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SoBrief

Gaming Book Summaries

The Art of Game Design
by Jesse Schell • 2008
Players feel your work, they don't read it. A hundred ways to design what they feel.
4.39
3k+
The Art of Game Design Summary
The Art of Game Design
Players feel your work, they don't read it. A hundred ways to design what they feel.
by Jesse Schell 2008 520 pages
4.39
3k+ ratings
A Game Design Vocabulary
by Anna Anthropy • 2013
The grammar of game design: how to script a back-and-forth that players lose themselves in.
3.94
134
A Game Design Vocabulary Summary
A Game Design Vocabulary
The grammar of game design: how to script a back-and-forth that players lose themselves in.
by Anna Anthropy 2013 211 pages
3.94
134 ratings
Game Design Workshop
by Tracy Fullerton • 2008
The prototyping-first method that catches design disasters before you write a single line of code.
4.11
500+
Game Design Workshop Summary
Game Design Workshop
The prototyping-first method that catches design disasters before you write a single line of code.
by Tracy Fullerton 2008 496 pages
4.11
500+ ratings
A Theory Of Fun For Game Design
by Ralph Koster • 2004
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
3.90
3k+
A Theory Of Fun For Game Design Summary
A Theory Of Fun For Game Design
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
by Ralph Koster 2004 279 pages
3.90
3k+ ratings
What Video Games Have to Teach Us About Learning and Literacy
by James Paul Gee • 2003
Video games teach because they have to. The 36 learning principles schools can steal from them.
3.90
1k+
What Video Games Have to Teach Us About Learning and Literacy Summary
What Video Games Have to Teach Us About Learning and Literacy
Video games teach because they have to. The 36 learning principles schools can steal from them.
by James Paul Gee 2003 240 pages
3.90
1k+ ratings
Reality Is Broken
by Jane McGonigal • 2010
Games satisfy us more than reality does. That gap is a blueprint for a better world.
3.79
8k+
Reality Is Broken Summary
Reality Is Broken
Games satisfy us more than reality does. That gap is a blueprint for a better world.
by Jane McGonigal 2010 400 pages
3.79
8k+ ratings
Getting Gamers
by Jamie Madigan • 2015
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
4.01
489
Getting Gamers Summary
Getting Gamers
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
by Jamie Madigan 2015 299 pages
4.01
489 ratings
Level Up!
by Scott Rogers • 2010
The game design manual that puts controls, camera, and characters first, then shows you the rest.
4.09
1k+
Level Up! Summary
Level Up!
The game design manual that puts controls, camera, and characters first, then shows you the rest.
by Scott Rogers 2010 514 pages
4.09
1k+ ratings
Designing Games
by Tynan Sylvester • 2013
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
4.47
500+
Designing Games Summary
Designing Games
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
by Tynan Sylvester 2013 413 pages
4.47
500+ ratings
Console Wars
by Blake J. Harris • 2014
A toy exec and a blue hedgehog briefly unseated Nintendo. The real fight was inside the company.
3.97
12k+
Console Wars Summary
Console Wars
A toy exec and a blue hedgehog briefly unseated Nintendo. The real fight was inside the company.
by Blake J. Harris 2014 576 pages
3.97
12k+ ratings
Video Game Storytelling
by Evan Skolnick • 2014
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
3.99
500+
Video Game Storytelling Summary
Video Game Storytelling
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
by Evan Skolnick 2014 208 pages
3.99
500+ ratings
Blood, Sweat, and Pixels
by Jason Schreier • 2017
Behind the scenes of Destiny, Diablo, and Stardew Valley: chaos, crunch, and last-minute saves.
4.20
24k+
Blood, Sweat, and Pixels Summary
Blood, Sweat, and Pixels
Behind the scenes of Destiny, Diablo, and Stardew Valley: chaos, crunch, and last-minute saves.
by Jason Schreier 2017 278 pages
4.20
24k+ ratings
Persuasive Games
by Ian Bogost • 2007
A videogame's rules are arguments. Learning to read them changes how you see every screen.
