1/13/2010

Review of Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games (Game Development) (Paperback)

This book has been out for a few years, and unfortunately, it has never really received the attention it so richly deserves. From the title, you might infer that it teaches how to design role-playing games, which it does, but what might not be immediately obvious is that the information contained in it can be applied to games from any genre.

This book discusses everything from product life cycles, to plot design, to team roles, to world building, to gameplay issues, and much more. Each topic is covered in detail, with advice and examples. The book includes in-depth interviews with people behind some of the top role-playing games (e.g. Dungeon Siege and Neverwinter Nights), as well as copies of real design documents from leading games (e.g. the world layout from Fallout and the design document from Nox).

The Halfords' writing style is colorful without being condescending. Neal's experience shows through as he is able to back up all of his advice with real-world experience on major titles.

This is quite simply one of the best game design books on the market, and an entertaining read to boot. I give it my highest recommendation.

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!

About the Author
Neal Hallford has been a professional game designer for more than 13 years and has led the development of several best-selling computer role-playing titles. He has co-authored the story behind the New York Times best-selling novel "Krondor: The Betrayal" and has created stories and designs for well known computer role-playing games, including "Betrayal at Krondor", "Planet's Edge", and "Dungeon Siege." He is currently leading the creation of "Lords of Everquest", a real-time strategy game based on the largest massively multiplayer role-playing game in the United States.

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