Game design: theory & practice
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Plano, Tex.
Wordware Publ.
2005
|
Ausgabe: | 2. ed. |
Schriftenreihe: | Wordware game developer's library
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Beschreibung: | XXIV, 698 S. Ill. 1 CD-ROM (12 cm) |
ISBN: | 1556229127 |
Internformat
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100 | 1 | |a Rouse, Richard |e Verfasser |4 aut | |
245 | 1 | 0 | |a Game design |b theory & practice |c Richard Rouse |
250 | |a 2. ed. | ||
264 | 1 | |a Plano, Tex. |b Wordware Publ. |c 2005 | |
300 | |a XXIV, 698 S. |b Ill. |e 1 CD-ROM (12 cm) | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
490 | 0 | |a Wordware game developer's library | |
650 | 4 | |a Computer games |x Programming | |
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650 | 0 | 7 | |a Entwicklung |0 (DE-588)4113450-3 |2 gnd |9 rswk-swf |
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856 | 4 | 2 | |m Digitalisierung UB Bayreuth |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014658589&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |3 Klappentext |
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Datensatz im Suchindex
_version_ | 1804135155047071744 |
---|---|
adam_text | Contents
Foreword
...................................xvi
Introduction to the Second Edition
.....................xvii
Introduction
..................................xx
Chapter
1
What Players Want
.....................1
Why Do Players Play?
.............................2
Players Want a Challenge
..........................2
Players Want to Socialize
..........................3
Players Want a Dynamic Solitary Experience
...............5
Players Want Bragging Rights
.......................5
Players Want an Emotional Experience
..................6
Players Want to Explore
..........................6
Players Want to Fantasize
.........................7
Players Want to Interact
..........................8
What Do Players Expect?
...........................8
Players Expect a Consistent World
....................8
Players Expect to Understand the Game-World s Bounds
........9
Players Expect Reasonable Solutions to Work
..............10
Players Expect Direction
.........................10
Players Expect to Accomplish a Task Incrementally
...........11
Players Expect to Be Immersed
.....................12
Players Expect Some Setbacks
......................14
Players Expect a Fair Chance
.......................14
Players Expect to Not Need to Repeat Themselves
...........15
Players Expect to Not Get Hopelessly Stuck
..............16
Players Expect to Do, Not to Watch
...................17
Players Do Not Know What They Want, but They Know
When It Is Missing
............................18
A Never-Ending List
.............................19
Chapter
2
Interview: Sid Meier
....................20
Chapter
3
Brainstorming
a Game Idea:
Gameplay,
Technology, and Story
......................40
Starting Points
................................41
Starting with
Gameplay..........................42
Starting with Technology
.........................43
Starting with Story
............................45
Working with Limitations
...........................47
Odyssey: The Legend of Nemesis
....................48
Damage Incorporated
...........................49
ix
Contents
Centipede
3D............................... 50
The Suffering
............................... 51
Embrace Your Limitations
.......................... 52
Established Technology
.......................... 53
The Case of the Many Mushrooms
.................... 54
The Time Allotted
............................. 55
If You Choose Not to Decide, You Still Have Made a Choice
........ 56
Chapter
4
Game Analysis: Centipede
................57
Classic Arcade Game Traits
.........................59
Input
......................................62
Interconnectedness
..............................63
Escalating Tension
..............................65
One Person, One Game
............................67
Chapters Focus
........................... 69
Establishing Focus
.............................. 70
An Example: Winter Carnival Whirlwind
................. 72
The Function of the Focus
......................... 74
Maintaining Focus
.............................. 77
Fleshing Out the Focus
.......................... 78
Changing Focus
.............................. 79
Sub-Focuses
.................................. 82
Using Focus
.................................. 85
Chapter
6
Interview: Ed
Logg....................87
Chapter
7
The Elements of
Gameplay...............115
Unique Solutions
..............................116
Anticipatory versus Complex Systems
.................116
Emergence
................................117
Non-Linearity
................................119
Types of Non-Linearity
..........................119
Implementation
..............................121
The Purpose of Non-Linearity
......................123
Modeling Reality
...............................125
Teaching the Player
.............................127
Tutorials
.................................128
Input/Output
.................................131
Controls and Input
............................131
Output and Game-World Feedback
...................136
Basic Elements
...............................140
Chapter
8
Game Analysis:
Tetris
..................141
Puzzle Game or Action Game?
