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...

Πλήρης περιγραφή

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
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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.