Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games (Game Development) |
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| Title: | Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games (Game Development) |
| Author: | Neal Hallford Jana Hallford |
| Publisher: | Course Technology PTR |
| Type: | Book / Paperback |
| Publication Date: | 01 July, 2002 |
| ISBN / ISBN-13: | 0761532994 / 9780761532996 |
| List Price: | $34.99 |
| You Save: | $11.90 |
| Amazon Price: | $23.09 |
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This book is also available, brand-new, from 3rd-party marketplace sellers at Amazon.com, from $7.32.
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Editorial Review / Publisher's Information:
Product Description Computer role-playing games (RPGs) allow players to assume the role of a hero out to conquer an epic challenge. During the course of the game, the player's character "learns" new spells and skills that, in turn, allow him or her to explore even more of the game world and to solve the quest presented by the game designers. Never in the history of gaming have role-playing titles been more popular. Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games takes the reader on a journey into the arcane world of game development, deciphering the mysteries of the role-playing audience, the history of RPGs, the technical definition of the genre, the roles of a game designer, the fundementals of building good gameplay and interfaces, and last, but certainly not least, the art of professional worldbuilding. Featuring actual design document excerpts from the hit games Deus Ex, Fallout, Nox, and Stonekeep, it also presents in-depth interviews with top role-playing designers like John Cutter (Betrayal at Krondor), Chris Taylor (Dungeon Siege), Trent Oster (Neverwinter Nights), Sarah Stocker (Pools of Radiance II: The Ruins of Myth Drannor), Jon Van Caneghem (Might & Magic series), and Carly Staehlin (Ultima Online ). Game industry artists Shawn Sharp, Jon Gwyn, Jim Wible, and Jeff Perryman also provide exciting and topical illustrations that evoke not only the look, but the feel of the worlds that every role-playing designer strives to create. Co-written by a veteran marketeer and the designer behind role-playing bestsellers Betrayal at Krondor, Planet's Edge, Might & Magic III: Isles of Terra, and Dungeon Siege, readers will discover everything that a role-playing title must have to succeed!
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Customer Reviews:
Great Book, But Out-of-date
20 June, 2008
This book was written when Dungeon Siege I and Neverwinter Nights I were in development, and thus lacks any information regarding their sequels, Baldur's Gate II, Diablo II, Titan Quest, Morrowind, and ultimately Oblivion. It briefly discusses UO and mentions both Asheron's Call and Everquest, the early mainstream MMOs. Don't expect anything regarding WoW, DAoC, EQ2, DDO, AO or Lord of the Rings Online. That's a lot of material that just didn't exist when this was published.
However, for what it contains, it's VERY good. It has a great introduction on the early development of RPGs. You'll find good information on the influence of Dungeons and Dragons and Lord of the Rings on CRPGs. The interviews at the end are excellent reading as well.
The book sets out to guide new RPG designers through the do's and don'ts of CRPG development, and give them a good background on why things are the way they are. It lays out what you need in your proposal and design document, with plenty of examples. It really does an excellent job in all of this. If you're looking for code, look elsewhere. You won't find ANY in this book. It's intended for designers, not programmers.
If you can grab it for under ten bucks like I did, go for it. Everything inside the book is still useful and the guiding principles are accurate even with all that's happened since it was published. I just wish there was a second volume that included all of the new stuff.
- Amazon Customer Review
The Best Rpg Design Book Yet
11 December, 2006
This book provides a clear outlook of how to design an RPG though I wish there was a reference book to go with it. It even could be used as a text book for a class. It does everything it says. Includes other designers perspectives to broaden your perspective on design including designers from Might & Magic, Neverwinter, Star-Trek, and a few others.
- Amazon Customer Review
Good Intro To Game Design.
15 February, 2005
Neal and Jana Hallford, Swords and Circuitry (Prima, 2001)
A word to prospective buyers: Swords and Circuitry is not a book about coding games. If that's what you're looking for, Prima has a number of other titles you can go to. This one's about designing games, and there's nary a line of code to be found.
Okay, now that that's out of the way, this book does have a lot to offer both for those who plan to specialize in game design and those who are running (or trying to run) one-man shops. The Hallfords offer a good deal of advice regarding the whole process of game design, from defining what it is (and having others interviewed by Neal Hallford do so as well) to details of design documents, proposals, etc. The benefits for the aspiring game designer are obvious; to the one-man shop, reading this may help clarify some things that will help when programming time comes, or shed a different light on things that may not have been thought of in quite that way. Definitely worth checking out, but know what you're getting. *** ½
- Amazon Customer Review
Well Written
25 May, 2007
First and foremost I have to say this book is very well written and easy to read. The only real mistakes I noticed were with release dates on some of the games in a timeline.
The concepts covered in this book will help not only individuals trying their hand at designing RPGs, but other games as well. The information is also presented in an interesting and entertaining way to keep the reader doing just that, reading.
Having recently entered the video game industry, I would recommend this book to anyone seeking to get a start in the industy or anyone just curious about game design in general.
- Amazon Customer Review
Fun, Useful, And Interesting
14 June, 2007
This book wasn't at all what I thought it would be, but I loved it. I finished it within a day.
Don't buy this book if you are expecting someone to tell you the steps involved in making an RPG. There are many better books for that. S&C doesn't tell you how to make a game. It tells you how to THINK when making a game. It also goes quite in-depth about what it's like to be in the role of a game designer.
So the two scenarios in which this book would be most useful are:
1. You have a game already designed in your head and just want to make it more fun or more professional.
2. You are considering whether you want to become a game designer as a career.
If you fit one of these two, buy this book right away. If not, it might still be worth a look. It's interesting, well-written, and you may just learn a thing or two.
- Amazon Customer Review
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