- •Preface to the Electronic Version
- •Table of Contents
- •ACKNOWLEDGMENT
- •PREFACE
- •BOARD GAMES
- •CARD GAMES
- •ATHLETIC GAMES
- •CHILDREN’S GAMES
- •COMPUTER GAMES
- •REPRESENTATION
- •Formal
- •System
- •Subjectively Represents
- •Games versus Simulations
- •Subset of Reality
- •Summary of Representation
- •INTERACTION
- •Games versus Puzzles
- •Games versus Stories
- •Games versus Toys
- •Significance of Interaction
- •Nature of Interaction
- •CONFLICT
- •Games without conflict?
- •Summary of Conflict
- •SAFETY
- •Summary of Safety
- •Fantasy/Exploration
- •Nose-Thumbing
- •Proving Oneself
- •Social Lubrication
- •Exercise
- •Need for Acknowledgment
- •Summary
- •MOTIVATION VERSUS SELECTION
- •Game Play
- •Sensory Gratification
- •INDIVIDUAL TASTES
- •SKILL-AND-ACTION GAMES
- •Combat Games
- •Maze Games
- •Sports Games
- •Paddle Games
- •Race Games
- •Miscellaneous Games
- •STRATEGY GAMES
- •Adventures
- •D&D Games
- •Wargames
- •Games of Chance
- •Educational and Children’s Games
- •CONCLUSIONS
- •GAME TECHNOLOGIES
- •COMPUTERS
- •DESIGN PRECEPTS FOR COMPUTER GAMES
- •PRECEPT #1: GO WITH THE GRAIN
- •PRECEPT #2: DON’T TRANSPLANT
- •PRECEPT #3: DESIGN AROUND THE I/O
- •PRECEPT #4: KEEP IT CLEAN
- •PRECEPT #5: STORE LESS AND PROCESS MORE
- •PRECEPT #6: MAINTAIN UNITY OF DESIGN EFFORT
- •CONCLUSION
- •CHOOSE A GOAL AND A TOPIC
- •RESEARCH AND PREPARATION
- •DESIGN PHASE
- •I/O Structure
- •Game Structure
- •Program Structure
- •Evaluation of the Design
- •PRE-PROGRAMMING PHASE
- •PROGRAMMING PHASE
- •PLAYTESTING PHASE
- •POST-MORTEM
- •BALANCING SOLITAIRE GAMES
- •Vast Resources
- •Artificial Smarts
- •Conclusions on Artificial Smarts
- •Limited Information
- •Summary
- •RELATIONSHIPS BETWEEN OPPONENTS
- •Symmetric Relationships
- •Asymmetric games
- •Triangularity
- •Actors and Indirect Relationships
- •SMOOTH LEARNING CURVES
- •THE ILLUSION OF WINNABILITY
- •SUMMARY
- •FAD OR FIXTURE?
- •THE TECHNOLOGICAL EXTRAPOLATION
- •ASSESSMENT: TECHNOLOGICAL REVOLUTION
- •THE NATURE OF CHANGE
- •The Mass Market
- •The Flowering of Heterogeneity
- •CONCLUSIONS
- •BEGINNINGS
- •EARLY WORK: JANUARY-APRIL, 1982
- •THE LONG HAUL: MAY-DECEMBER 1982
- •RENEWED EFFORT (JANUARY - APRIL 1983)
- •FINAL WORK (MAY - JUNE 1983)
- •Interview with Chris Crawford,
- •WEB LINKS
The Art |
of Computer |
Game Design |
by Chris Crawford |
Preface to the Electronic Version
This text was originally composed by computer game designer Chris Crawford in 1982. When searching for literature on the nature of gaming and its relationship to narrative in 1997, Prof. Sue Peabody learned of The Art of Computer Game Design, which was then long out of print. Prof. Peabody requested Mr. Crawford's permission to publish an electronic version of the text on the World Wide Web so that it would be available to her students and to others interested in game design. Washington State University Vancouver generously made resources available to hire graphic artist Donna Loper to produce this electronic version. WSUV currently houses and maintains the site.
Correspondance regarding that site should be addressed to Prof. Sue Peabody, Department of History, Washington State University Vancouver, peabody@vancouver.wsu.edu.
If you are interested in more recent writings by Chris Crawford, see the "Reflections" interview at the end of The Art of Computer Game Design. Also, visit Chris Crawford's webpage, Erasmatazz.
This document was convert by Mario Croteau, from the Web site of the Department of History of Washington State University at Vancouver.
Chris Crawford (the author) and Sue Peabody (of department of History of Washington State University at Vancouver) gave me a great support in my project: making that important document available to everyone.