.......................142
Tetris as a
Classic Arcade Game
......................144
The Technology
...............................146
Contents
Artificial
Intelligence
............................ 147
Escalating
Tension
.............................. 148
Simplicity and Symmetry
.......................... 149
Fifteen Years On, Who Would Publish
Tetris?
............... 150
Chapter? Artificial Intelligence
...................151
Goals of Game
AI
.............................. 153
Challenge the Player
........................... 154
Not Do Dumb Things
.......................... 156
Be Unpredictable
............................. 157
Assist Storytelling
............................ 159
Create a Living World
.......................... 162
The Sloped Playing Field
.......................... 162
How Real Is Too Real?
.......................... 163
AI
Agents and Their Environment
..................... 164
How Good Is Good Enough?
........................ 167
Scripting
................................... 168
Artificial Stupidity
.............................. 171
Chapter
70
Interview: Steve Meretzky
...............172
Chapter
7 7
Storytelling
.......................202
Designer s Story Versus Player s Story
..................203
Places for Storytelling
............................206
Out-of-Game
...............................207
In-Game
..................................212
External Materials
............................216
Linear Writing Pitfalls
............................217
Player Character Personality
......................218
Game Stories
................................222
Non-Linearity
...............................223
Working with the
Gameplay.......................224
The Dream
..................................225
Chapter
72
Game Analysis: Loom
..................227
Focused Game Mechanics
..........................228
User Interface
................................230
The Drafts System
.............................231
Difficulty
...................................233
Story
.....................................233
Loom as an Adventure Game
........................235
Chapter
13
Multi-Player
.......................237
Motivations
.................................238
The Forms
..................................239
Single System Multi-Player
.......................239
Online Multi-Player
...........................241
xi
Contents
Design
Considerations...........................
242
Playing to Strengths
...........................244
Protect Newbies
.............................246
Socialization
...............................248
Development Issues
.............................251
Playtesting and User Feedback
.....................253
A World of Their Own
............................256
Chapter
14
Interview: Chris Crawford
...............257
Chapter
75
Getting the
Gameplay
Working
............281
The Organic Process
............................283
Too Much Too Soon
...........................283
Keep It Simple
..............................285
Building the Game
..............................286
Core Technology
.............................286
Incremental Steps
............................287
A Fully Functional Area
.........................288
Going Through Changes
.........................290
Programming
................................291
When Is It Fun?
...............................293
Chapter
76
Game Analysis: Myth: The Fallen Lords
........296
Use of Technology
.............................. 297
Game Focus
................................. 300
Storytelling
................................. 301
Hard-Core Gaming
............................. 302
Multi-Player
................................. 303
A Cohesive Whole
.............................. 304
Chapter
7 7
Game Development Documentation
..........306
Document Your Game
............................308
Concept Document, Pitch Document, or Proposal
...........308
Competitive Analysis
...........................309
Design Document
............................309
Flowcharts
................................311
Story Bible
............ . ................... 311
Script
...................................313
Art Bible
.................................315
The Game Minute
............................316
Storyboards................................317
Technical Design Document
.......................317
Schedules and Business/Marketing Documents
............318
No Standard Documentation
.......................319
The Benefits of Documentation
.......................319
XII
Contents
Chapter
78 Interview: Jordan Mechner...............320
Chapter
19 The Design
Document
.................355
The Writing
Style..............................357
The Sections
.................................359
Table of
Contents.............................360
Introduction/Overview or
Executive
Summary
.............360
Game Mechanics
.............................361
Artificial Intelligence
...........................366
Game Elements: Characters, Items, and Objects/Mechanisms
.... 369
Story Overview
..............................371
Game Progression
............................371
System Menus
..............................373
One Man s Opinion
.............................373
Inauspicious Design Documents
......................374
The Wafer-Thin or Ellipsis Special Document
.............374
