Game design workshop: a playcentric approach to creating innovative games
Gespeichert in:
Hauptverfasser: | , , |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Amsterdam [u.a.]
Elsevier Morgan Kaufmann
2008
|
Ausgabe: | 2. ed. |
Schlagworte: | |
Online-Zugang: | Publisher description Inhaltsverzeichnis |
Beschreibung: | Includes bibliographical references and index |
Beschreibung: | XX, 470 S. Ill. |
ISBN: | 9780240809748 0240809742 |
Internformat
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100 | 1 | |a Fullerton, Tracy |e Verfasser |4 aut | |
245 | 1 | 0 | |a Game design workshop |b a playcentric approach to creating innovative games |c Tracy Fullerton ; with Christopher Swain and Steven S. Hoffman |
250 | |a 2. ed. | ||
264 | 1 | |a Amsterdam [u.a.] |b Elsevier Morgan Kaufmann |c 2008 | |
300 | |a XX, 470 S. |b Ill. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
500 | |a Includes bibliographical references and index | ||
650 | 4 | |a Computer games |x Programming | |
650 | 4 | |a Computer games |x Design | |
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883 | 1 | |8 1\p |a cgwrk |d 20201028 |q DE-101 |u https://d-nb.info/provenance/plan#cgwrk |
Datensatz im Suchindex
_version_ | 1804139207741931520 |
---|---|
adam_text | Table
of Contents
Foreword
.................................................... xiii
Acknowledgments
............................................ xv
Image Credits and Copyright Notices
...........................xvii
Introduction
................................................. xix
Part I Game Design Basics
........................1
Chapter
1
The Role of the Game Designer
....................... 2
An Advocate for the Player
...................................................... 2
Passions and Skills
.............................................................. 5
A Playcentric Design Process
....................................................
IO
Designers You Should Know
....................................................
?2
The Iterative Design Process
.................................................... 16
Designing for Innovation
......................................................... 21
Conclusion
..................................................................... 21
Designer Perspective: Peter Molyneux
.......................................... 22
Designer Perspective: Warren Spector
.......................................... 23
Further Reading
................................................................ 25
Chapter
2
The Structure of Games
............................. 26
Go Fish versus Quake
........................................................... 26
Engaging the Player
............................................................. 33
What is
a Puzzle?
.............................................................. 35
The Sum of the Parts
............................................................ 42
Defining Games
................................................................. 42
Beyond Definitions
.............................................................. 43
Conclusion
..................................................................... 44
VII
VIII Table of
Contents
Designer Perspective: American McGee
......................................... 45
Designer Perspective: Sandy Petersen
........................................... 47
Further Reading
................................................................ 48
Chapter
3
Working with Formal Elements
.......................49
Players
......................................................................... 49
Persuasive Games
............................................................. 57
Objectives
..................................................................... 60
Procedures
..................................................................... 66
Rules
.......................................................................... 68
Resources
...................................................................... 72
Conflict
........................................................................ 77
Boundaries
..................................................................... 78
Outcome
....................................................................... 80
Conclusion
..................................................................... 81
Designer Perspective: Lome Lanning
............................................ 82
Designer Perspective: Marc LeBlanc
............................................ 84
Further Reading
................................................................ 85
Chapter
4
Working with Dramatic Elements
.....................
Об
Challenge
...................................................................... 86
Play
........................................................................... 91
Premise
........................................................................ 93
Character
...................................................................... 96
Story
..........................................................................
1OO
The Two Great Myths of Interactive Storytelling
.................................
Ю2
World Building
..................................................................102
The Dramatic Arc
...............................................................1O4
Conclusion
.....................................................................106
Designer Perspective: Dr. Ray
Muzyka
..........................................
Ю7
Designer Perspective: Don Daglow
.............................................
108
Further Reading
................................................................
no
Chapter
5
Working with System Dynamics
.......................
ill
Games as Systems
.................................. ..................
m
System Dynamics
.............................................................
T15
Deconstructing Set
............................................................
nó
Interacting with Systems
.........................................................130
A Conversation with Will Wright
..........................................134
Tuning Game Systems
............................. ...............130
Table
of Contents IX
Conclusion
.....................................................................140
Designer Perspective: Alan R. Moon
............................................ 747
Designer Perspective: Frank Lantz
.............................................. 743
Further Reading
................................................................145
Part
2
Designing a Game
........................147
Chapter
6
Conceptualization
.................................
148
Coming Up With Ideas
..........................................................148
Brainstorming
Skills
.............................................................
150
Alternate Methods
..............................................................153
Editing and Refining
.............................................................156
Electronic Arts Preproduction Workshop
........................................ 757
Turning Ideas into a Game
.......................................................
ló2
Where Do Game Ideas Come From?
............................................ 764
Getting the Most out of Focus Groups
..........................................
7óó
Conclusion
.....................................................................169
Designer Perspective: Bill Roper
................................................
