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Schell - The Art of Game Design

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Second Edition The Art of Game Design A Book of Lenses Second Edition The - photo 1

Second Edition

The Art of Game Design

A Book of Lenses

Second Edition

The Art of Game Design

A Book of Lenses

Jesse Schell

Carnegie Mellon University and Schell Games
Pittsburgh, Pennsylvania, USA

Contents CRC Press Taylor Francis Group 6000 Broken Sound Parkway NW Suite - photo 2

Contents

CRC Press
Taylor & Francis Group
6000 Broken Sound Parkway NW, Suite 300
Boca Raton, FL 33487-2742

2015 by Taylor & Francis Group, LLC
CRC Press is an imprint of Taylor & Francis Group, an Informa business

No claim to original U.S. Government works Version Date: 20140929

International Standard Book Number-13: 978-1-4665-9867-6 (eBook - PDF)

This book contains information obtained from authentic and highly regarded sources. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint.

Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, transmitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers.

For permission to photocopy or use material electronically from this work, please access www.copyright.com (http://www.copyright.com/) or contact the Copyright Clearance Center, Inc. (CCC), 222 Rosewood Drive, Danvers, MA 01923, 978-750-8400. CCC is a not-for-profit organization that provides licenses and registration for a variety of users. For organizations that have been granted a photocopy license by the CCC, a separate system of payment has been arranged.

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For Nyra
who always listens

I will talk to you of art,
For there is nothing else to talk about,
For there is nothing else.

Life is an obscure hobo,
Bumming a ride on the omnibus of art.

Maxwell H. brock

This has been a long project, and even longer now that it is in second edition. So many people have been kind enough to help make it come into being; I know I am going to miss some.

Nyra and Emma, the loves of my life, who always encouraged me, and put up with years of me staring into space and jotting little notes when I should have been, say, mowing the lawn, doing the dishes, or putting out that fire in the backyard.

My mother, Susanne fahringer, who, when I was twelve, understood somehow that Dungeons & Dragons was very, very important.

My brother, ben, who taught me how to play Thunder, a card game he invented in a dream when he was four years old.

Jeff McGinley, for putting that whole ice cream cone in his mouth. and for put- ting up with me for three decades.

Reagan Heller, who worked with me for countless hours in countless restau- rants, airplanes, and meeting rooms coming up with visualization ideas for the lens images on the card deck, designed the card layouts, and did graphic design for several aspects of the book.

Kim Kiser and Dan lin, who somehow found time to develop the new cover. The entire staff at Schell Games, who gave great feedback, and pretended not to care that I was missing meetings to get the book done.

Emma backer, who performed all the Cinderella taskstypesetting the cards, wrangling the card artists, cleaning up and organizing book images, tracking down copyright holders, and cleaning the ashes from the fireplace.

The team at Elsevier/Morgan Kaufmann, who kindly let a two-year project take five years: Tim Cox, Georgia Kennedy, beth Millett, Paul Gottehrer, Chris Simpson, laura lewin, and Kathryn Spencer.

The team at Taylor & francis, especially Rick adams and Marsha Pronin, who let what should have been a six-month editing job turn into an eighteen-month overhaul.

Everyone at the Disney VR Studio who put up with my rambling theoretical non- sense conversations for all those years, especially Mike Goslin, Joe Shochet, Mark Mine, David Rose, bruce Woodside, felipe lara, Gary Daines, Mk Haley, Daniel aasheim, and Jan Wallace.

Katherine Isbister, who served as a mentor for me in several ways, partly by writing the first book in this series, Better Game Characters by Design, but also for giving me practical, technical, and moral support throughout the writing process.

The staff, faculty, and students of Carnegie Mellons Entertainment Technology Center, who graciously let me teach Game Design and building Virtual Worlds, which forced me to figure all this out. Most especially Don Marinelli, Randy Pausch, brenda Harger, Ralph Vituccio, Chris Klug, Charles Palmer, Ruth Comley, Shirley Josh Yelon, Mike Christel, Scott Stevens, John Dessler, Dave Culyba, Mk Haley, anthony Daniels, Jessica Trybus, John Wesner, Carl Rosendahl, Ji-Young lee, Shirley Yee, and Drew Davidson. Special thanks to Drew Davidson for his detailed notes, and to John Dessler, who was the first person to truly appreciate the book.

Randy Pausch deserves a double thank-you, for his magical lens that let him see that I could do this when I didnt believe that I could. Thanks, Randy.

Hello there! Come in, come in! What a nice surpriseI had no idea you would be visiting today. Im sorry if it is a little messy in here, Ive been writing. Please make yourself comfortable. Good, good. Now lets see where should we begin? OhI should introduce myself!

My name is Jesse Schell, and I have always loved designing games. Heres picture of me:

I was shorter then Since that picture was taken Ive done a lot of different - photo 3

I was shorter then. Since that picture was taken, Ive done a lot of different things. Ive worked in circuses as a professional juggler. Ive been a writer, comedian, and magicians apprentice. Ive worked at IbM and bell Communications Research as a software engineer. Ive designed and developed interactive theme park rides and massively multiplayer games for the Walt Disney Company. Ive started my own game studio, and become a professor at Carnegie Mellon University. but when peo- ple ask me what I do, I tell them that I am a game designer.

I mention all this only because at various times in this book, I will be drawing examples from these experiences, since every single one of them has taught me valuable lessons about the art of game design. That might sound surprising now, but hopefully, as you read this book, it will help you see the ways that game design meaningfully connects to the many experiences in your own life.

One thing I should clarify: While the goal of this book is primarily to teach you how to be a better videogame designer, many of the principles we explore will have little to do with videogames specificallyyou will find they are more broadly applicable than that. The good news is that much of what you read here will work equally well no matter what kind of game you are designingdigital, analog, or otherwise.

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