The Back-Story Tome
..........................375
The Overkill Document
.........................376
The Pie-in-the-Sky Document
......................377
The Fossilized Document
........................378
A Matter of Weight
.............................379
Getting It Read
..............................380
Documentation Is Only the Beginning
...................380
Chapter
20
Game Analysis: The Sims
................382
Abdicating Authorship
............................383
Familiar Subject Matter
...........................384
Safe Experimentation
............................386
Depth and Focus
...............................386
Interface
...................................387
Controlled Versus Autonomous Behavior
.................389
A Lesson to Be Learned
..........................390
Chapter
21
Designing Design Tools
.................392
Desired Functionality
............................394
Visualizing the Level
...........................394
The Big Picture
..............................396
Jumping into the Game
..........................397
Editing the World
.............................399
Scripting Languages and Object Behaviors
................400
Us Versus Them
...............................403
The Best of Intentions
..........................405
A Game Editor for All Seasons
.......................406
XIII
Contents
Chapter
22 Interview: Will
Wright
.................408
Chapter
23 Level Design......................449
Levels in Different Games
.........................450
Level Separation.............................451
Level Order................................453
The Components of
a
Level.........................454
Action
...................................455
Exploration
................................456
Puzzle Solving
..............................457
Storytelling
................................458
Aesthetics
................................459
Balancing It All
..............................460
Level Flow
..................................460
Elements of Good Levels
..........................463
Players Cannot Get Stuck
........................463
Sub-Goals
.................................463
Landmarks
................................464
Critical Path
................................465
Limited Backtracking
..........................465
Success the First Time
..........................465
Navigable Areas Clearly Marked
....................466
Choices
..................................466
A Personal List
..............................466
The Process
.................................467
Step
1.
Preliminary
............................467
Step
2.
Conceptual and Sketched Outline
................468
Step
3.
Base Architecture/Block Out
..................469
Step
4.
Refine Architecture Until It Is Fun
...............469
Step
5.
Base
Gameplay..........................470
Step
6.
Refine
Gameplay
Until It Is Fun
.................471
Step
7.
Refine Aesthetics
........................471
Step
8.
Playtesting
............................472
Process Variations
............................472
Who Does Level Design?
..........................473
Collaboration
................ 474
Chapter
24
Game Analysis: Grand Theft Auto III
..........475
Believable Game-World
...........................476
A Living City
................
[ [..........[[ 477
Actions and Consequences
......... 480
Storytelling
.............. .................
Chapter
25
Playtesting
..................
^
483
Finding the Right Testers
...... ................484
Who Should Test
............................ . 485
xiv
Contents
Who Should Not Test
...........................487
When to Test
.................................489
HowtoTest
.................................491
Guided and Unguided Testing
........................492
Balancing
...................................493
Your Game Is Too Hard
.........................495
The Artistic Vision
.............................497
Chapter
26
Interview: Doug Church
................500
Conclusion
..........................532
Art
......................................532
The Medium
.................................533
The Motive
.................................534
Appendix A Sample Design Document: Atomic 5am
........535
I. Overview
.................................539
II. Game Mechanics
.............................540
III. Artificial Intelligence
..........................555
IV Game Elements
.............................561
V Story Overview
..............................571
VI. Game Progression
............................572
VII.
Bibliography
..............................578
Appendix
В
Sample Design Document: The Suffering
........579
Section I: Introduction
............................587
Section II: Game Mechanics
........................588
Section III: Resources
............................617
Section IV: NPCs
..............................622
Section VI: Gameflow
............................638
Section
VII:
Maps
..............................646
Section
VIII:
Menus
.............................651
Glossary
...........................655
Selected Bibliography
....................672
Index
.............................677
XV
W ORDW
ARI GAMI- DI VI LOPIRS
LIBRARY
GANE
DESIGN
PRACTICE
SECOND EDITION
Both burgeoning game designers and devoted gamers should
consider [Game Design: Theory
&
Practice] an essential read.
