of Computer
Game Design
by Chris Crawford
The Art
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 avail-
able to hire graphic artist Donna Loper to produce this elec-
tronic 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 web-
page, 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.
of Computer
Game Design
by Chris Crawford
The Art
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
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