Book description
Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner:
- Describes the deepest and most fundamental principles of game design
- Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games
- Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games
The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.
Table of contents
- Cover
- Half Title
- Title Page
- Copyright Page
- Dedcation Page
- Contents
- Table of Lenses
- Acknowledgments
- Hello
- 1 In the Beginning, There Is the Designer
- 2 The Designer Creates an Experience
- 3 The Experience Takes Place in a Venue
- 4 The Experience Rises Out of a Game
- 5 The Game Consists of Elements
- 6 The Elements Support a Theme
-
7 The Game Begins with an Idea
- Inspiration
- State the Problem
- How to Sleep
- Your Silent Partner
-
Sixteen Nitty-Gritty Brainstorming Tips
- Brainstorm Tip #1: The Write Answer
- Brainstorm Tip #2: Write or Type?
- Brainstorm Tip #3: Sketch
- Brainstorm Tip #4: Toys
- Brainstorm Tip #5: Change Your Perspective
- Brainstorm Tip #6: Immerse Yourself
- Brainstorm Tip #7: Crack Jokes
- Brainstorm Tip #8: Spare No Expense
- Brainstorm Tip #9: The Writing on the Wall
- Brainstorm Tip #10: The Space Remembers
- Brainstorm Tip #11: Write Everything
- Brainstorm Tip #12: Number Your Lists
- Brainstorm Tip #13: Destroy Your Assumptions
- Brainstorm Tip #14: Mix and Match Categories
- Brainstorm Tip #15: Talk to Yourself
- Brainstorm Tip #16: Find a Partner
- Look At All These Ideas! Now What?
- Other Reading to Consider
-
8 The Game Improves through Iteration
- Choosing an Idea
- The Eight Filters
- The Rule of the Loop
- A Short History of Software Engineering
- The Agile Manifesto
- Risk Assessment and Prototyping
-
Ten Tips for Productive Prototyping
- Prototyping Tip #1: Answer a Question
- Prototyping Tip #2: Forget Quality
- Prototyping Tip #3: Don’t Get Attached
- Prototyping Tip #4: Prioritize Your Prototypes
- Prototyping Tip #5: Parallelize Prototypes Productively
- Prototyping Tip #6: It Doesn’t Have to Be Digital
- Prototyping Tip #7: It Doesn’t Have to Be Interactive
- Prototyping Tip #8: Pick a “Fast Loop” Game Engine
- Prototyping Tip #9: Build the Toy First
- Prototyping Tip #10: Seize Opportunities for More Loops
- Closing the Loop
- How Much Is Enough?
- Your Secret Fuel
- Other Reading to Consider
- 9 The Game Is Made for a Player
- 10 The Experience Is in the Player’s Mind
- 11 The Player’s Mind Is Driven by the Player’s Motivation
-
12 Some Elements Are Game Mechanics
- Mechanic 1: Space
- Mechanic 2: Time
- Mechanic 3: Objects, Attributes, and States
- Mechanic 4: Actions
- Mechanic 5: Rules
- Mechanic 6: Skill
-
Mechanic 7: Chance
- Invention of Probability
-
Ten Rules of Probability Every Game Designer Should Know
- Rule #1: Fractions Are Decimals Are Percents
- Rule #2: Zero to One—and That’s It!
- Rule #3: “Looked For” Divided By “Possible Outcomes” Equals Probability
- Rule #4: Enumerate!
- Rule #5: In Certain Cases, OR Means Add
- Rule #6: In Certain Cases, AND Means Multiply
- Rule #7: One Minus “Does” = “Doesn’t”
- Rule #8: The Sum of Multiple Linear Random Selections Is NOT a Linear Random Selection!
- Rule #9: Roll the Dice
- Rule #10: Geeks Love Showing Off (Gombaud’s Law)
- Expected Value
- Consider Values Carefully
- Human Element
- Skill and Chance Get Tangled
- Other Reading to Consider
-
13 Game Mechanics Must Be in Balance
-
The Twelve Most Common Types of Game Balance
- Balance Type #1: Fairness
- Balance Type #2: Challenge vs. Success
- Balance Type #3: Meaningful Choices
- Balancing Type #4: Skill vs. Chance
- Balancing Type #5: Head vs. Hands
- Balance Type #6: Competition vs. Cooperation
- Balance Type #7: Short vs. Long
- Balance Type #8: Rewards
- Balance Type #9: Punishment
- Balance Type #10: Freedom vs. Controlled Experience
- Balance Type #11: Simple vs. Complex
- Balance Type #12: Detail vs. Imagination
- Game Balancing Methodologies
- Balancing Game Economies
- Dynamic Game Balancing
- The Big Picture
- Other Reading to Consider
-
The Twelve Most Common Types of Game Balance
-
14 Game Mechanics Support Puzzles
- The Puzzle of Puzzles
- Aren’t Puzzles Dead?
-
Good Puzzles
- Puzzle Principle #1: Make the Goal Easily Understood
- Puzzle Principle #2: Make It Easy to Get Started
- Puzzle Principle #3: Give a Sense of Progress
- Puzzle Principle #4: Give a Sense of Solvability
- Puzzle Principle #5: Increase Difficulty Gradually
- Puzzle Principle #6: Parallelism Lets the Player Rest
- Puzzle Principle #7: Pyramid Structure Extends Interest
- Puzzle Principle #8: Hints Extend Interest
- Puzzle Principle #9: Give the Answer!