—
Computer Gaming World
In the second edition to the acclaimed Game Design: Theory
&
Practice, designer Richard Rouse III balances a discussion of the
essential concepts behind game design with an explanation of how
you can implement them in your current project. Detailed analysis
of successful games is interwoven with concrete examples from
Rouse s own experience. This second edition thoroughly updates
the popular original with new chapters and fully revised text.
^·
Follow the entire game development process, from
brainstorming
a game idea and establishing the focus to
getting the gameplay working and playtesting.
^ Learn the techniques of top game designers through in-depth
interviews:
Doug Church, Thief, System Shock, Ultima Underworld
Chris Crawford, Balance of Power, Eastern Front
(1941)
Ed
Logg,
Asteroids, Centipede, Gauntlet
Jordan Mechner, Prince of Persia,
Karateka,
The Last Express
Sid Meier, Civilization, Pirates!, Railroad Tycoon,
Gettysburg!
Steve Meretzky, The Hitchhiker s Guide to the Galaxy,
Planetfall, Zork
Zero
Will Wright, SimCity, The Sims
V Learn how to most effectively document your game ideas.
Includes the full design document for the action-horror game
The Suffering.
Ultimately, in both theory and practice, Rouse s Game
Design bible gets the job done. Let us pray.
—
Next Generation magazine
About the author:
Richard Rouse III is
design director at
Surreal Software, a
Midway Home
Entertainment studio.
Most recently, he was
project lead, lead
designer, and writer on
the action-horror game
The Suffering. His
credits also include
Drakan: The Ancients
Gates, Centipede
3D,
Damage Incorporated,
and Odyssey: The
Legend of Nemesis.
Rouse has written about
game design for
publications including
Game Developer,
SIGGRAPH Computer
Graphics, Develop,
Gamasutra,
My VideoGames. com,
and Inside Mac Games,
and has spoken on game
development numerous
times at the Electronic
Entertainment Expo.
|
adam_txt |
Contents
Foreword
.xvi
Introduction to the Second Edition
.xvii
Introduction
.xx
Chapter
1
What Players Want
.1
Why Do Players Play?
.2
Players Want a Challenge
.2
Players Want to Socialize
.3
Players Want a Dynamic Solitary Experience
.5
Players Want Bragging Rights
.5
Players Want an Emotional Experience
.6
Players Want to Explore
.6
Players Want to Fantasize
.7
Players Want to Interact
.8
What Do Players Expect?
.8
Players Expect a Consistent World
.8
Players Expect to Understand the Game-World's Bounds
.9
Players Expect Reasonable Solutions to Work
.10
Players Expect Direction
.10
Players Expect to Accomplish a Task Incrementally
.11
Players Expect to Be Immersed
.12
Players Expect Some Setbacks
.14
Players Expect a Fair Chance
.14
Players Expect to Not Need to Repeat Themselves
.15
Players Expect to Not Get Hopelessly Stuck
.16
Players Expect to Do, Not to Watch
.17
Players Do Not Know What They Want, but They Know
When It Is Missing
.18
A Never-Ending List
.19
Chapter
2
Interview: Sid Meier
.20
Chapter
3
Brainstorming
a Game Idea:
Gameplay,
Technology, and Story
.40
Starting Points
.41
Starting with
Gameplay.42
Starting with Technology
.43
Starting with Story
.45
Working with Limitations
.47
Odyssey: The Legend of Nemesis
.48
Damage Incorporated
.49
ix
Contents
Centipede
3D. 50
The Suffering
. 51
Embrace Your Limitations
. 52
Established Technology
. 53
The Case of the Many Mushrooms
. 54
The Time Allotted
. 55
If You Choose Not to Decide, You Still Have Made a Choice
. 56
Chapter
4
Game Analysis: Centipede
.57
Classic Arcade Game Traits
.59
Input
.62
Interconnectedness
.63
Escalating Tension
.65
One Person, One Game
.67
Chapters Focus
. 69
Establishing Focus
. 70
An Example: Winter Carnival Whirlwind
. 72
The Function of the Focus
. 74
Maintaining Focus
. 77
Fleshing Out the Focus
. 78
Changing Focus
. 79
Sub-Focuses
. 82
Using Focus
. 85
Chapter
6
Interview: Ed
Logg.87
Chapter
7
The Elements of
Gameplay.115
Unique Solutions
.116
Anticipatory versus Complex Systems
.116
Emergence
.117
Non-Linearity
.119
Types of Non-Linearity
.119
Implementation
.121
The Purpose of Non-Linearity
.123
Modeling Reality
.125
Teaching the Player
.127
Tutorials
.128
Input/Output
.131
Controls and Input
.131
Output and Game-World Feedback
.136
Basic Elements
.140
Chapter
8
Game Analysis:
Tetris
.141
Puzzle Game or Action Game?
