Players making decisions: game design essentials and the art of understanding your players
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
[San Francisco, CA]
New Riders
[2016]
|
Schriftenreihe: | Always learning
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Beschreibung: | xvii, 464 Seiten Illustrationen, Diagramme |
ISBN: | 9780134396750 0134396758 |
Internformat
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Datensatz im Suchindex
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---|---|
adam_text | Contents
Preface xiî
Who is This Book For? xv
How Is This Book Organized? xvi
part l Getting Started 2
1 What Is a Game Designer? 4
Responsibilities of a Game Designer.........................5
Attributes of a Game Designer...............................8
Make Things................................................11
Cultivate Your Gardens......,.............................13
On Ontology and Dogma.....................................15
Formalism................................................ .15
Summary....................................................18
2 Problem Statements 19
Defining the Problem.......................................20
Low-Hanging Fruit........................................ 22
Functional Fixedness....................................... 24
Brainstorming......................»......................25
Summary...................................................27
3 Development Structures 28
Production Methodologies...................................29
Scope.............-...................................... 35
Summary.................................................. 37
4 Starting Practices 38
Analog Games............................................. 39
Theme and Mechanics........................................40
Next Steps................................................42
Designing for Others.................................... .42
Opening Questions........................................ 44
Summary.................................................. 47
v
Vi PLAYERS MAKING DECISIONS
part 2 Prototypes and Playtesting 48
5 Paper Prototyping Development Techniques 50
Software and Materials.........................................51
Art............................................................53
Cards..........................................................54
InDesign Data Merge............................................56
Summary........................................................62
6 Playtesting 63
Playtesting Goals..............................................64
Playtesting Benefits...........................................65
Listening to Feedback..........................................66
Finding Playtesters............................................70
Iterating......................................................71
Summary........................................................72
7 Playtesting Methods 73
The Testing Environment........................................74
Keep Playtesters Talking.......................................74
A/B Testing.................................................. 77
Self-Playtesting................................*.............77
Summary.................................................... 79
8 Prototypes and Intellectual Property 80
Do I Need an NDA?..............................................81
Ideas and Value................................................83
Summary...................................................... 83
part 3 Meaningful Decisions 84
9 Flow and the Fundamental Game Design Directive 86
Game Flow......................................................87
Interest Curves................................................92
Learning Curves................................................97
Individual Differences.........................................99
Summary...,...................................................100
10 Decision-Making 101
Player Agency.................................................102
Anatomy of a Choice...........................................103
Less-Interesting Decision-Making..............................105
CONTENTS vii
More-Interesting Decision-Making...............................no
Summary.......................................................116
11 Randomness 117
Completely Random Games.......................................118
Completely Skill-Based Games..................................119
Fairness and Mitigating Randomness............................120
Summary.......................................................123
12 Goals 124
How Players Determine Game Goals..............................125
Criteria for Goals............................................128
Solving Goal Problems.........................................130
Summary.......................................................133
part 4 Describing Game Elements 134
13 Mechanics, Dynamics, and Aesthetics (MDA) 136
What Are Games About?.........................................137
MDA......................................................... 138
More Dynamics.................................................145
Summary.......................................................150
14 Milieu 151
What Is Milieu?...............................................152
Polish........................................................155
Player Types..................................................156
Motivation....................................................158
Milieu as Design Focus........................................161
Summary.......................................................162
15 Rules and Verbs 163
Rules.........................................................164
Qualities of Rules............................................165
Types of Rules.............................................. 166
Verbs.........................................................167
Summary.......................................................169
16 Balance 170
Symmetry.................................................. .,171
Self-Balancing Mechanisms.....................................172
Progression and Numeric Relationships.........................174
PLAYERS MAKING DECISIONS
Balance Heuristics..............................................181
Summary.........................................................182
17 Feedback Loops 183
Positive Feedback Loops.........................................184
Negative Feedback Loops.........................................185
Feedback Loops in Action........................................187
Fixing Problems.................................................19°
Summary.........................................................192
18 Puzzle Design 193
What Is a Puzzle?...............................................*94
Possibility Space...............................................196
Breadcrumbs.....................................................197
Features of Ineffective Puzzles.................................200
Types of Puzzles................................................205
Other Puzzle Types..............................................211
Summary.........................................................215
part 5 Game Theory and Rational Decision-Making 216
19 Equilibria in Normal Form Games 218
The Prisoner’s Dilemma..........................................219
Solving Games Using Strict Dominance............................220
