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Bibliography of books about
or related to games will be added to (at top) as I read more . . .
Disclaimer: I own a small amount of Amazon stock.
Paid to Play by Keith A. Meyers. Self-published
through iUniverse, Inc. 2008. 89 pages 9" by 6" (yes, a very small book).
About $20 as I recall,click the article title for the link. Also, there is
another book of the same name, except different subtitle, about video games.
Don't get confused.
As the subtitle indicates, this book is not about how to design a game
but about the process that game design is a part of what you start with
ideas and end up with a published game, whether license to a publisher or
self published.
The author has worked in the game industry for more than 20 years
sometimes for publishers, sometimes for retailers, now for himself as a
designer. I first encountered him through a newsletter he used to publish
for game inventors.
That word "inventors" is important because he talks primarily about the
toy and game industry (where designers are often called inventors) than
about the hobby game industry. In particular the games that he talks about
are very simple, and that may be why he feels he can wait until the game is
essentially set before he writes the rules. My experience with hobby games
is that I’m writing the rules earlier and earlier in the process as I go
along.
The books I am writing are almost entirely about the process of game
design itself and don’t say much about marketing, and this little book would
be a good complement. Another important observation is that it’s about
tabletop games and toys, not about electronic/video games and toys. There
are very few books written typically about tabletop industry.

Understanding Comics by Scott McCloud.
Originally published 1992, this version 1993 (many printings since),
purchased recently from Amazon $15.61.
This 216 page softcover "comic book" in largish trade paperback form is
an exploration of comics as a distinct art form with its own conventions and
possibilities, not merely as a combination of pictures and words. Some
of our video game industry guest speakers for our Simulation and Game
Development curriculum recommended it. Wanting to be an "educated
person", I bought a copy and read it in bits over the course of a couple
weeks.
I don't read comics nowadays, but I did when I was a kid and somewhat
beyond (the first one I purchased, for 12 cents, was Spider Man #6--yeah, I
sold it long ago). My brother collected comics quite seriously for many
years. Comics are clearly still a big deal to young people, though often in
the form of Japanese manga, which involve different conventions than
American comics or European comics.
Anyone who is interested in drawing professionally should think about
reading this book. It explains comics on their own terms, and using a
well-drawn (mostly black and white) comic to do so helps make many things
clear. It is fundamentally a work of...well, I'm not sure I can pin it down.
I don't want to say philosophy, or art history, nor is it a "how to do it"
book, but the treatment is absolutely serious (with occasional bits of humor
thrown in). Though I cannot draw, it was an eye-opener for me, and should be
for most people who do draw, whether they're interested in video games, or
comics, or films, or something else. There's a lot more to drawing, and to
comics, than the "kids stuff" that many people think, and this book
illuminates all of that, also throwing light on some of those other media
that involve drawing.
I can see why it is so widely recommended. Well worth reading if you have
an interest in visually-related storytelling.

Game Design: Principles, practice, and techniques--the ultimate guide for
the aspiring game designer. Jim Thompson, Barnaby Berbank-Green, Nic
Cusworth. Wiley, ISBN 0-471-96894-3. Full color, 192 pages including brief
index and gloassary.
This is a very good book, particularly for teens. It is written primarily
by a teacher, and makes strong use of color and illustrations. Each topic is
covered in just two facing pages, usually. There is very little long text,
again a plus where young people used to reading (skimming) the Web are
concerned.
In the end, the book is not about game design generally, but about game
design and production of video games that focus on a single character--FPS,
action, and the like--the kind of game that particularly appeals to teenage
boys.
This is the first book I've read that describes the process of modelling
characters and then making them ready to be manipulated by programming.
There is almost no recognition--in common with most other books about
digital games--that you can plan everything about a game down to a "T", but
you won't really know whether you've got something good until you have a
playable prototype. I've just been reading a history of the original
Civilization game on Gamasutra that describes Sid Meir's process. He
programmed, Bruce Shelley (who later made Age of Empires and earlier was the
Avalon Hill "developer" for the American version of Britannia) played the
game, they discussed what worked and what didn't, Sid modified, Bruce
played, and so forth. The playable prototype was the key to success.
Perhaps genre games such as FPS are so similar to an archetype that you
can plan it all beforehand and still get it (mostly) right. This
"front-loaded" attitude primarily comes from the necessity for game studios
to present detailed plans (the Game Design Document) to potential
publishers. If the publisher likes the plan, they put up the money to enable
the studio to produce the game. To put it another way, it's now too
expensive to produce working prototypes of A-list games, so studios produce
written plans. No wonder there's little risk or innovation in these games.