- Puzzle Principle #10: Perceptual Shifts Are a Double-Edged Sword
- A Final Piece
- Other Reading to Consider
-
15 Players Play Games through an Interface
- Between Yin and Yang
- Breaking It Down
- The Loop of Interaction
- Juiciness
- Primality
- Channels of Information
-
Other Interface Tips
- Interface Tip #1: Steal
- Interface Tip #2: Customize
- Interface Tip #3: Design around Your Physical Interface
- Interface Tip #4: Theme Your Interface
- Interface Tip #5: Sound Maps to Touch
- Interface Tip #6: Balance Options and Simplicity with Layers
- Interface Tip #7: Use Metaphors
- Interface Tip #8: If It Looks Different, It Should Act Different
- Interface Tip #9: Test, Test, Test!
- Interface Tip #10: Break the Rules to Help Your Player
- Other Reading to Consider
- 16 Experiences Can Be Judged by Their Interest Curves
-
17 One Kind of Experience Is the Story
- Story/Game Duality
- Myth of Passive Entertainment
- The Dream
- The Reality
- The Problems
- The Dream Reborn
-
Story Tips for Game Designers
- Story Tip #1: Goals, Obstacles, and Conflicts
- Story Tip #2: Make It Real
- Story Tip #3: Provide Simplicity and Transcendence
- Story Tip #4: Consider the Hero’s Journey
- Story Tip #5: Put Your Story to Work!
- Story Tip #6: Keep Your Story World Consistent
- Story Tip #7: Make Your Story World Accessible
- Story Tip #8: Use Clichés Judiciously
- Story Tip #9: Sometimes a Map Brings a Story to Life
- Other Reading to Consider
- 18 Story and Game Structures Can Be Artfully Merged with Indirect Control
- 19 Stories and Games Take Place in Worlds
-
20 Worlds Contain Characters
- The Nature of Game Characters
- Avatars
-
Creating Compelling Game Characters
- Character Tip #1: List Character Functions
- Character Tip #2: Define and Use Character Traits
- Character Tip #3: Use the Interpersonal Circumplex
- Character Tip #4: Make a Character Web
- Character Tip #5: Use Status
- Character Tip #6: Use the Power of the Voice
- Character Tip #7: Use the Power of the Face
- Character Tip #8: Powerful Stories Transform Characters
- Character Tip #9: Let Your Characters Surprise Us
- Character Tip #10: Avoid the Uncanny Valley
- Other Reading to Consider
- 21 Worlds Contain Spaces
- 22 The Look and Feel of a World Is Defined by Its Aesthetics
- 23 Some Games Are Played with Other Players
-
24 Other Players Sometimes Form Communities
- More than Just Other Players
-
Ten Tips for Strong Communities
- Community Tip #1: Foster Friendships
- Community Tip #2: Put Conflict at the Heart
- Community Tip #3: Use Architecture to Shape Your Community
- Community Tip #4: Create Community Property
- Community Tip #5: Let Players Express Themselves
- Community Tip #6: Support Three Levels
- Community Tip #7: Force Players to Depend on Each Other
- Community Tip #8: Manage Your Community
- Community Tip #9: Obligation to Others Is Powerful
- Community Tip #10: Create Community Events
- The Challenge of Griefing
- The Future of Game Communities
- Other Reading to Consider
- 25 The Designer Usually Works with a Team
- 26 The Team Sometimes Communicates through Documents
- 27 Good Games Are Created through Playtesting
- 28 The Team Builds a Game with Technology
- 29 Your Game Will Probably Have a Client
-
30 The Designer Gives the Client a Pitch
- Why Me?
- A Negotiation of Power
- The Hierarchy of Ideas
-
Twelve Tips for a Successful Pitch
- Pitch Tip #1: Get in the Door
- Pitch Tip #2: Show You Are Serious
- Pitch Tip #3: Be Organized
- Pitch Tip #4: Be Passionate!!!!!
- Pitch Tip #5: Assume Their Point of View
- Pitch Tip #6: Design the Pitch
- Pitch Tip #7: Know All the Details
- Pitch Tip #8: Exude Confidence
- Pitch Tip #9: Be Flexible
- Pitch Tip #10: Rehearse
- Pitch Tip #11: Get Them to Own It
- Pitch Tip #12: Follow Up
- Hey, What about Kickstarter?
- Other Reading to Consider
- 31 The Designer and Client Want the Game to Make a Profit
-
32 Games Transform Their Players
- How Do Games Change Us?
- Can Games Be Good For You?
-
Transformational Games
- Transformational Tip #1: Define Your Transformation
- Transformational Tip #2: Find Great Subject Matter Experts
- Transformational Tip #3: What Does the Instructor Need?
- Transformational Tip #4: Don’t Do Too Much
- Transformational Tip #5: Assess Transformation Appropriately
- Transformational Tip #6: Choose the Right Venue
- Transformational Tip #7: Accept the Realities of the Market
- Can Games Be Bad For You?
- Experiences
- Other Reading to Consider
- 33 Designers Have Certain Responsibilities
- 34 Each Designer Has a Purpose
- Goodbye
- Endnotes
- Bibliography
- Index
Product information
- Title: The Art of Game Design, 2nd Edition
- Author(s):
- Release date: September 2015
- Publisher(s): A K Peters/CRC Press
- ISBN: 9781498759564
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