Book description
Master the Principles and Vocabulary of Game Design
Why aren’t videogames getting
better? Why does it feel like we’re playing the same
games, over and over again? Why aren’t games helping us
transform our lives, like great music, books, and movies
do?
The problem is language. We still
don’t know how to talk about game design. We can’t
share our visions. We forget what works (and doesn’t). We
don’t learn from history. It’s too hard to
improve.
The breakthrough starts here. A Game
Design Vocabulary gives us the complete game design framework we
desperately need—whether we create games, study them, review
them, or build businesses on them.
Craft amazing experiences. Anna Anthropy and Naomi Clark share foundational principles, examples, and exercises that help you create great player experiences…complement intuition with design discipline…and craft games that succeed brilliantly on every level.
Liberate yourself from stale clichés and genres
Tell great stories: go way beyond cutscenes and text dumps
Control the crucial relationships between game “verbs” and “objects”
Wield the full power of development, conflict, climax, and resolution
Shape scenes, pacing, and player choices
Deepen context via art, animation, music, and sound
Help players discover, understand, engage, and “talk back” to you
Effectively use resistance and difficulty: the “push and pull” of games
Design holistically: integrate visuals, audio, and controls
Communicate a design vision everyone can understand
Table of contents
- About This eBook
- Title Page
- Copyright Page
- Praise for A Game Design Vocabulary
- Dedication Page
- Contents at a Glance
- Contents
- Foreword
- Acknowledgments
- About the Authors
- Part I: Elements of Vocabulary
- Part II: Conversations
-
Appendix A. Further Playing
- Achievement Unlocked (John Cooney, 2008)
- American Dream (Stephen Lavelle, Terry Cavanagh, Tom Morgan-Jones, and Jasper Byrne, 2011)
- Analogue: A Hate Story (Christine Love, 2012)
- The Banner Saga (Stoic, 2014)
- Candy Box (aniwey, 2013)
- Consensual Torture Simulator (Merritt Kopas, 2013)
- Corrypt (Michael Brough, 2012)
- Crypt of the Necrodancer (Ryan Clark, 2013)
- Dwarf Fortress (Tarn Adams, 2006)
- English Country Tune (Stephen Lavelle, 2011)
- Even Cowgirls Bleed (Christine Love, 2013)
- Gone Home (The Fullbright Company, 2013)
- Mighty Jill Off (Anna Anthropy, 2008)
- NetHack (NetHack Dev Team, 1987)
- Papers, Please (Lucas Pope, 2013)
- Persist (AdventureIslands, 2013)
- QWOP (Bennett Foddy, 2008) and GIRP (Bennett Foddy, 2011)
- Spelunky (Derek Yu, 2008)
- Triple Town (Spry Fox, 2011)
- Index
Product information
- Title: A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design
- Author(s):
- Release date: February 2014
- Publisher(s): Addison-Wesley Professional
- ISBN: 9780133155181
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