Using (and Abusing) Dominance...................................223
Zero-Sum Games..................................................226
Stag Hunt and Coordination......................................226
Determining Nash Equilibria in a Larger Matrix..................228
Mixed Strategies................................................230
Stag Hunt Redux.................................................233
Summary.........................................................234
20 Sequential and Iterated Games 235
Game Trees......................................................236
Promises and Commitment Problems................................240
iterated Games..................................................242
Experimenting with Strategies................................. 243
Successful Strategies...........................................244
Summary.........................................................246
CONTENTS ix
21 Problems with Game Theory 247
Rational Actors.................................................248
The Dollar Auction..............................................249
The “Guess Two-Thirds” Game.....................................250
Second-Price Auctions...........................................252
Summary.........................................................254
22 Marginal Decision Analysis 255
Marginal Nuggets................................................256
Balance on Margins..............................................259
Summary.........................................................261
part 6 Human Behavior in Games 262
23 Behaviorism and Schedules of Reinforcement 264
Operant Conditioning............................................265
Schedules of Reinforcement......................................266
Anticipation and Uncertainty....................................269
Ethical and Practical Concerns..................................273
Summary.........................................................274
24 Learning and Constructivism 275
Historic Approaches.............................................276
Novices and Experts.............................................277
Cognitive Load..................................................279
Expertise Reversal Effect..................................... 282
Split-Attention Effect..........................................283
Tutorials and Learning Design...................................285
Summary....................................................... 286
25 Motivation 287
Two Types of Motivation.........................................288
What s the Problem with Rewards?................................288
Self-Determination Theory and Challenges........................290
Competition and Motivation......................................291
Personality.....................................................292
Other Motivation Effects........................................293
Summary.........................................................295
PLAYERS MAKING DECISIONS
26 Human Decision-Making 296
Mental Shortcuts..............................................297
Attribution Errors............................................297
Misunderstanding Randomness...................................299
Anchoring and Adjustment......................................3°2
Understanding Value in Uncertain Situations...................3°4
Loss..........................................................307
Framing Decisions.............................................3°8
Summary.......................................................310
27 Attention and Memory 3“
Attention.....................................................312
Memory........................................................3!7
Helping with Memory Limitations...............................3*8
Perception....................................................3!9
Summary.......................................................323
part 7 Game Design Tools 324
28 Documentation and Written Communication 326
The Game Design Document......................................327
The GDD Creation Process......................................33*
References....................................................336
Documentation for Tabletop Games..............................337
States and Flowcharts.........................................338
Summary.......................................................342
29 Probability 343
Probability Is Fancy Counting.................................344
Adding Die Rolis..............................................350
Example: The H/T Game.........................................353
Being Careful............................................... 355
Summary..................................................... 360
30 Spreadsheets for Simulation 361
Why Use Spreadsheets?.........................................362
Basics........................................................362
Formulas.................................................... 365
Goal Seek and Solver in Excel.................................376
One-Way Data Tables...........................................382
Summary.......................................................384
CONTENTS xl
31 Monte Carlo Simulation 385
Answering Design Questions...................................386
Hot Hand.....................................................388
Monty Hall...................................................390
Once Around the Board........................................396
Martingale Betting...........................................402
Summary......................................................404
32 Presenting Ideas 405
The Thesis...................................................406
Text on Slides...............................................407
Data-lnk.....................................................409
Do Not Waste Time............................................411
Documentation................................................412
Acquiring Images.............................................413
Example: State of Mobile Games 2014..........................415
Risk.........................................................418
Risk Analysis.............................................. 419
Pitch Questions..............................................421
Summary.................................................... 423
part 8 The Game Design Business 424
33 Profit, Loss, and Metrics 426
Profit and Loss..............................................427
Metrics......................................................429
Virality.....................................................431
Cash Flow....................................................436
Summary......................................................437
34 Sustainable Lifestyles 438
Life in AAA Digital Game Development.........................439
Life as an Independent Developer of Digital Games............441
Life in Tabletop Game Development............................443
Market Luck..................................................444
Summary.................................................... 445
Conclusion 446
Ludography 450
Index 455
Players Making Decisions
Game designers today are expected to have an arsenal of multi-disciplinary
skills at their disposal in the fields of art, design, computer programming,
psychology, economics, composition, education, mythology-and the list goes
on. How do you distill a vast universe down to a few salient points?