3.84
360
Persuasive Games Summary
Persuasive Games
A videogame's rules are arguments. Learning to read them changes how you see every screen.
by Ian Bogost 2007 450 pages
3.84
360 ratings
Arthas
by Christie Golden • 2009
A paladin purges his city, then hunts the plague's demonic source into the frozen wastes.
4.14
12k+
Arthas Summary
Arthas
A paladin purges his city, then hunts the plague's demonic source into the frozen wastes.
by Christie Golden 2009 320 pages
4.14
12k+ ratings
Silent Hill
by Bernard Perron • 2006
Fog, radio static, broken controls: Silent Hill made your own mind the real horror.
3.65
253
Silent Hill Summary
Silent Hill
Fog, radio static, broken controls: Silent Hill made your own mind the real horror.
by Bernard Perron 2006 172 pages
3.65
253 ratings
How to Reassess Your Chess
by Jeremy Silman • 1993
Find the hidden imbalance, build a plan around it, and stop playing aimless moves.
4.35
1k+
How to Reassess Your Chess Summary
How to Reassess Your Chess
Find the hidden imbalance, build a plan around it, and stop playing aimless moves.
by Jeremy Silman 1993 402 pages
4.35
1k+ ratings
Moral Combat
by Patrick M. Markey • 2017
Crime fell as gaming rose. The evidence never held, and the outrage is a recycled panic.
4.18
173
Moral Combat Summary
Moral Combat
Crime fell as gaming rose. The evidence never held, and the outrage is a recycled panic.
by Patrick M. Markey 2017 256 pages
4.18
173 ratings
One Up
by Joost van Dreunen • 2020
Three transformations in four decades, and each one rewarded strategy over creative genius.
4.13
213
One Up Summary
One Up
Three transformations in four decades, and each one rewarded strategy over creative genius.
by Joost van Dreunen 2020 296 pages
4.13
213 ratings
The Infernal City
by Greg Keyes • 2009
A floating city devours souls. Its newest kitchen recruit: an alchemist who refuses to serve.
3.49
5k+
The Infernal City Summary
The Infernal City
A floating city devours souls. Its newest kitchen recruit: an alchemist who refuses to serve.
by Greg Keyes 2009 288 pages
3.49
5k+ ratings
Think Like a Game Designer
by Justin Gary • 2018
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
4.01
184
Think Like a Game Designer Summary
Think Like a Game Designer
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
by Justin Gary 2018 230 pages
4.01
184 ratings
Minecraft
by Max Brooks • 2017
A castaway with no memory battles monsters and mines the secrets of a block-shaped island.
4.17
7k+
Minecraft Summary
Minecraft
A castaway with no memory battles monsters and mines the secrets of a block-shaped island.
by Max Brooks 2017 288 pages
4.17
7k+ ratings
Dungeon Master's Guide
by Wizards of the Coast • 2014
Dead parents in a locked apartment. Four prodigy children. Each had a reason to want them gone.
4.49
8k+
Dungeon Master's Guide Summary
Dungeon Master's Guide
Dead parents in a locked apartment. Four prodigy children. Each had a reason to want them gone.
by Wizards of the Coast 2014 320 pages
4.49
8k+ ratings
Monster Manual
by Wizards of the Coast • 2014
The bestiary your campaign needs: monster tactics, lore, and stats, ready to drop into any session.
4.56
6k+
Monster Manual Summary
Monster Manual
The bestiary your campaign needs: monster tactics, lore, and stats, ready to drop into any session.
by Wizards of the Coast 2014 352 pages
4.56
6k+ ratings
This is esports (and How to Spell it) – LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020
by Paul "ReDeYe" Chaloner • 2020
Esports started in 1980, runs on modder-built games, and won't push pros out at 25.
4.10
158
This is esports (and How to Spell it) – LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020 Summary
This is esports (and How to Spell it) – LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020
Esports started in 1980, runs on modder-built games, and won't push pros out at 25.
by Paul "ReDeYe" Chaloner 2020 265 pages
4.10
158 ratings
Player's Handbook
by Wizards of the Coast • 2014
Build your hero, learn the spells, master the fights. The rulebook behind every tabletop adventure.
