A special book “review” of my book
Game
Design
[ Note. This was submitted as a column for “Worlds of
Design” on enworld.org. I’ve written more than 200 entries for that column
starting in 2017. But this time things went awry, as I tried something with a
“twist” halfway through.
It is, ostensibly, a review of my book “Game Design”
(McFarland, 2012). The editor only read the first part and came back to say
that guest authors needed to be paid, so this was not allowed. I asked if he’d
read the whole thing. He came back again saying, oh, but the topic here (NOT
the book) would be rejected by the readers, or start a flamewar!
My impression of enworld.org, dating from long before I
started my column, is that the denizens are willing to argue at length about
most anything RPG-related; in any case, flamewars are undesirable there, and
the article was unusable.
I’ve tried not to give too much away. See what you think.]
(formerly “Worlds of Design”)]
I’m planning to offer some book reviews in “Worlds of Design”,
and as part of some experiments (yeah,
there’s a catch) I asked some acquaintances to write book reviews of my 2012
book Game Design: How to Create
Video and Tabletop Games, Start to Finish. There’s something special about this I’ll describe after you read the
review that I chose as the best of the lot.
The review:
Book Review: Game Design: How to Create
Video and Tabletop Games, Start to Finish by Lewis Pulsipher
Lewis Pulsipher’s Game Design: How to Create Video
and Tabletop Games, Start to Finish is an insightful and methodical guide
aimed at aspiring game designers, whether their focus is on video games or
tabletop formats. Published in 2012, the book serves as a comprehensive primer
on the fundamental principles of game design, offering practical advice,
theoretical frameworks, and a no-nonsense approach to the creative process.
Pulsipher, a veteran in game design and education, structures his book around
not just the act of designing games but also the mindset and discipline
necessary to complete them.
A Practical and Structured Approach
One of the book’s strongest aspects is its structured
approach to game design. Pulsipher is not interested in merely inspiring
readers with grand ideas; he is focused on execution. From the outset, he makes
it clear that designing games is a discipline, requiring patience, critical
thinking, and iteration. He methodically outlines the process of game design in
clear steps: conceptualizing an idea, creating a prototype, playtesting,
refining mechanics, and finalizing the game.
He also makes a crucial distinction between designing
and producing games. While many books on game design touch on development and
marketing, Pulsipher stays rooted in the design process itself, ensuring that
readers understand the core aspects of game mechanics, player engagement, and
system interactions before delving into production concerns.
Key Themes and Insights
Pulsipher’s pragmatic approach is evident throughout
the book, particularly in his discussions on common misconceptions. One of the
most valuable insights he provides is the idea that a game is more than just an
idea - it is a process that involves repeated testing and refinement. He
challenges the common novice assumption that a great idea is enough to make a
successful game, emphasizing instead that execution, playtesting, and
adjustments based on feedback are what truly shape a game.
Another key theme is the importance of understanding
the audience. Chapter 4, You Must Know Your Audience/Target Market,
delves into the necessity of designing with a specific group in mind. He
advises designers to avoid making games solely for themselves, stressing that a
successful game must appeal to its intended players. This player-centric
approach is crucial for both commercial success and player enjoyment.
Additionally, Pulsipher provides a detailed breakdown
of different game structures. His categorization of different game elements - such
as victory conditions, player interaction rules, and economic mechanics - serves
as a useful reference for game designers trying to refine their ideas. His
perspective on designing levels, particularly in Chapter 7, provides practical
advice applicable to both video games and tabletop games, making this book a
valuable cross-disciplinary resource.
Strengths and Weaknesses
One of the book’s primary strengths is its
accessibility. Pulsipher writes in a straightforward, instructional style,
making complex concepts easier to understand. His experience as a teacher is
evident in his ability to explain game design principles clearly and concisely.
Furthermore, he avoids overly technical discussions, making the book
approachable for beginners while still offering valuable insights for more
experienced designers.
