The art of game design: a book of lenses
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Amsterdam [u.a.]
Elsevier/Morgan Kaufmann
2009
|
Ausgabe: | Reprint |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Beschreibung: | XXX, 489 S. Ill. 24 cm |
ISBN: | 9780123694966 0123694965 |
Internformat
MARC
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245 | 1 | 0 | |a The art of game design |b a book of lenses |c Jesse Schell |
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264 | 1 | |a Amsterdam [u.a.] |b Elsevier/Morgan Kaufmann |c 2009 | |
300 | |a XXX, 489 S. |b Ill. |c 24 cm | ||
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Datensatz im Suchindex
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---|---|
adam_text | Table
of Lenses
......................................................................................................................
xvii
Acknowledgments
................................................................................................................xxi
Hell°
.........................................................................................................................................xxiii
1
In the Beginning, There Is the
Designer.
..................................................................................1
Magic Words
...............................................................................................................................
л
What Skills Does a Game Designer Need?
.......................................................................2
The Most Important Skill
........................................................................................................
4
The Five Kinds of Listening
....................................................................................................5
The Secret of the Gifted
..........................................................................................................
6
2
The Designer Creates an Expenence
..........9
The Game Is Not the Experience
.......................................................................................10
Is This Unique to Games?
.....................................................................................................1
T
Three Practical Approaches to Chasing Rainbows
.....................................................12
Introspection: Powers, Perils, and Practice
.....................................................................14
Dissect Your Feelings
.............................................................................................................17
Defeating
Heisenberg...........................................................................................................
18
Essential Experience
..............................................................................................................20
All That s Real Is What You Feel
...........................................................................................21
3
The Experience Rises Out of a
Game
.......................................................................................23
A Rant About Definitions
.....................................................................................................24
So,WhatlsaGame?
................................................................................................................26
VII
TABLE
OF
CONTENTS
No, Seriously, What Is a Game?
...........................................................................................30
Problem Solving
101..............................................................................................................
Зб
The Fruits of Our Labors
.......................................................................................................
37
4
The Game Consists of Elements
..................39
What Are Little Games Made Of?
......................................................................................40
The Four Basic Elements
.......................................................................................................41
Skin and Skeleton
...................................................................................................................45
5
The Elements Support a Theme
..................47
Mere Games
..............................................................................................................................48
Unifying Themes
.....................................................................................................................49
Resonance
.................................................................................................................................53
Back to Reality
..........................................................................................................................56
6
The Game Begins with an Idea
....................57
Inspiration
..................................................................................................................................58
State the Problem
...................................................................................................................60
How to Sleep
............................................................................................................................62
Your Silent Partner
..................................................................................................................63
Fifteen Nitty-Gritty
Brainstorming
Tips
...........................................................................68
Look At All These Ideas! Now What?
................................................................................74
7
The Game Improves Through
Iteraüon
................................................................................75
Choosing An Idea
.................................................................. 76
The Eight Filters
......................................................................
7e
The Rule of the Loop
.................................................. 79
VIII
TABLE
OF
CONTENTS
A Short
History of
Software Engineering
.......................................................................81
Risk Assessment and Prototyping.....................................................................................
83
Eight Tips for Productive Prototyping
.............................................................................86
Closing the Loop
.....................................................................................................................91
How Much is Enough?
...........................................................................................................94
8
The Game is Made for a Player
...................97
Einstein s Violin
.........................................................................................................................98
Project Yourself
........................................................................................................................99
Demographics
..........................................................................................................................99
The Medium is the Misogynist?
......................................................................................102
Psychographics
.....................................................................................................................
