Chris Crawford on game design:
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Indianapolis, Ind. [u.a.]
New Riders
[20]07
|
Ausgabe: | [Nachdr.] |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Beschreibung: | XI, 476 S. Ill., graph. Darst. |
ISBN: | 0131460994 9780131460997 |
Internformat
MARC
LEADER | 00000nam a2200000 c 4500 | ||
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020 | |a 0131460994 |c (pbk.) |9 0-13-146099-4 | ||
020 | |a 9780131460997 |9 978-0-13-146099-7 | ||
035 | |a (OCoLC)315657126 | ||
035 | |a (DE-599)HBZHT015759944 | ||
040 | |a DE-604 |b ger |e rakwb | ||
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100 | 1 | |a Crawford, Chris |d 1950- |e Verfasser |0 (DE-588)136981755 |4 aut | |
245 | 1 | 0 | |a Chris Crawford on game design |c Chris Crawford |
250 | |a [Nachdr.] | ||
264 | 1 | |a Indianapolis, Ind. [u.a.] |b New Riders |c [20]07 | |
300 | |a XI, 476 S. |b Ill., graph. Darst. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
650 | 4 | |a Computer games / Design | |
650 | 4 | |a Computer games / Programming | |
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Datensatz im Suchindex
_version_ | 1804140721595219968 |
---|---|
adam_text | TfiBLE OF CONTENTS
Introduction
1
1
Definitions, Definitions
5
2
Some Milestone Games
11
Old-Style Games
12
Monopoly
12
Traditional Card
Games
12
Board
Wargames
13
Napoleon at Waterloo
13
StarForce Alpha
Centauri
13
War in the East
13
Battle for Germany
14
Russian Civil War
14
Breitenfeld 14
Battles of General
MacArthur
15
Diplomacy
15
Other Non-Computer
Games
16
Cosmic Encounter
16
Dungeons
&
Dragons
16
Illuminati
17
Magic the Gathering
17
Whack-A-Mole
18
Videogames
18
Space Invaders
18
Рас
-Man
19
Space Panic
19
Donkey Kong
19
Dragon s Lair
19
Computer Games
20
Star Raiders
21
Eastern Front
(1941) 21
Wizardry
21
Dandy
21
Deadline
22
M.U.LE.
22
Balance of Power
23
King s Quest
23
Trust
&
Betrayal
(a.k.a. Siboot)
23
SimCity
24
The 7th Guest
24
Myst
25
Doom
25
Civilization
25
Warcraft 26
Secret Weapons of
the Luftwaffe
26
Populous
26
3
Play
27
History of Play
27
Play Is Metaphorical
29
Play Must Be Safe
31
Play Need Not Be Exotic
33
The Fun Factor
34
4
Challenge
37
Challenge Necessitates
Rules
37
The Point Is the Challenge,
Not the Goal
38
Dimensions of Challenge
41
Cerebellar Challenges
41
Sensorimotor
Challenges
42
Spatial Reasoning
48
Pattern Recognition
49
Sequential Reasoning
50
Numerical Reasoning
50
Resource Management
51
Social Reasoning
51
Challenge and Identity
53
vi}
CONTENTS
5
Conflict
55
Mars, Venus,
and Conflict
56
Dimensions
of Conflict
56
Objection
2:
Greater
Data
Capacity
90
Objection
3:
Balance
91
A
Hidden Reason:
Physical
57
Difficulty of
Verbal
57
Abstraction
91
Political
58
Economie
59
7
Creativity: The Missing
Directness of Conflict
59
Ingredient
93
Intensity of Conflict
61
How Serious Is the
Violence
62
Problem?
93
Intensity and the
Where Does Creativity
Evolution of Taste
63
Come From?
96
Cartoons
64
How to Get Creative
99
Comics
Videogames
65
66
A Tyrannosaurus Rex
for Ideas
104
6
Interactivity
71
The Politics of Innovation
105
History
73
8
Common Mistakes
107
Other Attributes of
Obsession with
the Computer
74
Cosmetics
107
So What Is Interactivity?
76
The Lessons of
Is More Interactivity
Cinema
109
Better?
78
Graphic Realism
and the Human
How Do We Measure
Imagination
111
Interactivity?
80
Other Reasons for
Low-Interactivity
Overdone Cosmetics
114
Entertainment Designs
81
Incremental Accretive
An Interesting
Design
115
Exception
84
Conceptualizing
Workload Versus Payoff
85
by Topic Rather
Weird Ideas
87
Than Content
117
Conclusions on Low-
Storyboards
119
Interactivity Designs
88
Over-Reliance
Process Intensity Versus
on Tools
120
Data Intensity
89
Objection
1:
Substitutability
90
vii
}·
CONTENTS
9
The Education of a
11
Storytelling
157
Game Designer
125
Adventure Games
157
Get a Degree
125
Backstory
158
Eeeny, Meeny,
Miney, Mo
126
Cut Scenes
159
Unrealistic
Integrated Cut Scenes
160
Expectations
127
Here Come the
Education Versus
Academics!