.142
Tetris as a
Classic Arcade Game
.144
The Technology
.146
Contents
Artificial
Intelligence
. 147
Escalating
Tension
. 148
Simplicity and Symmetry
. 149
Fifteen Years On, Who Would Publish
Tetris?
. 150
Chapter? Artificial Intelligence
.151
Goals of Game
AI
. 153
Challenge the Player
. 154
Not Do Dumb Things
. 156
Be Unpredictable
. 157
Assist Storytelling
. 159
Create a Living World
. 162
The Sloped Playing Field
. 162
How Real Is Too Real?
. 163
AI
Agents and Their Environment
. 164
How Good Is Good Enough?
. 167
Scripting
. 168
Artificial Stupidity
. 171
Chapter
70
Interview: Steve Meretzky
.172
Chapter
7 7
Storytelling
.202
Designer's Story Versus Player's Story
.203
Places for Storytelling
.206
Out-of-Game
.207
In-Game
.212
External Materials
.216
Linear Writing Pitfalls
.217
Player Character Personality
.218
Game Stories
.222
Non-Linearity
.223
Working with the
Gameplay.224
The Dream
.225
Chapter
72
Game Analysis: Loom
.227
Focused Game Mechanics
.228
User Interface
.230
The Drafts System
.231
Difficulty
.233
Story
.233
Loom as an Adventure Game
.235
Chapter
13
Multi-Player
.237
Motivations
.238
The Forms
.239
Single System Multi-Player
.239
Online Multi-Player
.241
xi
Contents
Design
Considerations.
242
Playing to Strengths
.244
Protect Newbies
.246
Socialization
.248
Development Issues
.251
Playtesting and User Feedback
.253
A World of Their Own
.256
Chapter
14
Interview: Chris Crawford
.257
Chapter
75
Getting the
Gameplay
Working
.281
The Organic Process
.283
Too Much Too Soon
.283
Keep It Simple
.285
Building the Game
.286
Core Technology
.286
Incremental Steps
.287
A Fully Functional Area
.288
Going Through Changes
.290
Programming
.291
When Is It Fun?
.293
Chapter
76
Game Analysis: Myth: The Fallen Lords
.296
Use of Technology
. 297
Game Focus
. 300
Storytelling
. 301
Hard-Core Gaming
. 302
Multi-Player
. 303
A Cohesive Whole
. 304
Chapter
7 7
Game Development Documentation
.306
Document Your Game
.308
Concept Document, Pitch Document, or Proposal
.308
Competitive Analysis
.309
Design Document
.309
Flowcharts
.311
Story Bible
.'. . 311
Script
.313
Art Bible
.315
The Game Minute
.316
Storyboards.317
Technical Design Document
.317
Schedules and Business/Marketing Documents
.318
No Standard Documentation
.319
The Benefits of Documentation
.319
XII
Contents
Chapter
78 Interview: Jordan Mechner.320
Chapter
19 The Design
Document
.355
The Writing
Style.357
The Sections
.359
Table of
Contents.360
Introduction/Overview or
Executive
Summary
.360
Game Mechanics
.361
Artificial Intelligence
.366
Game Elements: Characters, Items, and Objects/Mechanisms
. 369
Story Overview
.371
Game Progression
.371
System Menus
.373
One Man's Opinion
.373
Inauspicious Design Documents
.374
The Wafer-Thin or Ellipsis Special Document
.374
The Back-Story Tome
.375
The Overkill Document
.376
The Pie-in-the-Sky Document
.377
The Fossilized Document
.378
A Matter of Weight
.379
Getting It Read
.380
Documentation Is Only the Beginning
.380
Chapter
20
Game Analysis: The Sims
.382
Abdicating Authorship
.383
Familiar Subject Matter
.384
Safe Experimentation
.386
Depth and Focus
.386
Interface
