessible to newcomers too – any
developer slang is explained with convenient notes and there are loads of
web references to follow up. Even the areas I wasn’t familiar with, like
programming, made at least some sense. Since Secrets isn’t a
novel, skipping a chapter does not interrupt the narrative. There is one
common theme that permeates throughout – being able to work with a
medium to large team (unless you’re involved in shareware) is the only
way to make games. This was not true 10 year ago when a couple of people
could slap together a game in a few months. Working with a team is
necessary now – there are just too many variables to consider: AI, user
interface, animation, programming, music, puzzle design, etc. It takes
months, years, to bring a product to market and Secrets makes that
very clear. Also apparent is that to have the title "game
designer" after your name you’ve got to have at least your thumb in
several pies and understand how to co-ordinate a team of different
specialists.
Complaints
with Secrets are few. Firstly, 99% of the emphasis in on PC games.
There are a few words from Shigeru Miyamoto and a few individuals that
have done work in both the PC and console worlds, like Dave Perry, but
there’s no extensive console coverage. This can be explained away by
saying that the process is much the same for the both, but it would have
been an interesting comparison since the hardware is so different. Some of
the chapters are too short for the topic, lacking depth, but as Saltzman
points out in his introduction "each chapter could be expanded into a
book itself – or even a series of book." He’s absolutely correct.
Secrets is an overview of game design from beginning to end and
nearly all points in between, packed with great reference material from
the people that are at ground zero in the industry – worthy of being
read by potential designers and people who love to play games. It’s also
one of those books that could be updated every five years to keep the
references current. The advice offered is timeless but without updates it
will stale over time.
It
should be noted that a 2nd Edition was released May 2000,
weighing in at 512 pages. The 2nd Edition is also easier to
find.
Reviewed
by Omni |