770
Designer Perspective: Josh Holmes
............................................. 772
Further Reading
................................................................ 174
Chapter
7
Prototyping
........................................175
Methods of Prototyping
.........................................................
175
Catastrophic Prototyping and Other Stories
....................................
7Ő2
Prototyping Your Original Game Idea
.............................................188
The Design Evolution of Magic: The Gathering
.................................. 797
Making the Physical Prototype Better
..............................................206
Beyond the Physical Prototype
................................................... 206
Conclusion
.....................................................................207
Designer Perspective: James Ernest
............................................
2O8
Designer Perspective: Katie
Salen
..............................................
27O
Further Reading
................................................................ 212
Chapter
б
Digital Prototyping
.................................213
Types of Digital Prototypes
...................................................... 213
using
Soßware
Prototypes in Game Design
.....................................
22О
Prototyping for Game Feel
.....................................................224
Designing Control Schemes
......................................................227
Prototyping Cloud
............................................................228
Selecting Viewpoints
............................................................ 231
X Table of Contents
Effective Interface Design
.........................................................235
Prototyping Tools
...............................................................238
Conclusion
..................................................................... 241
Designer Perspective: David Perry
..............................................242
Designer Perspective: Brenda Brathwaite
.......................................244
Further Reading
................................................................246
Chapter
9
Playtesting
.......................................248
Playtesting and Iterative Design
.................................................249
Recruiting
Playtesters ..........................................................249
Conducting a Playtesting Session
................................................252
Methods of Playtesting
.........................................................256
Why We Play Games
..........................................................258
The Play Matrix
................................................................
260
Taking Notes
...................................................................262
Basic Usability Techniques
......................................................264
Data Gathering
................................................................264
Test Control Situations
.........................................................265
Wow Feedback from Typical Gamers Can Help Avoid Disappointing Outcomes
.... 266
Playtesting Practice
............................................................
2Ó9
Conclusion
.................................................................... 271
Designer Perspective: Rob Daviau
..............................................272
Designer Perspective: Graeme Bayless
.........................................274
Further Reading
................................................................276
Chapter
10
Functionality, Completeness, and Balance
...........277
What Are You Testing For?
...................................................... 277
Is Your Game Functional?
.......................................................279
Is Your Game Internally Complete?
..............................................279
Is Your Game Balanced?
........................................................286
A Conversation with Rob
Pardo
............................................... 298
Techniques for Balancing Your Game
.............................................
304
Conclusion
..................................................................... 306
Designer Perspective: Brian Hersch
............................................
307
Designer Perspective: Heather Kelley
..........................................
309
Further Reading
............................................................... 311
Chapter
η
Fun and Accessibility
............................312
Is Your Game Fun?
............................................................ 312
Improving Player Choices
...................................................... 318
The Core Mechanic: Game Design as Activity Design
...........................
ЗЗО
Table
of
Contents
XI
Fun Killers.................................................................... 334
Beyond
Fun .................................................................. 337
Is Your Game Accessible?
...................................................... 337
Using Audio as a Game Feedback Device
...................................... 338
Conclusion
................................................................... 342
Designer Perspective: Richard
Hilleman
........................................
343
Designer Perspective: Bruce C. Shelley
........................................ 344
Further Reading
................................................................ 346
Part
3
Working As a Game Designer
.............347
Chapter
12
Team Structures
..................................348
Team Structure
............................................................... 348
Developer s Team
.............................................................
35O
Applying for a Job in Game Design
............................................ 352
Advice from the International Game Developers Association (IGDA)
on Choosing an Academic Game Program
...................................
360
Publisher s Team
.............................................................. 362
Team Profile
.................................................................. 366
All Contribute to the Design
................................................... 366
Team Building
.................................................................... 368
Team Communication
......................................................... 368
Conclusion
................................................................... 369
Designer Perspective: Matt Firor
..............................................
37O
Designer Perspective: Jenova Chen
........................................... 372
Further Reading
............................................................... 374
Chapter
13
Stages of Development
............................375
Stages Defined
................................................................ 375
From Classroom to Console-. Producing flOw for the PlayStation
3...............
380
How to Make a Project Plan
..................................................... 382
Business Opportunities for Independents
......................................
386
Conclusion
................................................................... 389
Designer Perspective: Stan Chow
.............................................. 390
Designer Perspective: Starr Long
.............................................. 39
Further Reading
............................................................... 393
Chapter
14
The Design Document
.............................394
Communication and the Design Document
...................................... 394
Contents of a Design Document
................................................ 395
XII Table of
Contents
Writing Your Design Document
.................................................. 400
Indie Game Jam.- An Outlet for innovation and Experimental Game Design
....... 403
Conclusion
...................................................................... 406
Designer Perspective: Chris Taylor
...............................................
4OJ
Designer Perspective: Troy Dunniway
............................................
