Rating:
(13 reviews)
Author: Neal Hallford
ISBN : 0761532994
New from $11.99
Format: PDF
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Never in the history of gaming have role-playing titles been more popular. PC DATA reports that leading role-playing titles, like "Diablo," have sold over one million units, and many others, like "Baldur's Gate," have sold over 500,000. Research by Peter D. Hart Research Associates, on behalf of the Interactive Digital Software Association, states that 145 million Americans regularly play video games. This book will allow this audience to decipher the arcane mysteries behind game development tools like plot trees, world bibles, design documents, and game scripts. Readers will also receive sage advice from game gurus like John Cutter (Betrayal at Kondor), Jon Van Caneghem (Might & Magic), Chris Taylor (Dungeon Siege), Sarah Stocker (Pools of Radiance), Carly Staehlin (Ultima Online), and more.
Direct download links available for Free Download Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games
- Series: Premier Press Game Development
- Paperback: 544 pages
- Publisher: Course Technology PTR; 1 edition (June 7, 2001)
- Language: English
- ISBN-10: 0761532994
- ISBN-13: 978-0761532996
- Product Dimensions: 1.4 x 7.3 x 9 inches
- Shipping Weight: 2.1 pounds
Free Download Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games
I really don't know where to begin in thoroughly recommending this book. If you have any interest in designing RPG games (or any game at all, for that matter) this is the best book for your bank. Neal Hallford lays it all right out in front. From story design to gameplay mechanics to writing your pitch documents, this book will show you the most important stages of game development. More importantly, this book is down to earth and easily digestible. The chapters and subsections were written in a very clear and concise manner. I've seen other game design books that failed to educate or even entertain.Neal Hallford writes this book not only from the point of view of a veteran game designer (Betrayal at Krondor, Dungeon Siege, and others), but also from the point of view of a GAMER. It is from that point of view that really makes this title stand out. You can tell how much he enjoys his work, and his excitement for the focus medium (RPGs) is infectious as you read. He really helps you to craft a world in your own mind (and helps you think `outside of the box' as you design). Each chapter is complete with a handful of exercises to help the budding game designer expand the way in which they think about games
This title is also rife with interesting tidbits and trivia about past games and game development. Neal Hallford never forgets that, even though this is a billion-dollars-a-year industry, we make GAMES. Even though the process should be taken seriously, you should work very hard at both doing it well, and having fun while you do it. The process itself is, in fact, one of the strongest aspects of this title. Neal takes you through every step of the process including writing your design document (the game designer's bible, as it were).
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