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Book Review
Game Developer's Marketplace: The Definitive Guide to
Making It Big in the Interactive Game Industry
by Ben Sawyer, Alex Dunne, and Tor Berg
Coriolis Group Books, 1998. US$49; Can$69.99
728 pages, includes CD.
ISBN: 1-57610-177-0
Anyone who's harbored idle fantasies about creating
the next Myst would probably be drawn to this title
while browsing at Barnes & Noble. None of the topics
covered in Game Developer's Marketplace focus
specifically on designing text adventure games or the
history of such games, unfortunately -- despite the
tome's hefty length -- but it's useful for gaining
valuable insights about the the industry as a whole,
especially if you're considering computer game
development as a career choice.
The book is divided into four major sections; the
first, focusing on the planning basics of game design
and a brief history of computer game and video game
companies, is of the broadest interest to all
fledgling game programmers. So, even if you consider
game development more of a time-consuming hobby than a
potential career choice, you'll find useful tidbits in
these first seven chapters. Of these, chapters 5
through 7 will be the most interesting for interactive
fiction fans considering game development for fun and
(possibly, but not probably) profit.
Chapter 5, "Refining Your Design,"tries to come up
with some simple answers to questions like "What makes
a game successful?" Its discussion of problem-solving
and the role of puzzles in a game is good food for
thought; while you may not come away with any earth-
shattering insights, it will probably help you better
consider your audience's needs and interests when you
plan your game's puzzles along with their overall
difficulty and various outcomes.
I turned to Chapter 6, "Storytelling, Design Details,
and Interface Design," right away because of the
title. The focus on graphical game interfaces is
annoying -- for IF-only developers, anyway! -- but the
chapter does touch on some good issues that any good
programmer worth his or her salt should consider.
These range from how well a work of fiction can be
adapted to an interactive game to how to give your
characters depth.
Chapter 7 is devoted entirely to tips for successful
game design. This is the only chapter where I found a
specific mention of text adventures; it also touches
on all kinds of other specific game genres and gives a
very general overview of the design challenges of
each.
In the second major section of the book, the authors
turn their attention to how one can gain financially
from an interest in computer games -- namely, how to
get a job with a big-name entertainment company or how
to pursue venture capital to fund your own startup. I
liked the job-hunting tips in Chapter 9 the most; this
practical advice would apply to just about any
industry, but the chapter also includes capsule
descriptions for the many different staff positions
that play a role in developing a commercial computer
game -- many of which, I have to admit, were new to
me.
The third major section is a bit scattered, but is
meant to address market research and legal issues that
affect game development, from the demographics of game
players to intellectual property rights. Finally, the
resources section in Part IV -- listing software
utilities and contact information for game publishers,
among other tidbits -- is reproduced in electronic
form on the book's enclosed CD.
The book's overall tone comes across as very casual
and laid-back, a friendly approach that -- like a lot
of other Coriolis Group Books -- could stand to use
much more tightening and editing, but which makes for
an easy read.
-- Lauren Meckler
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