The art of game design a book of lenses /
Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good g...
Κύριος συγγραφέας: | Schell, Jesse. |
---|---|
Μορφή: | Ηλεκτρονική πηγή |
Γλώσσα: | English |
Στοιχεία έκδοσης: |
Amsterdam ; Boston :
Elsevier/Morgan Kaufmann,
c2008.
|
Θέματα: | |
Διαθέσιμο Online: |
http://www.sciencedirect.com/science/book/9780123694966 |
Ετικέτες: |
Προσθήκη ετικέτας
Δεν υπάρχουν, Καταχωρήστε ετικέτα πρώτοι!
|
Πίνακας περιεχομένων:
- Introduction; The History of Games; The Most Important Skill; Holographic Design; The Cycle of Design; Excerpt: Lehman and Witty: The Psychology of Play (1927); The Psychology of Play; The Spectrum of Humanity; Excerpt: Julian Jaynes: The Orgin of Consciousness in the Breakdown of the Bicameral Mind, Chapter One: The Consciousness of Consciousness; The Subconscious Mind Part I: The Player; Excerpt: Salvador Dali: Fifty Secrets of Magic Craftsmanship: Secret Number Three: Slumber With a Key; The Subconscious Mind Part II: The Designer; Essay: Greg Costikyan: I Have No Words and I Must Design; What is a Game?; The Elements of Game Mechanics; Toy Design; State and State Change; Skill and Chance; Decisions; Feedback- The Heart of Interactivity; Interfaces; Patterns of Rewards; Game Balancing; Case Study: Deconstructing Pac-Man; Essay: Scott Kim: What is a Puzzle?; Puzzle Principles; The Psychology of Story; Interactive Stories: The Promise and the Problem; Story and Gameplay- The Conflict and Solution; Story and Game Worlds; Lessons from Tabletop RPGs; Essay: Henry Jenkins: Transmedia Worlds; Transmedia Worlds; Excerpt: Scott McCloud: The Vocabulary of Comics (from Understanding Comics); Characters in Games; Excerpts: (various) Christopher Alexander: A Pattern Language; Architecture in Games (Level Design); Elegance; Character in Games; Essay: Brian Moriarty: The Point; Social Principles in Multiplayer Games; Online Communities; Technology; Iteration; Playtesting; Brainstorming; Team Communication; Design Documents; Business; The Art of the Pitch; Excerpt: Mills Penny Arcade (1920); Location Based Entertainment; Serious Games; The Ethics of Games; The Deepest Theme; The Future; Your Secret Responsibility.
- In the beginning, there is the designer
- The designer creates an experience
- The experience rises out of a game
- The game consists of elements
- The elements support a theme
- The game begins with an idea
- The game improves through iteration
- The game is made for a player
- The experience is in the player's mind
- Some elements are game mechanics
- Game mechanics must be in balance
- Game mechanics support puzzles
- Players play games through an interface
- Experiences can be judged by their interest curves
- One kind of experience is the story
- Story and game structures can be artfully merged with indirect control
- Stories and games take place in worlds
- Worlds contain characters
- Worlds contain spaces
- The look and feel of a world is defined by its aesthetics
- Some games are played with other players
- Other players sometimes form communities
- The designer usually works with a team
- The team sometimes communicates through documents
- Good games are created through playtesting
- The team builds a game with technology
- Your game will probably have a client
- The designer gives the client a pitch
- The designer and client want the game to make a profit
- Games transform their players
- Designers have certain responsibilities
- Each designer has a motivation
- Goodbye.