World Atlas of the Past, Volume 2, The Medieval World AD1 to 1492, by
John Haywood. Oxford U. Press, 2004.
This slim (64 pages) hardcover may be aimed at younger people--the
sentences are shorter, the coverage is simpler--but I enjoy any atlas by
John Haywood, and this one is noit much different from his others. There are
several maps per two-page spread, but in this case there is not only text on
those two pages, but two more pages of text and photographs as well as
smaller maps. There's also a timetable for each set. Non-western areas are
well-served, perhaps half the atlas (4 sets Western, 7 non-Western, the
other 2 world-wide).

Gwyn Jones, A History of the Vikings (second edition 1984),
Oxford University Press, paperback, over 500 pages.
This is one of the standard histories of the Vikings. Jones
wrote in an era when the savagery of the Vikings was being downplayed--"oh,
they were mainly merchants"--though he does not seem to have been entirely
of that party. He does, however, buy the notion that the "Great Army" was
only 500-1,000 men, a notion I find quite ludicrous given what that army did
in both England and France. But it's inconvenient, if you believe the
Vikings were mainly traders, to account for armies of 5,000-10,000, which is
the size you'd judge both from the capabilities of the Great Army and from
the number of ships reported by the chronicles. (The typical trick here is
to believe the chronicles when they report small numbers of ships, and
simply disbelieve when they report large numbers.)
Jones says at many points that Scandinavians in general and
Vikings in particular (Vikings being those who roved overseas) were
motivated by (had a goal of) "land, wealth, and fame". Anyone who designs a
Viking game but does not account for this is leaving something out--of
course, designers are always leaving things out.
Jones writes with a dry British wit combined with a poetic turn of phrase
that is quite enjoyable. There is a LOT of detail, much of it not military
in any way.

