Game Development Reference
I OWE A GREAT debt to all the better thinkers from whom I borrowed ideas.
Without them, this topic could not exist. My borrowing was so widespread
that I couldn't possibly list every source that influenced me. But I have,
with difficulty, managed to pare down the list to the 10 richest seams of
game design-relevant ideas I've ever found. These topics expand on and
clarify many of the concepts in this topic.
• Thinking, Fast and Slow by Daniel Kahneman Most of game design
hinges on understanding human minds—those of our players, our
team, and ourselves. Kahneman's topic is an owner's manual for the
mind. It's the best explanation I've found of how intuitive and system-
atic thought interact to generate our idiosyncratic human capacities
• Story: Substance, Structure, Style, and the Principles of Screenwriting
by Robert McKee Story is the best guide to basic story craft I've found.
Ostensibly it's about screenwriting, but the topic's lessons about story
structure are broadly applicable.
• The Art of Game Design: A topic of Lenses by Jesse Schell Schell's an
experienced game designer who cares about games, and it shows. He
covers many topics that I don't, and his conclusions and models some-
times differ from mine. The contrast is food for thought.
• The Black Swan: The Impact of the Highly Improbable by Nassim
Nicholas Taleb Taleb thinks about risk and chance differently from
anyone else. In his signature pugnacious writing style, he outlines
the idea of the Black Swan event—those incredibly important and
completely unpredicted events that drive everything. This topic will
make you question your ability to predict the future.
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