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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

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