161
Schooling
128
Agent Technology
161
Systems
128
Story Generation
What Makes
Systems
162
People Tick
131
Communications
133
Role-Playing Games
163
Programming
135
The Real Problem
163
Periodicals
136
Exercises
136
Tackling the Problem
165
LO
Games I d Uke to Build
139
12
Random Sour
Observations
169
Galilean Relativity
139
Massively Multiplayer
Napoleonic Cavalry
140
Monsters
170
Napoleon in Space
141
Licensed Games
171
Attack of the Cellular
New Input Devices
172
Automata
141
Brainwave Headband
172
Volkerwanderung
142
Exercise Cycle
173
Force Feedback
174
Third-World Dictator
143
Eyeball Tracker
175
Lies
144
Microphone
175
Spies
145
Specialized Input
Devices
176
The Wheels of Commerce
145
The Sims
176
Corporate Politics
146
Short-Term Thinkers
178
Evolution
147
Everybody s a
The Self-Modifying Game
150
Game Designer
180
Mooser-Gooser
153
Hollywood Envy
182
So What Does All
Young Males
183
This Mean?
156
Sleaze
185
CONTENTS
13 Tanktics
187
Asymmetric Combat
225
Map
188
Lines of Sight (LOS)
226
Calculating Line of Sight
191
Disposition and
Conclusion
231
Planning Moves
192
Initial Programming
193
16
Energy Czar
233
Enter the KIM-1
194
17
Scram
237
Input and Output
196
Input Structures
239
Linguistic Input
197
Oh Yes, It Was
Sound Effects
199
Supposed to Be
Showing It Off
199
a Game, Wasn t It?
241
Porting
200
Coda
242
Production, Marketing,
18
Eastern Front
(1941)
245
and Sales
200
The Scrolling Map
246
Avalon-Hill
202
Eastfront Game
Fade Away
203
Preliminary
Results
203
Description
247
The Combat System
249
14
Legionnaire
205
Al
250
A Record-Setting Blunder
206
Tuning
254
Disruption
208
Conclusion
257
Terrain
209
Sales
209
19
Gossip
259
Al
263
First Draft Design
209
New Legionnaire
Implementation Woes
264
Specs
210
Conclusions
267
Legionnaire:
Final Design
214
20
Excalibur
269
Task List
216
Camelot
270
Conclusions
218
The Interpersonal
15
Wizard
219
Subgame
271
VCS Technology
219
Diplomacy
274
Designing the Game
223
The Strategic Map
274
The Battle
Subgame
275
IX
CONTENTS
Overall Course of Play
277
The Manual
277
Conclusions
278
21
Balance of Power
281
The UnWar Game
282
Early Efforts
284
The Rubber Map
286
Thank You,
National Enquirer
287
Research
290
Building the Map
291
Memory Headaches
292
Making It a Game
294
Publisher Woes
296
1
Get by with a Little
Help from the Press
297
The Wheel of Fortune
297
22
Patton
Versus Rommel
299
To Hell with Grids
300
Geometric
Al
302
Looking Over
Your Shoulder
307
Results
310
23
Slboot
313
A Lesson for Designers
314
First Draft Proposal
315
The First Proposal
317
Design Essays
318
The Cast
320
The Journey
320
Economies
321
Intransitive Combat
Relationships
321
The Inverse Parser
324
The Display
329
Interstitial Stories
330
The Novella
336
Conclusions
336
24
Guns
&
Butter
341
Designing the World
342
Building Provinces
345
Adding Mountains,
Deserts, and Forests
345
Naming Names
346
First-Person Firing Squad
348
The Economic System
349
Combat
353
Faces
356
The Ideas Behind
the Game
357
Results
382
25
Balance of the Planet
383
Values
384
Implementing a Value
System
The Politics of the
Game
386
392
Higher Levels of Play
392
Balancing the Equations
394
Artwork
399
Schedule Hassles
401
Results
402
CONTENTS
26 Patton
Strikes Back
403
28
Old Fart Stories
431
Simple Rules
404
Early Sound and Music
431
Clean User Interface
An Early Multiplayer
and Strong Visual
Game
432
Presentation
405
Getting a Job
434
Explain the History
406
E.T.
437
Color Hassles
407
Alan Kay
439
Anti-Piracy
The Code Talkers
408
408
Lost in the Shuffle
440
Technology Versus
International Sales
441
Psychology
409
The Locked File Cabinet
441
Basic Structure
410
Hiding the
Bill
Carris
442
Password File
411
Marketing Wisdom
443
Reading the
Password File
412
The Dragon Speech
443
Bombs Away!
