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Sharing Great Books: The Bloody and Tearful Game Industry - Secrets of the World's Ten Legendary Video Games

title: [Book Sharing] The Bloody and Tearful Game Industry - Secrets of the Production of the World's Ten Legendary Video Games
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date: 2023-09-05 00:00:00 UTC
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canonical_url: http://www.evanlin.com/reading-blood-game-developing/
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[![](https://cdn.readmoo.com/cover/im/qecmpeg_210x315.jpg?v=0)](https://moo.im/a/blmpqI "The Bloody and Tearful Game Industry")

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The Bloody and Tearful Game Industry
Secrets of the Production of the World's Ten Legendary Video Games
Blood, Sweat, and Pixels : The Triumphant, Turbulent Stories Behind How Video Games Are Made
2 people rated
Author: Jason Schreier
Original Author: Jason Schreier
Translator: Li Han, Sun Deqin
Publisher: Good People Publishing


#### Book Recommendation Website:

- Readmoo: [Purchase Link](https://moo.im/a/blmpqI)

# Preface:

This is the ninth book I finished reading in 2023. I bought this book after seeing an advertisement from the publisher online. But what really made me want to read it was an article about the development process of "Stardew Valley." Because everyone knows that Stardew Valley is developed by an independent developer (only one developer), what are the hardships and difficulties involved? What allows him to persevere? That's the main reason I wanted to buy this book.

In addition, this is also my first time using the Books.com.tw e-book platform to buy books. Their App is really not user-friendly and quite inconvenient to use.

- Every time you read, you have to go through a page.
- The web version can't change the font?!
- The Android App doesn't even support volume keys for page turning by default. (It just doesn't plan to support e-paper)

# Content Summary:

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The only game development chronicle book on the US national bestseller list
Nearly five thousand high ratings on Amazon, unanimously recommended by game enthusiasts
The most mysterious digital industry in history, what's the secret behind it?
How are the games you and I have played made?

Soul-like games, ARPGs, FPSs, etc., which are familiar to us now, and which players have already played to death, how are they made? Every player has a dream of getting the "Jordan's Stone," but how should such equipment be designed? And why is it necessary to design extremely rare mechanisms or props? This is a book compiled from the perspective of game designers, and then through interviews with news editors. From the perspective of players, these designs, although bringing positive benefits, usually also have their negative effects. Game designers spend their minds and sweat, injecting their lives into designing games, in order to present the best game content to players.

Book Features

  1. The inside story of the Error37 incident that shocked the world in "Diablo III"
  2. The behind-the-scenes story of "Star Wars 1313" being scrapped by Lucasfilm
  3. How the "Witcher" series was adapted from the world-famous fantasy novel "The Witcher"
  4. How Naughty Dog, famous worldwide for the "Last of Us" series, has integrated internal contradictions over the past decade



## Stardew Valley:

Barone, a player who likes "Harvest Moon." Due to copyright issues, the game has been slow to release new versions, so he wanted to create a game for Windows and Xbox himself. After four years of sleepless nights, he finally managed to launch it. Originally, he planned to spend a year creating the game, but because it was truly independently produced, from creating the music to changing the graphic interface. This repeated optimization took four years to create.

Later, Barone met a game company that acted as his agent, helping him handle the legal regulations and related listing procedures for each platform. They also made many suggestions to him, releasing the alpha version to users early to start receiving feedback.

## Shovel Knight:

A game case funded through Kickstarter. Originally, it was a digital engineer from a small game studio. Because he wanted to create an interesting game type, a knight similar to Mario but holding a shovel, but also with a similar enhancement ability method to Mega Man, he started their fundraising journey. After the release, there was no explosive growth at first, but as the positive reviews gradually increased, they also started a new round of fundraising and added the idea of using a boss (which is really interesting).

# Thoughts:

The content of the entire book is very exciting (of course, the user experience of the Books.com.tw App makes me afraid to buy their e-books in the future), which makes me deeply feel the greatness of game developers. Although they are all engaged in related software development work, game developers seem to have a lower rate of return, often relying on "true love" to create their own games.

But being able to create your own game is often something people yearn for. As a game enthusiast, maybe... maybe one day I will want to establish an independent game developer (but my artistic sense is really bad).
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