Goldsworthy, Adrian, The Fall of Carthage: The Punic Wars 265-146 BC.
Cassell, 2000. 412 pages including notes and index, paperback, purchased
from Amazon.
When I've not felt the energy to do much of anything else,
I've been reading this interesting summary of this subject. The author takes
a particularly realistic view, I'd call it, trying to see things as the
participants would without imputing modern values to them. Moreover, his
ideas of how battles were fought seem to me far more likely than the wild
charges and melees we see in the movies.
My history prof used to say "there were just too damn many
Romans", and (including non-Roman Italians) that seems to be the way it was.
This, combined with the uniquely Roman determination to fight until the
enemy was not merely defeated but subordinated (permanently, it was hoped)
meant they, not the Carthaginians, would prevail in the long run. Where
Hellenistic states expected negotiated peace with a possible renewal to the
struggle later, the Romans fought on. Disasters that would have prompted any
other state (including Carthage) to sue for peace only made the Romans fight
harder. They thought they had finished it at the end of the First war, but
Hannibal's family found a way to continue in the Second. The Third war was
terrifically one-sided, a consequence of Roman arrogance and fear of the
economic revival of Carthage that resulted in the utter destruction of the
Carthaginian state.
Once again we see how much of the history of the ancient world was lost
in the Dark Ages. For the greatest prolonged struggle of the ancient
world--much larger in scope than Greece vs Persia--we have large holes in
our knowledge and often sometimes depend on only one (unreliable) author.
Warriors of the Steppe: a Military History of Central Asia 500 BC to 1700AD
by Erik Hildinger. Paperback (260 pages), 1997 Da Capo Press, $18 (less at
Amazon).
This is written by a former "practicing lawyer" who "now
teaches at the University of Michigan". Though lacking scholarly
credentials, Hildinger brings some reality to the subject of nomad horse
archers (and cataphracts), especially in his descriptions of their
capabilities. These are often based on accounts by travellers, including a
book translated by Hildinger himself dating to before Marco Polo's journeys.
Hildinger describes horse- and bowmanship in realistic terms (unlike
Grousset's fantasy of 400 yard effective range).
(I'll interject here that there is nothing sacred about
having a Ph.D. in history; some of the best (non-eyewitness) historical
accounts I have read have been written by persons who really like a subject
and know how to research it, rather than by scholars. In fact, scholars tend
to get lost at times in minutiae. "Academic nazis" (and there are a lot of
them) would disagree with me.)
The book is not exactly a military history of Central Asia,
but is more an episodic account almost entirely focusing on steppe nomads--Sarmatians
and Scythians, Huns, Avars, Magyars, Seljuk Turks, Mongols, Mamluks,
Tamerlane, Crimean Tatars, and Manchus (Jurchids). There are accounts of
campaigns and of individual battles, but it is not comprehensive.
The book is written in a readable style. The few maps aren't
very helpful. The section of illustrations is good.
I read this because I'm slowly working on a Central Asian
version of Brit (LOTS of invasions...). It is useful, but quite insufficient
on its own, for my purposes. |
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The Penguin Historical Atlas of the Vikings, by John
Haywood (who seems to make a career of historical atlases) has both
interesting maps and reading, more detailed than the maps I've seen elsewhere.
Purchased at Amazon. Realizing how much the back-and-forth of history
gets lost in a game like Britannia, I sometimes wonder if, should I live long
enough, I'll make a much more detailed version of the game. But who'd want to
play an eight hour game? Everything seems to be going toward simplicity,
except in computer games. Nonetheless, this book will help, and with my Viking
game(s) as well. |
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The Historical Atlas of the Celtic World by John Haywood.
Thames & Hudson (UK) (purchased at Amazon USA with a considerable delay in
shipping). Uses the typical layout of a Haywood Atlas, photos, text, and map
on a two-page (usually) spread, with callouts (more or less) pointing to
specific points of interest on the map. |
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For strategic-level historical games in Europe this is excellent, more
detail than you normally get in a broader-based historical atlas, about the
Gauls, Irish, Welsh, Scots and Picts, Bretons. One of the maps finally made me
realize that Mar, in Britannia, could just as well be lowland as difficult
terrain (though I haven't changed it in Brit II) . . . |
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The Columbia Companion to British History, edited by
Juliet Gardiner and Neil Wenborn (840 pages hardcover). An encyclopedia, more
or less. I'm using this to look up obscure references associated with
Britannia and History of the British Isles. It covers the period up
to 1979. Purchased used through Amazon. |
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A History of Venice, John Julius Norwich. Vintage Books
(Random House) paperback 1989 (purchased at Amazon). 673 pages. Norwich writes hiSTORY, telling a story of people and events, with sympathy for the
"characters" of the story. Consequently, Norwich's histories can be quite
entertaining and even riveting. He rarely provides or deeply analyzes
statistical information. I had no idea what a long history Venice has, nor how
much it resembled ancient Athens. |
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A Short History of Byzantium, John Julius Norwich. Based on
his three-volume History. Vintage Books, 1999, paperback 431 pages. Perhaps
the three volume version provides more discussion of causes other than poor
rulers and good ones (but in Byzantium's case, much more than with Venice, the
rulers made a big difference). At one page per nearly three years of history,
there's limits to what you can do. |
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Break Into The Game Industry: How to Get A Job Making Video
Games by Ernest Adams. McGraw-Hill Osborne Media; 2003. Paperback.
Outstanding. I used this as a textbook in my Intro to Gaming Class, and was
very pleased with the quality of advice. Read it if you're interested in
making video games as a career. |
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Andrew Rollings and Ernest Adams on Game Design
New
Riders; 1st edition (May 2003) Paperback: 648 pages. My other textbook,
and just as outstanding. Rollings and Adams have really thought about and
analyzed games and gameplay. Just plain good reading, as well. |
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| | Crawford, Chris.
Chris Crawford on Game Design. New
Riders, 2003. I listened to Crawford speak at Origins about thirty
years ago, and listened to him again in 2004 at a teachers' conference.
He is a man of strong opinions and unusual ideas, one of the early computer game
creators. As far as I have read, a very interesting book. |
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| | Schmittberger, R. Wayne.
New Rules for Classic Games.
Wiley, 1992, out of print (I got a used copy through Amazon).
245 page trade paperback, does just what it says, and
enjoyable to read. |
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