108
9
The Experience is in the Player s
Mind
.....................................................................................113
Modeling
.................................................................................................................................115
Focus
.........................................................................................................................................118
Empathy
..................................................................................................................................123
Imagination
............................................................................................................................124
Motivation
..............................................................................................................................126
Judgment
................................................................................................................................127
10
Some Elements are Game
Mechanics
.......................................................................129
Mechanic
1 :
Space
...............................................................................................................130
Mechanic
2:
Objects, Attributes, and States
................................................................136
Mechanics: Actions
............................................................................................................140
Mechanic
4:
Rules
.................................................................................................................144
Mechanic
5:
Skill
...................................................................................................................150
Mechanic
6:
Chance
............................................................................................................153
ix
TABLE
OF
CONTENTS
11
Game Mechanics Must be in
Balance
..............................................................................171
The Twelve Most Common Types of Game Balance
................................................172
Game Balancing Methodologies
....................................................................................204
Balancing Game Economies
............................................................................................203
Dynamic Game Balancing
................................................................................................205
The Big Picture
......................................................................................................................205
12
Game Mechanics Support Puzzles
.........207
The Puzzle of Puzzles
..........................................................................................................208
Aren t Puzzles Dead?
...........................................................................................................209
Good Puzzles
.........................................................................................................................211
A Final Piece
...........................................................................................................................219
13
Players Play Games Through an
Interface
............................................................................221
Breaking it Down
.................................................................................................................223
The Loop of Interaction
.....................................................................................................228
Channels of Information
....................................................................................................234
Other Interface Tips
.............................................................................................................240
14
Experiences Can be Judged by
Their Interest Curves
...........................................245
My First Lens
..........................................................................................................................246
Interest Curves
......................................................................................................................247
Patterns Inside Patterns
.....................................................................................................250
What Comprises Interest?
.................................................................................................253
Interest Factor Examples
...................................................................................................258
Putting It All Together
........................................................................................................
259
TABLE
OF
CONTENTS
15
One Kind of Experience Is the Story..
.261
Story/Game Duality
.............................................................................................................262
The Myth of Passive Entertainment
..............................................................................263
The Dream
..............................................................................................................................264
The Reality
..............................................................................................................................264
The Problems
.........................................................................................................................266
The Dream Reborn
..............................................................................................................270
Story Tips for Game Designers
........................................................................................270
16
Story and Game Structures can
be Artfully Merged with Indirect
Control
...............................................................................283
The Feeling of Freedom
.....................................................................................................284
Indirect Control Method
#1 :
Constraints
.....................................................................285
Indirect Control Method
#2:
Goals
.................................................................................286
Indirect Control Method
#3:
Interface
..........................................................................286
Indirect Control Method
#4:
Visual Design
.................................................................287
Indirect Control Method
#5:
Characters
.......................................................................292
Indirect Control Method
#6:
Music
................................................................................292
Collusion
.................................................................................................................................293
17
Stories and Games Take Place in
Worlds
................................................................................299
Transmedia
Worlds
..............................................................................................................300
The Power of
Pokémon
......................................................................................................301
Properties of
Transmedia
Worlds
....................................................................................303
What Successful
Transmedia
Worlds Have in Common
.........................................305
18
Worlds Contain Characters
...........................309
The Nature of Game Characters
.....................................................................................310
xi
TABLE
OF
CONTENTS
Avatars
.....................................................................................................................................
312
Creating Compelling Game Characters
.......................................................................314
19
Worlds Contain Spaces
.....................................329
The Purpose of Architecture
............................................................................................330
Organizing your Game Space
..........................................................................................330
Christopher Alexander is a Genius
................................................................................334
Real vs.Virtual Architecture
..............................................................................................338
Level Design
...........................................................................................................................343
20
The Look and Feel of a World Is
Defined by Its Aesthetics
.................................345
Monet Refuses the Operation
.........................................................................................346
The Value of Aesthetics
......................................................................................................347
Learning to See
.....................................................................................................................348
How to Let Aesthetics Guide your Design
..................................................................349
How Much Is Enough?