However, one of the book’s limitations is its relative
lack of depth in video game-specific content. While Pulsipher does address
video games, his expertise and primary focus lean more towards tabletop game
design. Readers looking for an in-depth exploration of digital game mechanics,
programming, or game engines may find this book lacking in those areas.
Additionally, because it was published in 2012, some discussions on technology
and industry trends may feel slightly outdated, though the core principles of
game design remain relevant.
Another potential drawback is the book’s tone.
Pulsipher is candid and direct, often dismissing romanticized notions about
game design. While this no-nonsense approach can be refreshing, some readers
may find it discouraging, particularly those looking for inspiration rather
than pragmatic guidance.
Final Verdict
Overall, Game Design: How to Create Video and
Tabletop Games, Start to Finish is a valuable resource for anyone serious
about learning the fundamentals of game design. Pulsipher’s structured
methodology, emphasis on execution, and clear explanations make this book an
excellent guide for beginners. While it may not be the most exhaustive resource
on video game development, its core principles apply universally to both
digital and tabletop game design.
For those looking for a step-by-step approach to
designing games with a focus on practicality over inspiration, this book is
highly recommended. However, readers seeking advanced discussions on digital
game technology or industry trends may need to supplement their reading with
more specialized books. Ultimately, Pulsipher succeeds in his goal: to provide
a structured, reality-based guide to game design that equips readers with the
tools needed to turn ideas into playable, engaging experiences.
End of review. If you want
some reviews written near the time of publication, search for <Review of
"Game Design: How to create video and tabletop games, start to
finish" by Lewis Pulsipher> without the angle brackets on Google.
As some of you have probably
guessed, my “acquaintances” were online Large Language Model (LLM) “AI’s”,
specifically ChatGPT and NotebookLM. My actual prompt to the LLM was as follows: “Please
write a book review of about 700 words length of the book by Lewis Pulsipher,
"Game Design: How to create video and tabletop games, start to
finish". As requested, I uploaded the book.
Why this book? It is one of
few in print (since 2012) that strongly addresses tabletop game design. And crucially,
I had the text for the LLMs to read.
I had uploaded the text of
the book to NotebookLM sometime before. This specialized LLM takes your
uploads as its more or less special sole source. Without prompt from me it
responded to the upload by creating a 37+ minute conversation between a man and
a woman (actual voices) titled “Game Design: From Concept to
Prototype.” It sounded much like a typical podcast. I confess I was amazed (and
that’s hard to do). I plan to post this on my YouTube channel and website
(pulsiphergames.com).
I tried this review idea with Claude as well, a
lesser-known online LLM, but it got confused and objected to the length of the
upload.
For me, LLMs are NOT “artificial intelligence,” and
the whole trend of everyone claiming that AI is making their services better is
marketing. (When there is true artificial intelligence, sometimes called “the
singularity,” the human race may not survive the experience. But that’s still
some ways in the future.) LLMs are a useful technology tool, just as many tools
of the past (such as cell phones).
LLMs are not going away, so we might as well take
advantage of them. My friend Elmer Tucker, who is a software engineer,
supervisor, D&D GM, and wannabe game designer, has used ChatGPT for a
variety of related purposes. For example he asked it to create some non-player
characters, giving it a few guidelines, and it did a pretty interesting and
useful job. Another time he asked it to create detailed material related to a
board game he has in mind. I have used it to ask for situations appropriate for
a co-operative children’s game I’m designing for my grand-niece and
grand-nephews. And so on.
Google uses a minor LLM to report search results now,
so most of you have used one. Remember that these are not really artificial
intelligences, they are mainly drawing from a database they have been “trained”
in. And they make mistakes. Some of the review may be actual words from the
book, and a lot of the conversation in the podcast is effectively quotes from
the book. The NPCs may have been drawn from existing NPCs in the database of ChatGPT.
Some material may be in a database without permission of the creator, hence
copyright may be a concern.
ChatGPT and others are
free to use online. Any game designer or GM who wants to offload some work to
machines can use them as Elmer and I have. Google <free to use LLM>.
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