It's an early book of essays on computer game design, from back when pixels were chunkier and networks were slower. Plus some notes from more modern times, pointing out places where those early essays predicted right or wrong. It's ranty Chris Crawford, so there are some high-falutin' words were simpler ones would do, but if you can get past that, you'll be into some interesting thoughts on how to make compelling games: how people see themselves in games, how you can harness that to make them love your game.
Tags: book
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