........................................................................................................350
Use Audio
................................................................................................................................351
Balancing Art and Technology
........................................................................................352
21
Some Games are Played with
Other Players
...............................................................353
We Are Not Alone
.................................................................................................................354
Why We Play With Others
..................................................................................................354
22
Other Players Sometimes Form
Communities
...............................................................357
More than just Other Players
.......................................................................... 358
Ten Tips for Strong Communities
...................................................................................359
The Challenge of Griefing
.....................................................................
368
The Future of Game Communities
...................................................................... 370
XII
TABLE
OF
CONTENTS
23
The Designer
Usually
Works
with a Team
..................................................................371
The Secret of Successful Teamwork
..............................................................................372
Designing Together
.............................................................................................................375
Team Communication
........................................................................................................376
24
The Team Sometimes Communicates
Through Documents
.............................................381
The Myth of the Game Design Document
..................................................................382
The Purpose of Documents
..............................................................................................382
Types of Game Documents
..............................................................................................383
So, Where Do I Start?
...........................................................................................................387
25
Good Games Are Created Through
Playtesting
.....................................................................389
Playtesting
..............................................................................................................................390
My Terrible Secret
................................................................................................................391
Playtest
Question the First: Why?
...................................................................................392
Playtest
Question the Second: Who?
............................................................................393
Playtest
Question the Third: Where?
.............................................................................394
Playtest
Question the Fourth: What?
.............................................................................396
Playtest
Question the Fifth: How?
..................................................................................396
26
The Team Builds a Game
with Technology
.......................................................403
Technology, At Last
..............................................................................................................404
Foundational vs.
Decorational.........................................................................................405
The Hype Cycle
.....................................................................................................................409
The Innovator s Dilemma
..................................................................................................410
XIII
TABLE
OF
CONTENTS
The Singularity
......................................................................................................................
411
Look Into Your Crystal Ball
................................................................................................
412
27
Your Game Will Probably Have
a Client
...............................................................................415
Who Cares What the Client Thinks?
...............................................................................41
б
Coping with Bad Suggestions
.........................................................................................417
Not That Rock
........................................................................................................................418
The Three Layers of Desire
................................................................................................419
Firenza,1498
..........................................................................................................................419
28
The Designer Gives the Client
a Pitch
................................................................................423
Why Me?
..................................................................................................................................424
A Negotiation of Power
.....................................................................................................424
The Hierarchy of Ideas
........................................................................................................425
Twelve Tips for a Successful Pitch
..................................................................................425
29
The Designer and Client Want
the Game to Make a Profit
............................433
Love and Money
...................................................................................................................434
Know Your Business Model
...............................................................................................435
U n
its Sold
................................................................................................................................436
Breakeven
...............................................................................................................................
436
Know the Top Sellers
...........................................................................................................437
Learn the Language
............................................................................................................437
30
Games Transform Their Players
...............441
How Do Games Change Us?
..............................................................................442
Can Games Be Good For You?
................................................................. 442
xiv
TABLE
OF
CONTENTS
Can Games Be Bad For You?
.............................................................................................448
Experiences
............................................................................................................................451
31
Designers Have Certain
Responsibilities
..........................................................453
The Danger of Obscurity
...................................................................................................454
Being Accountable
..............................................................................................................455
Your Hidden Agenda
..........................................................................................................456
The Secret Hidden in Plain Sight
....................................................................................456
The Ring
...................................................................................................................................457
32
Each Designer has a Motivation
.............459
The Deepest Theming
........................................................................................................460
33
Goodbye
...........................................................................463
All Good Things
...................................................................................................................464
Endnotes.................................................................................................................................465
Bibliography
...........................................................................................................................477
Index
.........................................................................................................................................481
xv
Art jGame Design
♦ ·,
A Book of Lenses
The fundamentals of
designing classic games from one
of the world s top designers
Anyone can master the fundamentals of game design-—no techno¬
logical 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 game design happens when
you view your game from many different perspectives, or lenses. While
touring through the unusual territory that is game design, this book
gives the reader one hundred of these lenses- one hundred sets of
insightful questions to ask yourself that will help make your game
better. These lenses are gathered from fields as diverse as psychology,
architecture, music, visual design, film, software engineering, theme
park design, mathematics, writing, puzzle design, and anthropology.
