Games, design and play: a detailed approach to iterative game design
Gespeichert in:
Hauptverfasser: | , |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Boston ; Columbus ; Indianapolis ; New York ; San Francisco ; Amsterdam ; Cape Town ; Dubai ; London ; Madrid ; Milan ; Munich [und 12 weitere]
Addison-Wesley
[2016]
|
Schriftenreihe: | Always learning
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Beschreibung: | xviii, 266 Seiten Illustrationen, Diagramme (farbig) |
ISBN: | 9780134392073 0134392078 |
Internformat
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Datensatz im Suchindex
_version_ | 1804176417316929536 |
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adam_text | Contents
Preface xv
Acknowledgments xxi
About the Authors xxiii
Part I Concepts 1
1 Games, Design and Play 3
The Basic Elements of Play Design 7
From Six Elements, Limitless Play Experiences 9
Getting from Here to There 12
Summary 13
Exercises 14
2 Basic Game Design Tools 15
Constraint 16
Direct and Indirect Actions 19
Goals 22
Challenge 25
Skill, Strategy, Chance, and Uncertainty 28
Decision-Making and Feedback 31
Abstraction 35
Theme 37
Storytelling 40
Context of Play 43
Summary 44
Exercises 45
3 The Kinds of Play 47
Competitive Play 48
Cooperative Play 53
Skill-Based Play 55
viii
CONTENTS AT A GLANCE
Experience-Based Play 57
Games of Chance and Uncertainty 58
Whimsical Play 62
Role-Playing 65
Performative Play 68
Expressive Play 71
Simulation-Based Play 72
Summary 74
Exercises 76
4 The Player Experience 77
Action Theory as a Framework 78
The Layers of a Play Experience 80
The Sensory Layer 80
The Information Layer 86
The Interaction Layer 91
The Frame Layer 96
The Purpose Layer 98
Summary 101
Exercises 102
Part II Process 103
5 The Iterative Game Design Process 105
The Origins of Iterative Design 106
The Four Steps 109
Step 1: Conceptualize 109
Step 2: Prototype 110
Step 3: Playtest 111
Step 4: Evaluate 113
A Repeated Process, Not a Single Cycle 114
Embracing Failure to Succeed 115
Summary 116
Exercise
116
CONTENTS AT A GLANCE
ix
6 Design Values 117
Generating Design Values 119
Example: Pong Design Values 120
Case Studies 121
Case Study 1: thatgamecompany s Journey 122
Case Study 2: Captain Game s Desert Golfing 124
Case Study 3: Naomi Clark s Consentacle 126
Summary 129
Exercises 130
7 Game Design Documentation 131
The Game Design Document 132
Example: Pong Design Document 136
Schematics 138
Integrating Schematics into the Game Design Document 142
The Tracking Spreadsheet 143
Overview 144
For Discussion 145
Task List 145
Ongoing Responsibilities 146
Asset List 146
Completed Tasks 147
Summary 147
Exercise 147
8 Collaboration and Teamwork 149
Roles and Responsibilities 150
Alignment Versus Autonomy 151
Time and Resources 152
Team Agreements 153
Collaboration Tools 154
Running a Meeting 155
The Soft Skills of Collaboration 156
Resolving Differences 157
CONTENTS AT A GLANCE
Understanding Failure 158
Summary 159
Partlll Practice 161
9 Conceptualizing Your Game 163
Generating Ideas for Your Game 164
Brainstorming 165
Idea Speed-Dating 166
How Might We... Questions 167
Noun-Verb-Adjective Brainstorming 169
Motivations 170
Designing Around the Main Thing the Player Gets to Do 171
Designing Around Constraints 172
Designing Around a Story 174
Designing Around Personal Experiences 175
Abstracting the Real World 176
Designing Around the Player 178
Design Values Capture Motivations 179
Summary 180
10 Prototyping Your Game 181
Prototypes Are Playable Questions 183
Eight Kinds of Prototypes 184
Paper Prototypes 184
Physical Prototypes 187
Playable Prototypes 188
Art and Sound Prototypes 190
Interface Prototypes 193
Code/Tech Prototypes 194
Core Game Prototypes 195
Complete Game Prototypes 197
Documenting Your Prototypes 198
Summary 199
CONTENTS AT A GLANCE
xi
Playtesting Your Game 201
Six Kinds of Playtests 203
Internal Playtests 203
Game Developer Playtests 205
Friend and Family Playtests 206
Target Audience Playtests 207
New Player Playtests 208
Experienced Player Playtests 209
Matching Prototypes to Playtests 209
Preparing for a Playtest 210
Picking a Time and Place 210
Planning the Playtest 211
Capturing Feedback 211
Running a Playtest 211
Introduce 212
Observe 212
Listen 212
Discuss 212
After a Playtest 213
The Difference Between Input and Feedback 214
Summary 215
Evaluating Your Game 217
Reviewing Playtest Results 219
What to Think About 220
Interpreting Observations 221
Conceptualizing Solutions 222
Review 222
Incubate 222
Brainstorm 223
Decide 223
Document 223
Schedule 224
Summary 224
xii
CONTENTS AT A GLANCE
13 Moving from Design to Production 225
Case Study: The Metagame 226
Case Study: Johann Sebastian Joust 228
Case Study: The Path 230
Case Study: Queers in Love at the End of the World 232
How to Know When the Design Is Done 234
Getting Ready for Production 236
Summary 237
Works Cited 239
Glossary 249
Index
259
GAME DESIGN
THE PLAY-FOCUSED, STEP-BY-STEP
GUIDE TO CREATING GREAT GAME
DESIGNS
This book offers a play-focused, process-oriented approach for designing games
people will love to play. Drawing on a combined 35 years of design and teaching
experience, Colleen Macklin and John Sharp link the concepts and elements of
play to the practical tasks of game design. Using full-color examples, they reveal ,
how real game designers think and work, and illuminate the amazing expressive j
potential of great game design. j
!