4OÇ
Further Reading
............................................................... 412
Chapter
15
Understanding the Game Industry
.................413
The Size of the Game Industry
.................................................. 413
Platforms for Distribution
...................................................... 414
Genres of
Gameplay .......................................................... 415
Alternatives: Games for Girls and Women
........................................ 418
Publishers
.................................................................... 421
Developers
................................................................... 422
The Business of Game Publishing
............................................... 423
Alternatives: Understanding the Tabletop Game Industry: A Guide for Inventors
.. 424
Conclusion
................................................................... 431
Beginner Perspective: Jesse Vigil
................................................
432
Perspective from The Trenches: Jim Vessel/a
..................................... 434
Further Reading
............................................................... 434
Chapter
16
Selling Yourself and Your Ideas to the Game Industry
...
436
Getting a Job at a Publisher or Developer
.......................................
436
An Interview with a Game Agent
.................................................
44O
Pitching Your Original Ideas
.................................................... 442
Selling Ideas to the Game Industry
............................................... 444
Independent Production
....................................................... 447
Conclusion
................................................................... 448
Designer Perspective: Christopher Rubyor
....................................... 449
Designer Perspective.- Scott Miller
................................................ 45?
Further Reading
............................................................... 452
Conclusion
....................................................453
Index
............................................................455
|
any_adam_object | 1 |
author | Fullerton, Tracy Swain, Christopher Hoffman, Steven |
author_GND | (DE-588)157554848 |
author_facet | Fullerton, Tracy Swain, Christopher Hoffman, Steven |
author_role | aut aut aut |
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dewey-ones | 794 - Indoor games of skill |
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dewey-search | 794.8/1526 |
dewey-sort | 3794.8 41526 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Informatik |
edition | 2. ed. |
format | Book |
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id | DE-604.BV035559424 |
illustrated | Illustrated |
indexdate | 2024-07-09T21:40:25Z |
institution | BVB |
isbn | 9780240809748 0240809742 |
language | English |
lccn | 2007040857 |
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oclc_num | 173659700 |
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spelling | Fullerton, Tracy Verfasser aut Game design workshop a playcentric approach to creating innovative games Tracy Fullerton ; with Christopher Swain and Steven S. Hoffman 2. ed. Amsterdam [u.a.] Elsevier Morgan Kaufmann 2008 XX, 470 S. Ill. txt rdacontent n rdamedia nc rdacarrier Includes bibliographical references and index Computer games Programming Computer games Design Computer graphics Programmierung (DE-588)4076370-5 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Entwurf (DE-588)4121208-3 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Entwurf (DE-588)4121208-3 s DE-604 Programmierung (DE-588)4076370-5 s 1\p DE-604 Swain, Christopher Verfasser aut Hoffman, Steven Verfasser (DE-588)157554848 aut http://www.loc.gov/catdir/enhancements/fy0827/2007040857-d.html Publisher description Digitalisierung UB Bayreuth application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=017615193&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Fullerton, Tracy Swain, Christopher Hoffman, Steven Game design workshop a playcentric approach to creating innovative games Computer games Programming Computer games Design Computer graphics Programmierung (DE-588)4076370-5 gnd Computerspiel (DE-588)4010457-6 gnd Entwurf (DE-588)4121208-3 gnd |
subject_GND | (DE-588)4076370-5 (DE-588)4010457-6 (DE-588)4121208-3 |
title | Game design workshop a playcentric approach to creating innovative games |
title_auth | Game design workshop a playcentric approach to creating innovative games |
title_exact_search | Game design workshop a playcentric approach to creating innovative games |
title_full | Game design workshop a playcentric approach to creating innovative games Tracy Fullerton ; with Christopher Swain and Steven S. Hoffman |
title_fullStr | Game design workshop a playcentric approach to creating innovative games Tracy Fullerton ; with Christopher Swain and Steven S. Hoffman |
title_full_unstemmed | Game design workshop a playcentric approach to creating innovative games Tracy Fullerton ; with Christopher Swain and Steven S. Hoffman |
title_short | Game design workshop |
title_sort | game design workshop a playcentric approach to creating innovative games |
title_sub | a playcentric approach to creating innovative games |
topic | Computer games Programming Computer games Design Computer graphics Programmierung (DE-588)4076370-5 gnd Computerspiel (DE-588)4010457-6 gnd Entwurf (DE-588)4121208-3 gnd |
topic_facet | Computer games Programming Computer games Design Computer graphics Programmierung Computerspiel Entwurf |
url | http://www.loc.gov/catdir/enhancements/fy0827/2007040857-d.html http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=017615193&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT fullertontracy gamedesignworkshopaplaycentricapproachtocreatinginnovativegames AT swainchristopher gamedesignworkshopaplaycentricapproachtocreatinginnovativegames AT hoffmansteven gamedesignworkshopaplaycentricapproachtocreatinginnovativegames |