416
The Great Pratfall
444
Guard Routines
417
A More Serious Pratfall
445
Recursion
418
The Lord Giveth, and
Problems of
the Lord Taketh Away
419
Decentralization
446
Back to Reality
420
The Unrevenged Review
447
Results
421
Failed Humor
448
27
Themes and Lessons
423
The Sins of Youth
449
People, Not Things!
423
Corporate Politics
450
Faces
424
Blinded by Your Own
Equipment
451
Gameplay
Help
425
Thinking Big
452
Language
426
The CGDC
453
Art Over Money
427
The Harsh Realities
Glossary
455
of Business
429
Index
459
XI
/
don t always agree with Chris, but I
always pay careful attention to what he
says. I know he will inform and incense,
inspire and illuminate. Chris Crawford on
Game Design is no exception, and deserves
to become a standard for students of
interactive design.
—
Noah Falstein, President of The Inspiracy
and former Chairman of the Computer Game
Developer s Association (now IGDA)
chris crawford
on game design
Learn foundational skills from the
grand old theoretician
of computer
games
—
Chris Crawford.
Author of the renowned The Art of Computer Game
Design, Chris shares his
25+
years of experience in the
field and offers a wealth of professional advice to
both seasoned and up-and-coming gamers. Chris
shares his personal anecdotes so that you may learn
from his experiences and apply this knowledge to
your games. As a bonus, Chris shows you the wish
list of games he d like to build to incite your
own creativity.
Chris Crawford on Game Design features nearly
100
lessons on
—
What you can learn from the history of games
—
Understanding the role of interactivity in games
—
Why creativity still matters
—
Common mistakes to avoid when conceptualizing
your design
—
Understanding the value of storytelling
—
Best practices for surviving in the highly
competitive game business
Chris Crawford is the
grand old man of
computing game
design. He sold his first
computer game in
1978,
joined Atari in
1979,
and led games
research there. During his time at
Atari, he wrote the first edition of The
Art of Computer Game Design, which
has now become a classic in the field.
After Atari collapsed in
1984,
Chris
became a freelance computer game
designer. Chris has
14
published
computer games to his credit
—
all of
which he designed and programmed
himself. He founded, edited, and
wrote most of The Journal of
Computer Game Design, the first
periodical devoted to game design. He
founded and led the Computer Game
Developers Conference (now the
Game Developers Conference) in its
early years. Chris has lectured on game
design at conferences and universities
all over the world. For the last ten
years, he has been developing
technology for interactive storytelling.
|
any_adam_object | 1 |
author | Crawford, Chris 1950- |
author_GND | (DE-588)136981755 |
author_facet | Crawford, Chris 1950- |
author_role | aut |
author_sort | Crawford, Chris 1950- |
author_variant | c c cc |
building | Verbundindex |
bvnumber | BV035784361 |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672C73 2003 |
callnumber-search | QA76.76.C672C73 2003 |
callnumber-sort | QA 276.76 C672 C73 42003 |
callnumber-subject | QA - Mathematics |
classification_rvk | SU 500 |
ctrlnum | (OCoLC)315657126 (DE-599)HBZHT015759944 |
dewey-full | 794.81526 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.81526 |
dewey-search | 794.81526 |
dewey-sort | 3794.81526 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Informatik |
edition | [Nachdr.] |
format | Book |
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id | DE-604.BV035784361 |
illustrated | Illustrated |
indexdate | 2024-07-09T22:04:29Z |
institution | BVB |
isbn | 0131460994 9780131460997 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-018643809 |
oclc_num | 315657126 |
open_access_boolean | |
owner | DE-703 |
owner_facet | DE-703 |
physical | XI, 476 S. Ill., graph. Darst. |
publishDateSearch | 2007 |
publishDateSort | 2007 |
publisher | New Riders |
record_format | marc |
spelling | Crawford, Chris 1950- Verfasser (DE-588)136981755 aut Chris Crawford on game design Chris Crawford [Nachdr.] Indianapolis, Ind. [u.a.] New Riders [20]07 XI, 476 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier Computer games / Design Computer games / Programming Entwurf (DE-588)4121208-3 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Entwurf (DE-588)4121208-3 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=018643809&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=018643809&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | Crawford, Chris 1950- Chris Crawford on game design Computer games / Design Computer games / Programming Entwurf (DE-588)4121208-3 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4121208-3 (DE-588)4010457-6 |
title | Chris Crawford on game design |
title_auth | Chris Crawford on game design |
title_exact_search | Chris Crawford on game design |
title_full | Chris Crawford on game design Chris Crawford |
title_fullStr | Chris Crawford on game design Chris Crawford |
title_full_unstemmed | Chris Crawford on game design Chris Crawford |
title_short | Chris Crawford on game design |
title_sort | chris crawford on game design |
topic | Computer games / Design Computer games / Programming Entwurf (DE-588)4121208-3 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Computer games / Design Computer games / Programming Entwurf Computerspiel |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=018643809&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=018643809&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
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