Focusing on practical details, this book guides you from idea to prototype to playtest s
and fully realized design. You ll walk through conceiving and creating a game’s inner ?
workings, including its core actions, themes, and especially its play experience. s
Step by step, you’ll assemble every component of your “videogame, creating t
practically every kind of play: from cooperative to competitive, from chance-based 1
to role-playing, and everything in between. *
Macklin and Sharp believe that games are for everyone, and game design is an
exciting art form with a nearly unlimited array of styles, forms, and messages.
Cutting across traditional platform and genre boundaries, they help you find
inspiration wherever it exists.
Games, Design and Play is for all game design students, and for beginning-to-
intermediate-level game professionals, especially independent game designers.
Bridging the gaps between imagination and production, it will help you craft
outstanding designs for incredible play experiences!
0
COLLEEN MACKLIN is a game designer and educator. Much of her t
work focuses on social change, learning, and the potential of play for both. s
JOHN SHARP is a game designer, graphic designer, art historian, educator, *
and curator. He makes games, teaches game and interaction design, and 5
researches and writes about games, design, art, and play. *
!
Macklin and Sharp are associate professors in the School of Art, Media, and
Technology at Parsons School of Design at The New School, where they codirect
PETLab (Prototyping, Education, and Technology Lab), a research group focused
on games and game design as social discourse. They are also co-creators of
Addison-Wesley’s Introduction to Game Design video tutorials.
COVERAGE INC
n
:S
• Understanding core elements of play design:
actions, goals, rules, objects, playspace,
and players
• Mastering “tools” such as constraint,
interaction, goals, challenges, strategy,
chance, decision, storytelling, and context
• Comparing types of play and player
experiences
• Considering the demands videogames
make on players
• Establishing a game’s design values
• Creating design documents, schematics,
and tracking spreadsheets
• Collaborating in teams on a shared
design vision
• Brainstorming and conceptualizing designs
• Using prototypes to realize and playtest
designs
• Improving designs by making the most of
playtesting feedback
• Knowing when a design is ready
for production
• Learning the rules so you can break them!
|
any_adam_object | 1 |
author | Macklin, Colleen 19XX- Sharp, John |
author_GND | (DE-588)1108836852 (DE-588)1109062621 |
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author_sort | Macklin, Colleen 19XX- |
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building | Verbundindex |
bvnumber | BV043662272 |
classification_rvk | ST 324 |
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discipline | Informatik |
format | Book |
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isbn | 9780134392073 0134392078 |
language | English |
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spelling | Macklin, Colleen 19XX- Verfasser (DE-588)1108836852 aut Games, design and play a detailed approach to iterative game design Colleen Macklin, John Sharp Boston ; Columbus ; Indianapolis ; New York ; San Francisco ; Amsterdam ; Cape Town ; Dubai ; London ; Madrid ; Milan ; Munich [und 12 weitere] Addison-Wesley [2016] © 2016 xviii, 266 Seiten Illustrationen, Diagramme (farbig) txt rdacontent n rdamedia nc rdacarrier Always learning Video games / Design Computer games / Design 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 Sharp, John Verfasser (DE-588)1109062621 aut 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=029075607&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=029075607&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | Macklin, Colleen 19XX- Sharp, John Games, design and play a detailed approach to iterative game design Video games / Design Computer games / Design Entwurf (DE-588)4121208-3 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4121208-3 (DE-588)4010457-6 |
title | Games, design and play a detailed approach to iterative game design |
title_auth | Games, design and play a detailed approach to iterative game design |
title_exact_search | Games, design and play a detailed approach to iterative game design |
title_full | Games, design and play a detailed approach to iterative game design Colleen Macklin, John Sharp |
title_fullStr | Games, design and play a detailed approach to iterative game design Colleen Macklin, John Sharp |
title_full_unstemmed | Games, design and play a detailed approach to iterative game design Colleen Macklin, John Sharp |
title_short | Games, design and play |
title_sort | games design and play a detailed approach to iterative game design |
title_sub | a detailed approach to iterative game design |
topic | Video games / Design Computer games / Design Entwurf (DE-588)4121208-3 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Video games / Design Computer games / Design Entwurf Computerspiel |
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