Audiobooks Making Great Games: An Insider's Guide to Designing and Developing the World's Greatest Video Games –

Join Videogame Industry Veteran Michael Thornton Wyman On A Series Of Detailed, Behind The Scenes Tours With The Teams That Have Made Some Of The Most Popular And Critically Acclaimed Videogames Of The Modern Era Drawing On Insider S Perspectives From A Wide Variety Of Teams, Learn About The Creation Of A Tiny, Independent Game Project World Of Goo , Casual Game Classics Diner Dash, Bejeweled Twist , The World S Most Popular Social Game FarmVille As Well As The World S Most Popular MMORPG World Of Warcraft , PC Titles Half LifeTo AAA Console Games Madden NFL, And Modern Day Masterpieces Little Big Planet, Rock Band, UnchartedAmong Thieves Hear Directly From The Creators About How These Games Were Made, And Learn From Their Stories From The Trenches Of Videogames Production This Book Is An Excellent Resource For Those Working Directly On Game Design Or Production, For Those Aspiring To Work In The Field, Or For Anyone Who Has Wondered How The World S Greatest Videogames Get Made awesome When I read Making Great Games An Insider s Guide to Designing and Developing the World s Greatest Video GamesMaking Great Gamesit was apparent we were being given an opportunity into the thought processes, the good and the bad, highs and lows, of the best of the best minds in Video Gaming I have real admiration for these brilliant minds Blizzard s introduction of WoW set a new benchmark or standard for online game that MMO creators designers strive for when releasing an MMO to their online players Because World of Warcraft was introduced without the bugs gamers had been used to prior to WoW, and all aspects of the release were so perfectly executed, the expectations are now much higher among gamers for glitch free releases A new standard was set and others expected to follow nowaiting months for the bugs and glitches to be worked out When Blizzard introduced WoW it went online ready to play.I didn t know about the single player game called Nomad, which Blizzard was working on prior to WoW, but decided not to release Or that it took 4 yrs to create World of Warcraft All the details that go into the planning, collaborating, writing, illustrating, etc of each game boggles the mind I will no longer falter when considering whether I ll dish out an extra 10 for a top rated game, or wonder why it costs 40 to 60 at release for most of the games which are expected to be hot commodities Many, if not most, kids start playing, and really understanding gaming, from a very young age My husband and I have kids from 10 to 22, and they re all wired differently I see a difference in all of them from the youngest to the oldest in their gaming preferences, and how they approach playing games They re smarter than we ever were, and we re no slouches, but their level of understanding is off the charts And, although I m fascinated by video gaming, I don t have the natural understanding and ability of our 10 or 16 year old I m convinced that the new generation of kids, with their lightning fast reflexes, ability to multi task and think quickly, the kids who are 1 to their 20 s, will have the world by the ba s Its fast thinking, fast reacting, fast paced, and they re going to be the ones to create the Jetson s style of living In chapter Two we are presented with the creators and creation of World of Warcraft I d be hard pressed to find anyone who hasn t heard of WoW Even the in laws, who are in their 80 s, have heard of World of Warcraft I don t think they re up for learning about, or playing in, a world of fantasy where you can get together with a multitude of people from just about anywhere Our world is changing approximately 11 million people have found their way onto WoW be it family, friends and neighbors, or the many people from all over the world who ve found the world of online gaming It s the new culture where the technology isthinking focused , and I find it fascinating.It seems that in most of these companies there s a sense of collaboration and cooperation, a laid back culture, and even a sense of fun People work as a team there s not one jobimportant than another Some of the earlier problems involved not getting the writers into the game experience early enough The people who create the incredible graphics, the cool avatars, the lay of the fantasy landscape and the writers who create the characters, the story lines the entire fantasy world, have to be put together as soon in the process as possible so they fit together seamlessly.Everyone s priority is to get the games from concept to fruition The culture is relaxed, fun, creative, and everyone has to be a team player, and step up to get the creative juices flowing, to get the game out there its Frisbee, yoga, guided meditation, and dogs in the workplace anything that brings the creative intellect to the table and helps get the game ready to release.4 Stars this was an excellent book, and I d recommend it to anyone interested in a look into the production of some of the very best video games of all time The only thing I d like to have readabout, particularly from these game geniuses, isor the how to end of game design No buts about it though this is still a thoroughly enjoyable read. Michael Thomas Wyman, Making Great Games An Insider s Guide to Developing the World s Greatest Video Games Focal Press, 2011 First off, the bad news the MSRP of Making Great Games is about the same as the MSRP of programming books six times its size Given that this is a high level survey that doesn t contain a line of code, to me it seems rather pricy for what you get YMMV.On the other hand, I find myself both impressed and horrified that any book entitled Making Great Games contains a chapter on Farmville Once again, YMMV, but it does make sense There won t be eighty eight million players per month which Farmville had at its peak playing any of the games I wondered about the absence of here an exhaustive list would take up the entire review, but the most obvious missing game changer is Doom, the most registered shareware program of all time and the game that began the FPS craze back in the ice ages of 1994.The book s first three quarters or thereabouts takes high level looks at ten games, interviewing one key player from each team and essentially talking through a post mortem You probably won t have heard of all of the games here I d heard of about half , but Farmville is joined by some other quintillion sellers like World of Warcraft, so no matter your level of interest in gaming, you ll have heard of some On the other end of the scale is two man indie project World of Goo oddly, one of the others I was familiar with Truly, it is possible to post mortem anything These alternate with two or three page interviews with folks who worked on other games in other functions to give a broad overview of their profession, rather than a particular game The rest of the book is, shall we say, a post mortem of the post mortems, in which Wyman looks at some commonalities that cropped up in the interviews and points to them tentatively as the thesis this is how you make great games I say tentatively because Wyman always adds the necessary disclaimers As well he should, of course as he says a few times, there is no one right way to do it, and the stories in this book are ample evidence of same.I m ultimately giving it a positive review, even though there s still a portion of my cranium telling me you re not really getting what you pay for with this one I m guessing that this is just a muchvertical market title than I was taking it to be when I was reading the book description Give yourself a chance to flip through a copy to make sure you re buying what you think you re buying before taking the rather expensive plunge.