Anyone who reads this book will be inspired to become a better game
designer—and will understand how to do it.
Features:
Jesse
Schell
is a highly recognizable name within the game industry—the former chair of the International Game
Developer s Association and designer of Disney s award-winning Toontown Online.
Design methodology developed at Carnegie Mellon University s Entertainment Technology Center, co-founded by
Dr. Randy Pausch, of Last Lecture fame.
100
lenses are scattered throughout the book. These are boxed sets of questions, each a different way of seeing
a game that will inspire the creative process.
500
pages of detailed, practical instruction on creating world-class games
|
any_adam_object | 1 |
author | Schell, Jesse |
author_facet | Schell, Jesse |
author_role | aut |
author_sort | Schell, Jesse |
author_variant | j s js |
building | Verbundindex |
bvnumber | BV035727928 |
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 |
ctrlnum | (OCoLC)552029851 (DE-599)BVBBV035727928 |
dewey-full | 794.81536 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.81536 |
dewey-search | 794.81536 |
dewey-sort | 3794.81536 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Allgemeines Sport Informatik |
edition | Reprint |
format | Book |
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id | DE-604.BV035727928 |
illustrated | Illustrated |
indexdate | 2024-07-09T21:53:07Z |
institution | BVB |
isbn | 9780123694966 0123694965 |
language | English |
lccn | 2008298798 |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-018004578 |
oclc_num | 552029851 |
open_access_boolean | |
owner | DE-703 DE-634 DE-29 DE-1051 DE-384 DE-523 |
owner_facet | DE-703 DE-634 DE-29 DE-1051 DE-384 DE-523 |
physical | XXX, 489 S. Ill. 24 cm |
publishDate | 2009 |
publishDateSearch | 2009 |
publishDateSort | 2009 |
publisher | Elsevier/Morgan Kaufmann |
record_format | marc |
spelling | Schell, Jesse Verfasser aut The art of game design a book of lenses Jesse Schell Reprint Amsterdam [u.a.] Elsevier/Morgan Kaufmann 2009 XXX, 489 S. Ill. 24 cm txt rdacontent n rdamedia nc rdacarrier Computer games Design Programmierung (DE-588)4076370-5 gnd rswk-swf Gestaltung (DE-588)4157139-3 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 Programmierung (DE-588)4076370-5 s Gestaltung (DE-588)4157139-3 s 1\p DE-604 Digitalisierung UB Bayreuth application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=018004578&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=018004578&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Schell, Jesse The art of game design a book of lenses Computer games Design Programmierung (DE-588)4076370-5 gnd Gestaltung (DE-588)4157139-3 gnd Computerspiel (DE-588)4010457-6 gnd Entwurf (DE-588)4121208-3 gnd |
subject_GND | (DE-588)4076370-5 (DE-588)4157139-3 (DE-588)4010457-6 (DE-588)4121208-3 |
title | The art of game design a book of lenses |
title_auth | The art of game design a book of lenses |
title_exact_search | The art of game design a book of lenses |
title_full | The art of game design a book of lenses Jesse Schell |
title_fullStr | The art of game design a book of lenses Jesse Schell |
title_full_unstemmed | The art of game design a book of lenses Jesse Schell |
title_short | The art of game design |
title_sort | the art of game design a book of lenses |
title_sub | a book of lenses |
topic | Computer games Design Programmierung (DE-588)4076370-5 gnd Gestaltung (DE-588)4157139-3 gnd Computerspiel (DE-588)4010457-6 gnd Entwurf (DE-588)4121208-3 gnd |
topic_facet | Computer games Design Programmierung Gestaltung Computerspiel Entwurf |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=018004578&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=018004578&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT schelljesse theartofgamedesignabookoflenses |