.387
Controlled Versus Autonomous Behavior
.389
A Lesson to Be Learned
.390
Chapter
21
Designing Design Tools
.392
Desired Functionality
.394
Visualizing the Level
.394
The Big Picture
.396
Jumping into the Game
.397
Editing the World
.399
Scripting Languages and Object Behaviors
.400
Us Versus Them
.403
The Best of Intentions
.405
A Game Editor for All Seasons
.406
XIII
Contents
Chapter
22 Interview: Will
Wright
.408
Chapter
23 Level Design.449
Levels in Different Games
.450
Level Separation.451
Level Order.453
The Components of
a
Level.454
Action
.455
Exploration
.456
Puzzle Solving
.457
Storytelling
.458
Aesthetics
.459
Balancing It All
.460
Level Flow
.460
Elements of Good Levels
.463
Players Cannot Get Stuck
.463
Sub-Goals
.463
Landmarks
.464
Critical Path
.465
Limited Backtracking
.465
Success the First Time
.465
Navigable Areas Clearly Marked
.466
Choices
.466
A Personal List
.466
The Process
.467
Step
1.
Preliminary
.467
Step
2.
Conceptual and Sketched Outline
.468
Step
3.
Base Architecture/Block Out
.469
Step
4.
Refine Architecture Until It Is Fun
.469
Step
5.
Base
Gameplay.470
Step
6.
Refine
Gameplay
Until It Is Fun
.471
Step
7.
Refine Aesthetics
.471
Step
8.
Playtesting
.472
Process Variations
.472
Who Does Level Design?
.473
Collaboration
. 474
Chapter
24
Game Analysis: Grand Theft Auto III
.475
Believable Game-World
.476
A Living City
.
\ \
[ ' [.[[ 477
Actions and Consequences
. 480
Storytelling
. .
Chapter
25
Playtesting
.
^
483
Finding the Right Testers
.'.484
Who Should Test
.'. 485
xiv
Contents
Who Should Not Test
.487
When to Test
.489
HowtoTest
.491
Guided and Unguided Testing
.492
Balancing
.493
Your Game Is Too Hard
.495
The Artistic Vision
.497
Chapter
26
Interview: Doug Church
.500
Conclusion
.532
Art
.532
The Medium
.533
The Motive
.534
Appendix A Sample Design Document: Atomic 5am
.535
I. Overview
.539
II. Game Mechanics
.540
III. Artificial Intelligence
.555
IV Game Elements
.561
V Story Overview
.571
VI. Game Progression
.572
VII.
Bibliography
.578
Appendix
В
Sample Design Document: The Suffering
.579
Section I: Introduction
.587
Section II: Game Mechanics
.588
Section III: Resources
.617
Section IV: NPCs
.622
Section VI: Gameflow
.638
Section
VII:
Maps
.646
Section
VIII:
Menus
.651
Glossary
.655
Selected Bibliography
.672
Index
.677
XV
W ORDW
ARI GAMI- DI VI LOPIRS
LIBRARY
GANE
DESIGN
PRACTICE
SECOND EDITION
"Both burgeoning game designers and devoted gamers should
consider [Game Design: Theory
&
Practice] an essential read."
—
Computer Gaming World
In the second edition to the acclaimed Game Design: Theory
&
Practice, designer Richard Rouse III balances a discussion of the
essential concepts behind game design with an explanation of how
you can implement them in your current project. Detailed analysis
of successful games is interwoven with concrete examples from
Rouse's own experience. This second edition thoroughly updates
the popular original with new chapters and fully revised text.
^·
Follow the entire game development process, from
brainstorming
a game idea and establishing the focus to
getting the gameplay working and playtesting.
