The everyday blog of Richard Bartle.
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9:42am on Wednesday, 11th October, 2006:
Next Generation has a list of 50 books for everyone in the game industry, by Ernest Adams. My own book, Designing Virtual Worlds, is in there., which I'm rather pleased about (although not as pleased as I would be if people could actually buy it — the publishers don't seem to want to print any more copies).
I was surprised how many of the books I actually have — exactly 50%. The fact that I rate these enough to buy means I'm in general accordance with Ernest Adams' views of what makes a good games book, which in turn suggests that my own book isn't all that bad. Yay!
Just so you know, here are the ones from the list that I have a copy of:
There are some other books on the list that I'm never going to buy because they're too distant from my field (eg. The Fat Man on Game Audio: Tasty Morsels of Sonic Goodness, by George Alastair 'The Fat Man' Sanger). There are some I keep meaning to buy but never get around to it (Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution by Heather Chaplin and Aaron Ruby; Masters of Doom, by David Kushner). There's at least one I will not buy on principle.
There are other books that I've looked at but didn't buy because I already have what I think is a better (for me) alternative (eg. I didn't buy The Xbox 360 Uncloaked by Dean Takahashi because I already have The Soul of a New Machine by Tracy Kidder; I didn't buy Story: Substance, Structure, Style, and the Principles of Screenwriting, by Robert McKee because I already have Screenplay by Syd Field; I didn't buy Game Writing: Narrative Skills for Videogames, edited by Chris Bateman because I already have Character Development and Storytelling for Games by Lee Sheldon). I probably should buy them, but they cost money.
As for books that I'd recommend but that aren't on Ernest Adams' list, well there are plenty. I'm not about to rise to the bait of actually listing them, though, except to mention two not featured above that I use for my courses: Game Architecture and Design by Andrew Rollings and Dave Morris; Game Development and Production by Erik Bethke.
I wonder what the list of articles and research papers that everyone should read would look like?
Referenced by Revision.
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Copyright © 2006 Richard Bartle (firstname.lastname@example.org).