The Art
of Computer
Game Design
by Chris Crawford
Table of Contents |
|
Acknowledgement |
1 |
Preface |
1 |
Chapter 1 - What is a Game? |
5 |
BOARD GAMES |
5 |
CARD GAMES |
6 |
ATHLETIC GAMES |
6 |
CHILDREN’S GAMES |
6 |
COMPUTER GAMES |
7 |
REPRESENTATION |
7 |
Formal |
8 |
System |
8 |
Subjectively Represents |
8 |
Games versus Simulations |
8 |
Subset of Reality |
9 |
Summary of Representation |
9 |
INTERACTION |
9 |
Games versus Puzzles |
10 |
Games versus Stories |
10 |
Games versus Toys |
11 |
Significance of Interaction |
12 |
Nature of Interaction |
12 |
CONFLICT |
13 |
Games without conflict? |
13 |
Summary of Conflict |
14 |
SAFETY |
14 |
Summary of Safety |
15 |
Chapter 2 - Why Do People Play Games? |
16 |
Fantasy/Exploration |
17 |
Nose-Thumbing |
18 |
Proving Oneself |
19 |
Social Lubrication |
20 |
Exercise |
20 |
Need for Acknowledgement |
20 |
Summary |
21 |
MOTIVATION VERSUS SELECTION |
21 |
Game Play |
21 |
Sensory Gratification |
22 |
INDIVIDUAL TASTES |
22 |
Chapter 3 - A Taxonomy of Computer Games |
25 |
SKILL-AND-ACTION GAMES |
25 |
Combat Games |
26 |
Maze Games |
27 |
Sports Games |
29 |
Paddle Games |
29 |
Race Games |
30 |
Miscellaneous Games |
30 |
TRATEGY GAMES |
30 |
Adventures |
31 |
D&D Games |
32 |
Wargames |
33 |
Games of Chance |
34 |
Educational and Children’s Games |
34 |
Interpersonal Games |
34 |
CONCLUSIONS |
34 |
Chapter 4 - The Computer as a Game Technology |
36 |
GAME TECHNOLOGIES |
36 |
COMPUTERS |
38 |
DESIGN PRECEPTS FOR COMPUTER GAMES |
41 |
Precept #1: GO WITH THE GRAIN |
41 |
Precept # 2: DON’T TRANSPLANT |
43 |
Precept #3: DESIGN AROUND THE I/O |
43 |
Precept #4: KEEP IT CLEAN |
44 |
Precept #5: STORE LESS AND PROCESS MORE |
45 |
Precept #6: MAINTAIN UNITY OF DESIGN EFFORT |
47 |
CONCLUSION |
48 |
Chapter 5 - The Game Design Sequence |
49 |
CHOOSE A GOAL AND A TOPIC |
49 |
RESEARCH AND PREPARATION |
51 |
DESIGN PHASE |
52 |
I/O Structure |
52 |
Game Structure |
54 |
Program Structure |
57 |
Evaluation of the Design |
57 |
PRE-PROGRAMMING PHASE |
58 |
PROGRAMMING PHASE |
58 |
PLAYTESTING PHASE |
58 |
POST-MORTEM |
60 |
Chapter 6 - Design Techniques and Ideals |
63 |
BALANCING SOLITAIRE GAMES |
63 |
Vast Resources |
63 |
Artificial Smarts |
64 |
Conclusions on Artificial Smarts |
68 |
Limited Information |
68 |
Summary |
68 |
RELATIONSHIPS BETWEEN OPPONENTS |
69 |
Symmetric Relationships |
69 |
Asymmetric Games |
69 |
Triangularity |
70 |
Actors and Indirect Relationships |
71 |
SMOOTH LEARNING CURVES |
72 |
THE ILLUSION OF WINNABILITY |
73 |
SUMMARY |
74 |
Chapter 7 - The Future of Computer Games |
74 |
FAD OR FIXTURE? |
74 |
THE TECHNOLOGICAL EXTRAPOLATION |
75 |
ASSESSMENT: TECHNOLOGICAL REVOLUTION |
76 |
THE NATURE OF CHANGE |
78 |
The Mass Market |
78 |
The Flowering of Heterogeneity |
79 |
CONCLUSIONS |
80 |
Chapter 8 - Development of Excalibur |
81 |
BEGINNINGS |
81 |
EARLY WORK: JANUARY-APRIL, 1982 |
82 |
THE LONG HAUL: MAY-DECEMBER 1982 |
84 |
Interview |
85 |
Web Links |
90 |