Players Making Decisions brings together the wide range of topics that are most
often taught in modern game design courses and focuses on the core concepts
that will be useful for students for years to come. A common theme to many
of these concepts is the art and craft of creating games in which players are
engaged by making meaningful decisions. It is the decision to move right or [eft,
to pass versus shoot, or to develop one’s own strategy that makes the game
enjoyable to the player. As a game designer, you are never entirely certain
of who your audience will be, but you can enter their world and offer a state
of focus and concentration on a task that is intrinsically rewarding.
This detailed and easy-to-follow guide to game design is for both digital and
analog game designers alike and some of its features include:
9 A dear introduction to the discipline of game design, how game development
teams work, and the game development process
s Full details on prototyping and playtesting, from finding the tight playtesters
to understanding feedback
« A detailed discussion of cognitive biases and human decision-making as
it pertains to games
* Thorough coverage of key game elements, with practical discussions of
game mechanics, dynamics, and aesthetics
* Practical coverage of using simulation toois to decode the magic of game
balance
is a game assy
educator, and writer
living in Orlando,
Florida. He is a
department chair for
the Gams Design degree program at
Full Sail University and aoes consul-
tant word for many large and small
companies. Previously In addition to
independent projects, he was a
designer ai fiamelofi end Electronic
Arts. He holds a bachelor s degree In
tofomortion Sc stems from Carnegie
foeifoi University and a master s
degree hr Ctedefoig ana Simulation
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* A full section on the game design business, and how to create a sustainable
lifestyle within it
|
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spelling | Hiwiller, Zack Verfasser aut Players making decisions game design essentials and the art of understanding your players Zack Hiwiller [San Francisco, CA] New Riders [2016] © 2016 xvii, 464 Seiten Illustrationen, Diagramme txt rdacontent n rdamedia nc rdacarrier Always learning Design (DE-588)4011510-0 gnd rswk-swf Spiel (DE-588)4056218-9 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Design (DE-588)4011510-0 s DE-604 Spiel (DE-588)4056218-9 s 1\p DE-604 Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=028916504&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=028916504&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 | Hiwiller, Zack Players making decisions game design essentials and the art of understanding your players Design (DE-588)4011510-0 gnd Spiel (DE-588)4056218-9 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4011510-0 (DE-588)4056218-9 (DE-588)4010457-6 |
title | Players making decisions game design essentials and the art of understanding your players |
title_auth | Players making decisions game design essentials and the art of understanding your players |
title_exact_search | Players making decisions game design essentials and the art of understanding your players |
title_full | Players making decisions game design essentials and the art of understanding your players Zack Hiwiller |
title_fullStr | Players making decisions game design essentials and the art of understanding your players Zack Hiwiller |
title_full_unstemmed | Players making decisions game design essentials and the art of understanding your players Zack Hiwiller |
title_short | Players making decisions |
title_sort | players making decisions game design essentials and the art of understanding your players |
title_sub | game design essentials and the art of understanding your players |
topic | Design (DE-588)4011510-0 gnd Spiel (DE-588)4056218-9 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Design Spiel Computerspiel |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=028916504&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=028916504&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
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