Next Generation(Imagine Media, Inc.)
Sadly no longer being published,Next Generationwas a unique hybrid com-
puter/console game magazine with an emphasis on cutting-edge game technology
and, sometimes, the theory and people behind the games. Back issues are worth
attempting to track down.
Surge(Bedford Communications, Inc.)
In many waysSurgeis staking claim to some of the space left by the demise ofNext
Generation, looking deeper into the world of games than any of the other
non-development gaming magazines.
Web Sites
http://www.anticlockwise.com/dani
A tribute page to the late Dani Bunten Berry, the tremendously gifted designer of
the classicM.U.L.E. andSeven Cities of Gold, and one of the pioneers of
multi-player gaming. Includes many of Berry’s writings about game design and
reflections on her career. Note: the URL for this site has changed numerous times
since the first edition of this book came out. If the above link does not work, do a
Google search for “Dani Bunten Berry” to find the most up-to-date location.
Greg Costikyan is best known for his pencil and paper game designs, including the
classic gamesToonandParanoia, though he has also done a number of computer
games. His web site includes an array of articles he has written, including the very
interesting screed, “I Have No Words & I Must Design.”
Originally published as an e-book, James Hague’s book is now available for free on
the Internet and is an invaluable source of information about what it was like to
work in the gaming industry just as it was starting to establish itself. All informa-
tion comes straight from the source through a series of interviews with a broad
range of subjects, including many whose work is discussed in this book: Eugene
Jarvis, Dani Bunten Berry, Dan Gorlin, Brian Moriarty, Ed Rotberg, Chris
Crawford, and so on.
One-time Looking Glass Studios programmer Marc LeBlanc understands the
more fundamental concepts of game design better than most game designers, as is
evidenced by his numerous lectures on game design at the Game Developers Con-
ference and other venues. Most of his works are collected here.
Chris Crawford’s current home on the web, centered on his interactive storytelling
engine, the Erasmatron. Also includes a vast library of Crawford’s writings about
game design, including everything he ever wrote for theJournal of Computer Game
Designand links to the full text ofThe Art of Computer Game Design. Required
reading.
674 Selected Bibliography