For some inexplicable reason, people ask me how they can get into the computer games industry. Hey people, I'm a journalist - I don't make 'em, I just write about 'em. Nor do I have any designs on making 'em, so I've not even researched that part.
However, someone who knows a bit about making games, working in the industry and experiencing success has compiled a great list of the 50 books to read if want to give up your life to be a pixel pusher. Ernest Adams, author of The Designer's Notebook among others, has selected books which should speak to everyone "from Ken Kutaragi to part-time testers".
The list answers a criticism I once heard a programmer say to a designer: the programmer complained that much of his time in programming school was spent considering human-computer interaction (HCI) yet designers often do not know anything about the field and have never read anything about it. Well, there're plenty of HCI-pickings in this lot (perhaps too many?). Don't come here for a "programming for computer games" textbook. Instead, expect to see mostly titles like, "Balance of Power: International Politics as the Ultimate Global Game" by Chris Crawford, "Theory of Fun" by Raph Koster and (the excellent) "Community Building on the Web: Secret Strategies for Successful Online Communities" by Amy Jo Kim.
If I have one complaint, it's that his "inspiration" category only includes things like Lord of the Rings, Dungeons and Dragons and Star Trek. PLEASE. We do NOT need any more games based on these premises. If I have to play another orcs and goblins or space battle game I will go postal. Think outta the box, people. Try something new. Look elsewhere for your inspiration! How else will we ever move forward?
via AJ
UPDATE: Here're a few more from the business perspective, via Microsoft's Kim Pallister (and via Wonderland). I profoundly agree that Adams also missed out on including Neal Stephenson's Snowcrash in his list of inspirations.