^ Learn the techniques of top game designers through in-depth
interviews:
Doug Church, Thief, System Shock, Ultima Underworld
Chris Crawford, Balance of Power, Eastern Front
(1941)
Ed
Logg,
Asteroids, Centipede, Gauntlet
Jordan Mechner, Prince of Persia,
Karateka,
The Last Express
Sid Meier, Civilization, Pirates!, Railroad Tycoon,
Gettysburg!
Steve Meretzky, The Hitchhiker's Guide to the Galaxy,
Planetfall, Zork
Zero
Will Wright, SimCity, The Sims
V Learn how to most effectively document your game ideas.
Includes the full design document for the action-horror game
The Suffering.
"Ultimately, in both theory and practice, Rouse's Game
Design bible gets the job done. Let us pray."
—
Next Generation magazine
About the author:
Richard Rouse III is
design director at
Surreal Software, a
Midway Home
Entertainment studio.
Most recently, he was
project lead, lead
designer, and writer on
the action-horror game
The Suffering. His
credits also include
Drakan: The Ancients
'
Gates, Centipede
3D,
Damage Incorporated,
and Odyssey: The
Legend of Nemesis.
Rouse has written about
game design for
publications including
Game Developer,
SIGGRAPH Computer
Graphics, Develop,
Gamasutra,
My VideoGames. com,
and Inside Mac Games,
and has spoken on game
development numerous
times at the Electronic
Entertainment Expo. |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Rouse, Richard |
author_facet | Rouse, Richard |
author_role | aut |
author_sort | Rouse, Richard |
author_variant | r r rr |
building | Verbundindex |
bvnumber | BV021407056 |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 |
callnumber-search | QA76.76.C672 |
callnumber-sort | QA 276.76 C672 |
callnumber-subject | QA - Mathematics |
classification_rvk | AP 99550 ST 324 ST 690 SU 500 |
ctrlnum | (OCoLC)55797935 (DE-599)BVBBV021407056 |
dewey-full | 794.8/1526 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8/1526 |
dewey-search | 794.8/1526 |
dewey-sort | 3794.8 41526 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Allgemeines Sport Informatik |
discipline_str_mv | Allgemeines Sport Informatik |
edition | 2. ed. |
format | Book |
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illustrated | Illustrated |
index_date | 2024-07-02T14:03:22Z |
indexdate | 2024-07-09T20:36:00Z |
institution | BVB |
isbn | 1556229127 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-014658589 |
oclc_num | 55797935 |
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owner_facet | DE-Aug4 DE-1102 DE-523 DE-703 DE-355 DE-BY-UBR |
physical | XXIV, 698 S. Ill. 1 CD-ROM (12 cm) |
publishDate | 2005 |
publishDateSearch | 2005 |
publishDateSort | 2005 |
publisher | Wordware Publ. |
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series2 | Wordware game developer's library |
spelling | Rouse, Richard Verfasser aut Game design theory & practice Richard Rouse 2. ed. Plano, Tex. Wordware Publ. 2005 XXIV, 698 S. Ill. 1 CD-ROM (12 cm) txt rdacontent n rdamedia nc rdacarrier Wordware game developer's library Computer games Programming Computerspiel (DE-588)4010457-6 gnd rswk-swf Entwicklung (DE-588)4113450-3 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Entwicklung (DE-588)4113450-3 s DE-604 Digitalisierung UB Bayreuth application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014658589&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Bayreuth application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014658589&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | Rouse, Richard Game design theory & practice Computer games Programming Computerspiel (DE-588)4010457-6 gnd Entwicklung (DE-588)4113450-3 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4113450-3 |
title | Game design theory & practice |
title_auth | Game design theory & practice |
title_exact_search | Game design theory & practice |
title_exact_search_txtP | Game design theory & practice |
title_full | Game design theory & practice Richard Rouse |
title_fullStr | Game design theory & practice Richard Rouse |
title_full_unstemmed | Game design theory & practice Richard Rouse |
title_short | Game design |
title_sort | game design theory practice |
title_sub | theory & practice |
topic | Computer games Programming Computerspiel (DE-588)4010457-6 gnd Entwicklung (DE-588)4113450-3 gnd |
topic_facet | Computer games Programming Computerspiel Entwicklung |
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