Designing Games

A Guide to Engineering Experiences

Specificaties
Paperback, 405 blz. | Engels
O'Reilly | 1e druk, 2013
ISBN13: 9781449337933
Rubricering
Hoofdrubriek : Computer en informatica
O'Reilly 1e druk, 2013 9781449337933
Verwachte levertijd ongeveer 16 werkdagen

Samenvatting

Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of today's hit video games. You'll learn principles and practices for crafting games that generate emotionally charged experiences-a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players.

In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design.

- Create game mechanics to trigger a range of emotions and provide a variety of play
- Explore several options for combining narrative with interactivity
- Build interactions that let multiplayer gamers get into each other's heads
- Motivate players through rewards that align with the rest of the game
- Establish a metaphor vocabulary to help players learn which design aspects are game mechanics
- Plan, test, and analyze your design through iteration rather than deciding everything up front
- Learn how your game's market positioning will affect your design

Specificaties

ISBN13:9781449337933
Taal:Engels
Bindwijze:paperback
Aantal pagina's:405
Uitgever:O'Reilly
Druk:1
Verschijningsdatum:20-1-2013

Inhoudsopgave

Preface

Part 1: Engines of Experience
1. Engines of Experience
-Mechanics and Events
-The Primacy of Emotion
-Emotional Triggers
-Emotion and Change
-The Basic Emotional Triggers
-The Fiction Layer
-Constructing Experiences
-Engines of Experience

Part 2: Game Crafting
2. Elegance
-Elegance from Emergence
-I Love the Smell of Elegance in the Morning
-Elegance Case Study: Predator versus Hellion

3 Skill
-Depth
-Accessibility
-Skill Range
-Stretching Skill Range
-Handling Failure

4. Narrative
-Narrative Tools
-Scripted Story
-World Narrative
-Emergent Story
-Story Ordering
-Agency Problems
-Case Study: Fallout 3

5. Decisions
-Feeling the Future
-Information Balance
-Problematic Information Sources
-Decisions and Flow
-Decisions Case Study: Counter-Strike

6. Balance
-Goals of Balance
-Degenerate Strategies
-Balance and Skill
-Balance Challenges and Solutions

7. Multiplayer
-Game Theory
-Yomi
-Destructive Player Behavior

8. Motivation and Fulfillment
-Dopamine Pleasure
-Dopamine Motivation
-Rewards Anticipation
-Reinforcement Schedules
-Extrinsic and Intrinsic Motivation
-Player's Remorse

9. Interface
-Metaphor
-Signal and Noise
-Redundancy
-Indirect Control
-Input

10. The Market
-Design Purpose
-The Tournament Market
-Market Segments
-Nobody Knows Anything!
-Confirmation Bias

Part 3: Process
11. Planning and Iteration
-The Overplanner
-The Underplanner
-Underplanning and Overplanning
-Iteration
-Planning Horizon
-Why We Overplan
-Test Protocol
-Grayboxing
-The Paradox of Quality
-The Fallacy of Vision
-Serendipity
-Believing in Iteration

12. Knowledge Creation
-Knowledge Creation Methods
-The Organic Process

13. Dependencies
-The Dependency Stack

14. Authority
-The Banality of Evil
-Taylorism

15. Motivation
-Extrinsic Rewards
-Climate
-Social Motivation
-The Progress Principle

16. Complex Decisions
-Decision Effects
-Decision Effects Case Study

17. Values
-Openness
-Candor
-Humility
-Hunger

Appendix A: Endgame
Appendix B: Recommended Books
Appendix C: Quiz Answers
Appendix D: Sources

Index

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