4.57
14k+
Player's Handbook Summary
Player's Handbook
Build your hero, learn the spells, master the fights. The rulebook behind every tabletop adventure.
by Wizards of the Coast 2014 320 pages
4.57
14k+ ratings
Play Nice
by Jason Schreier • 2024
$80 million and seven years for a game that never shipped: the unraveling of Blizzard Entertainment.
4.16
7k+
Play Nice Summary
Play Nice
$80 million and seven years for a game that never shipped: the unraveling of Blizzard Entertainment.
by Jason Schreier 2024 384 pages
4.16
7k+ ratings
Game Mechanics
by Ernest Adams • 2012
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
4.12
185
Game Mechanics Summary
Game Mechanics
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
by Ernest Adams 2012 353 pages
4.12
185 ratings
Everybody Wins
by James Wallis • 2022
One award. Half a million sales per winner. How German critics made board games art.
4.15
219
Everybody Wins Summary
Everybody Wins
One award. Half a million sales per winner. How German critics made board games art.
by James Wallis 2022 443 pages
4.15
219 ratings
Shadow of the Xel'Naga
by Gabriel Mesta • 2001
An alien artifact awakens on a remote colony, and three warring species converge to claim it.
3.40
1k+
Shadow of the Xel'Naga Summary
Shadow of the Xel'Naga
An alien artifact awakens on a remote colony, and three warring species converge to claim it.
by Gabriel Mesta 2001 272 pages
3.40
1k+ ratings
Press Reset
by Jason Schreier • 2021
Why game developers lose their jobs after shipping hit games, and who profits.
4.05
8k+
Press Reset Summary
Press Reset
Why game developers lose their jobs after shipping hit games, and who profits.
by Jason Schreier 2021 301 pages
4.05
8k+ ratings
Minecraft
by Mojang AB • 2017
A retiring adventurer hands you his illustrated field notes on every creature in Minecraft.
4.56
387
Minecraft Summary
Minecraft
A retiring adventurer hands you his illustrated field notes on every creature in Minecraft.
by Mojang AB 2017 104 pages
4.56
387 ratings
Eurogames
by Stewart Woods • 2012
Postwar Germany rejected war games and invented a genre where elegance matters more than conquest.
3.78
137
Eurogames Summary
Eurogames
Postwar Germany rejected war games and invented a genre where elegance matters more than conquest.
by Stewart Woods 2012 262 pages
3.78
137 ratings
It's All a Game
by Tristan Donovan • 2017
The board games in your closet once trained generals, hid spies, and taught machines to think.
3.96
1k+
It's All a Game Summary
It's All a Game
The board games in your closet once trained generals, hid spies, and taught machines to think.
by Tristan Donovan 2017 304 pages
3.96
1k+ ratings
Unboxed
by Gordon Calleja • 2022
Board games succeed or fail on six forms of involvement. Most designers only account for one.
3.46
13
Unboxed Summary
Unboxed
Board games succeed or fail on six forms of involvement. Most designers only account for one.
by Gordon Calleja 2022 312 pages
3.46
13 ratings
Lost in a Good Game
by Pete Etchells • 2019
The research that clears video games of harm, and the surprising ways they improve our lives.
3.72
500+
Lost in a Good Game Summary
Lost in a Good Game
The research that clears video games of harm, and the surprising ways they improve our lives.
by Pete Etchells 2019 320 pages
3.72
500+ ratings
The Kobold Guide to Board Game Design
by Mike Selinker • 2011
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
4.06
500+
The Kobold Guide to Board Game Design Summary
The Kobold Guide to Board Game Design
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
by Mike Selinker 2011 138 pages
4.06
500+ ratings
The Invisible Game
by Zoltan Andrejkovics • 2016
Your team grinds mechanics all day and still cracks under pressure. The missing half is trainable.
4.33
228
The Invisible Game Summary
The Invisible Game
Your team grinds mechanics all day and still cracks under pressure. The missing half is trainable.
by Zoltan Andrejkovics 2016 201 pages
4.33
228 ratings
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