Swords & Circuitry

A Designer's Guide to Computer Role-Playing Games

3.67 based on 9 reviews.

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Paperback Book

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Product Description

Decipher the arcane mysteries behind role-playing game development tools like plot trees, world bibles, design documents, and game scripts. You'll learn the history of the role-playing game and move on to discover what makes games tick and howto make yours a success This book is stocked full of sage advice from game gurus like John Cutter (Betrayal at Krondor), Jon Van Caneghem (Might & Magic), Chris Taylor (Dungeon Siege), Trent Oster (Neverwinter Nights), Sara Stocker (Pools of Radiance II: The Ruins of Myth Drannor), and Carly Staehlin (Ultima Online). This book also contains actual excerpts from the proposal, design, world layout, and game script documentation of successful games.

Product Details

  • Media: Paperback Book, 514 pages
  • Publisher: Course Technology (Jul. 31st, 2002)
  • ISBN-10: 0761532994
  • ISBN-13: 9780761532996
  • Dimensions: 7.40 x 9.10 x 1.40 inches
  • Shipping Weight: 2.02 lbs

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Customer Reviews

  • Book Rating 4 out of 5
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    by Jeff from Wayne, MI | Jul 6, 2007

    I'm not far enough into this yet to give a full review; check back later.

    So far, so good, though.

    A little background on why I am reading this book, since I don't work anywhere remotely near the gaming industry:

    A month ago I picked-up a copy of this book from the clearance rack at the local CompUSA near my house. If you have checked my writing link, you'll see that I have an interest in 3D animation and storytelling, so I figured for $6.99 this book was close enough to my new hobby to be worth purchasing.

    As I flipped through it and began to read the first couple of chapters it dawned on me: the underpinnings of a computer role-playing game are very applicable to the ehealth.

    No, seriously!

    Exactly how deep I'll end up digging into this concept I'm not sure, but I'm thinking a practical application would end-up looking a lot like "The Sims 2" and would deal a lot with individual self-perception, especially body-image.

    I've always believed that the games we play say a lot about ourselves and how we perceive ourselves in relation to the world around us. If I'm right, a CRPG approach to ehealth might be one of many things that could help stem the rising tide of obesity and chronic healthcare problems afflicting my fellow 30somethings and our younger siblings and children.

    Of course, no virtual experience is going to be anywhere near as useful as getting up off one's dead ass and turning off the TV/PlayStation/PC, but you have to play the hand you're dealt, and the thirty-and-under crowd responds best to immersive, virtual experiences; I know this because I'm part of that thirty-something group of couch potatoes that would just as soon "party" online as go out on a Friday night (sad, I know). Why not leverage that to help people - myself included - live a little more fulfilling life in the real world?



  • Book Rating 3 out of 5
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    by Nick from The United States | Nov 19, 2009

  • Book Rating 2 out of 5
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    by Andrew from The United States | May 31, 2009

  • Book Rating 5 out of 5
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    by Saurabh from Abu dhabi, The United Arab Emirates | Mar 24, 2009

  • Book Rating 3 out of 5
    Read Reviews on Goodreads

    by Geoffrey from Belmont, MA | Jan 17, 2009

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