Developer's dilemma The secret world of videogame creators

Casey O'Donnell, 1979-

Book - 2014

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Subjects
Published
Cambridge, Massachusetts ; London, England : The MIT Press [2014]
Language
English
Main Author
Casey O'Donnell, 1979- (author)
Physical Description
xii, 337 pages ; 24 cm
Bibliography
Includes bibliographical references and index.
ISBN
9780262028196
  • How to Play (Use) This Game (Book)
  • Minus World: A Glitch
  • World-1: "Ship It"
  • Introduction: A Videogame Industry Primer
  • World 1. A Tutorial Level
  • World 1-1. The Text's Software Development Kit (SDK)
  • World 1-2. The Characters-My Gorillas
  • World 1-3. Developer's Dilemma-The Mechanics of the Rant and the Genre of Zero Punctuation
  • World 1-4. Learning to Use the Debugger
  • World 1. Boss Fight: Ready? Fight!
  • Preproduction: Muddling Toward a Videogame
  • World 2. Teasing Out Underlying Systems and Structures
  • World 2-1. Talking the Game Design Talk
  • World 2-2. Bumping into Software
  • World 2-3. Bumping into Hardware
  • World 2-4. Instrumental Work/Play
  • World 2. Boss Fight: "Ya Gotta Get over That Real Quick ..."
  • World 3. Assembling Experimental Systems
  • World 3-1. The Importance of "the Pipeline"
  • World 3-2. The Console and the Debug Menu
  • World 3-3. Rise of the Technical Artist and Tools Engineer
  • World 3-4. Fault Lines, Fault Lines, Fault Lines Everywhere
  • World 3. Boss Fight: The Fun Part Is Over Now
  • Production: Let's Go Make Stuff!
  • World 4. Interactive Game Development Tools
  • World 4-1. Engineering Interactivity
  • World 4-2. Interactive Artistry
  • World 4-3. Designing Interactivity Interactively
  • World 4-4. Keeping Things Synched
  • World 4. Boss Fight: This Ain't Anything like Grandma's Boy
  • World 5. Leeroy Jenkins, Autoplay, and Crunch
  • World 5-1. Managing Chaos
  • World 5-2. The Importance of Passion
  • World 5-3. The Game Develop(er/ment) Mythology
  • World 5-4. Designing the Perpetual Startup System
  • World 5. Boss Fight: The Rise and Fall of "Quality of Life"
  • Publishing, Manufacturing, and (Digital) Distribution
  • World 6. Actor-Networks of (In)access
  • World 6-1. Why the Console Face?
  • World 6-2. The License
  • World 6-3. The Development Kit ("DevKit")
  • World 6-4. The Non-Disclosure Agreement (NDA)
  • World 6. Boss Fight; Institutional Alzheimer's
  • World 7. Disciplining the Industry's Actor-Networks
  • World 7-1. Software Is Society Made Malleable
  • World 7-2. Production Protection
  • World 7-3. Patent and Copyright "Risk"
  • World 7-4. The Death of Hacking and Homebrew
  • World 7. Boss Fight: Is That Your Head Over There?
  • Epilogue: The Videogame Industry Game
  • World 8. A Game Design Document
  • World 8-1. What's in a Game?
  • World 8-2. Vertical Slice-An Analytic Conclusion
  • World 8-3. "The Expo Demo"-Two Gameplay Narratives
  • World 8-4. Core Gameplay and Game Elements
  • World 8. Boss Fight: The Credits Roll and Bowser Lives
  • Notes
  • Glossary
  • References
  • Index
Review by Choice Review

The navigational conceit O'Donnell (Michigan State) proposes is a video game. He organized the book into "worlds" and then individual sections that allow readers to explore as though they were areas inside a game. The conceit is not particularly successful, given the traditional format of the book. The description of the game industry and what working in it is like, however, is fascinating. Readers glean detailed information about how the creative, collaborative, and innovative practices deployed in game companies differ from other kinds of work in both positive and negative ways. O'Donnell explains why workers tolerate often very demanding work environments and discusses how the secrecy and concern for intellectual property and copyright that characterize game development affect those who work in the field. He uses interviews with game industry professionals and his own experience doing ethnographic research in the US and India to support and explain all his theses. The text alternates between casual language in certain sections in which the putative game is speaking to the player and somewhat pedantic language elsewhere. Abundant citations support the academic analysis. There are some fair-quality black-and-white illustrations. Part of the "Inside Technology" series. Summing Up: Recommended. Upper-division undergraduates and above. --Elena Bertozzi, Quinnipiac University

Copyright American Library Association, used with permission.