The art of game design : a book of lenses /: a book of lenses. (2014)
- Record Type:
- Book
- Title:
- The art of game design : a book of lenses /: a book of lenses. (2014)
- Main Title:
- The art of game design : a book of lenses
- Further Information:
- Note: Jesse Schell.
- Authors:
- Schell, Jesse
- Contents:
- Table of Lenses Acknowledgments Hello In the Beginning, There Is the Designer Magic Words What Skills Does a Game Designer Need? The Most Important Skill The Five Kinds of Listening The Secret of the Gifted Other Reading to Consider The Designer Creates an Experience The Game Is Not the Experience Is This Unique to Games? Three Practical Approaches to Chasing Rainbows Psychology Anthropology Design Introspection: Powers, Perils, and Practice Peril #1: Introspection Can Lead to False Conclusions about Reality Peril #2: What Is True of My Experiences May Not Be True for Others Dissect Your Feelings Defeating Heisenberg Analyze Memories Two Passes Sneak Glances Observe Silently Essential Experience All That’s Real Is What You Feel The Experience Takes Place in a Venue The Shifting Sands of Platform Private Venues The Hearth The Workbench The Reading Nook Public Venues The Theater The Arena The Museum Half Private/Half Public Venues The Gaming Table The Playground Anywhere Venues Mixed and Matched Other Reading to Consider The Experience Rises Out of a Game A Rant about Definitions So What Is a Game? No, Seriously, What Is a Game? Problem Solving 101 The Fruits of Our Labor Other Reading to Consider The Game Consists of Elements What Are Little Games Made Of? The Four Basic Elements Skin and Skeleton The Elements Support a Theme Mere Games Unifying Themes Resonance Back to Reality Other Reading to Consider The Game Begins with an Idea Inspiration State the Problem How to SleepTable of Lenses Acknowledgments Hello In the Beginning, There Is the Designer Magic Words What Skills Does a Game Designer Need? The Most Important Skill The Five Kinds of Listening The Secret of the Gifted Other Reading to Consider The Designer Creates an Experience The Game Is Not the Experience Is This Unique to Games? Three Practical Approaches to Chasing Rainbows Psychology Anthropology Design Introspection: Powers, Perils, and Practice Peril #1: Introspection Can Lead to False Conclusions about Reality Peril #2: What Is True of My Experiences May Not Be True for Others Dissect Your Feelings Defeating Heisenberg Analyze Memories Two Passes Sneak Glances Observe Silently Essential Experience All That’s Real Is What You Feel The Experience Takes Place in a Venue The Shifting Sands of Platform Private Venues The Hearth The Workbench The Reading Nook Public Venues The Theater The Arena The Museum Half Private/Half Public Venues The Gaming Table The Playground Anywhere Venues Mixed and Matched Other Reading to Consider The Experience Rises Out of a Game A Rant about Definitions So What Is a Game? No, Seriously, What Is a Game? Problem Solving 101 The Fruits of Our Labor Other Reading to Consider The Game Consists of Elements What Are Little Games Made Of? The Four Basic Elements Skin and Skeleton The Elements Support a Theme Mere Games Unifying Themes Resonance Back to Reality Other Reading to Consider The Game Begins with an Idea Inspiration State the Problem How to Sleep Your Silent Partner Subconscious Tip #1: Pay Attention Subconscious Tip #2: Record Your Ideas Subconscious Tip #3: Manage Its Appetites (Judiciously) Subconscious Tip #4: Sleep Subconscious Tip #5: Don’t Push Too Hard A Personal Relationship Sixteen Nitty-Gritty Brainstorming Tips Brainstorm Tip #1: The Write Answer Brainstorm Tip #2: Write or Type? Brainstorm Tip #3: Sketch Brainstorm Tip #4: Toys Brainstorm Tip #5: Change Your Perspective Brainstorm Tip #6: Immerse Yourself Brainstorm Tip #7: Crack Jokes Brainstorm Tip #8: Spare No Expense Brainstorm Tip #9: The Writing on the Wall Brainstorm Tip #10: The Space Remembers Brainstorm Tip #11: Write Everything Brainstorm Tip #12: Number Your Lists Brainstorm Tip #13: Destroy Your Assumptions Brainstorm Tip #14: Mix and Match Categories Brainstorm Tip #15: Talk to Yourself Brainstorm Tip #16: Find a Partner Look At All These Ideas! Now What? Other Reading to Consider The Game Improves through Iteration Choosing an Idea The Eight Filters The Rule of the Loop A Short History of Software Engineering Danger—Waterfall—Keep Back Barry Boehm Loves You The Agile Manifesto Risk Assessment and Prototyping Example: Prisoners of Bubbleville Prisoners of Bubbleville: Design Brief Ten Tips for Productive Prototyping Prototyping Tip #1: Answer a Question Prototyping Tip #2: Forget Quality Prototyping Tip #3: Don’t Get Attached Prototyping Tip #4: Prioritize Your Prototypes Prototyping Tip #5: Parallelize Prototypes Productively Prototyping Tip #6: It Doesn’t Have to Be Digital Tetris: A Paper Prototype Halo: A Paper Prototype Prototyping Tip #7: It Doesn’t Have to Be Interactive Prototyping Tip #8: Pick a "Fast Loop" Game Engine Prototyping Tip #9: Build the Toy First Prototyping Tip #10: Seize Opportunities for More Loops Closing the Loop Loop 1: "New Racing" Game Loop 2: "Racing Subs" Game Loop 3: "Flying Dinos" Game How Much Is Enough? Your Secret Fuel Other Reading to Consider The Game Is Made for a Player Einstein’s Violin Project Yourself Demographics The Medium Is the Misogynist? Five Things Males Like to See in Games Five Things Females Like to See in Games Psychographics LeBlanc’s Taxonomy of Game Pleasures Bartle’s Taxonomy of Player Types More Pleasure: MORE! Other Reading to Consider The Experience Is in the Player’s Mind Modeling Focus Empathy Imagination Other Reading to Consider The Player’s Mind Is Driven by the Player’s Motivation Needs… And More Needs Intrinsic vs. Extrinsic Motivation Wanna vs. Hafta Novelty Judgment Other Reading to Consider Some Elements Are Game Mechanics Mechanic 1: Space Nested Spaces Zero Dimensions Mechanic 2: Time Discrete and Continuous Time Clocks and Races Controlling Time Mechanic 3: Objects, Attributes, and States Secrets Mechanic 4: Actions Emergent Gameplay Mechanic 5: Rules Parlett’s Rule Analysis Modes Enforcer Cheatability The Most Important Rule Wrapping Up Rules Mechanic 6: Skill Real vs. Virtual Skills Enumerating Skills Mechanic 7: Chance Invention of Probability Ten Rules of Probability Every Game Designer Should Know Rule #1: Fractions Are Decimals Are Percents Rule #2: Zero to One—and That’s It! Rule #3: "Looked For" Divided By "Possible Outcomes" Equals Probability Rule #4: Enumerate! Rule #5: In Certain Cases, OR Means Add Rule #6: In Certain Cases, AND Means Multiply Rule #7: One Minus "Does" = "Doesn’t" Rule #8: The Sum of Multiple Linear Random Selections is NOT a Linear Random Selection! Rule #9: Roll the Dice Rule #10: Geeks Love Showing Off (Gombaud’s Law) Expected Value Consider Values Carefully Human Element Skill and Chance Get Tangled Other Reading to Consider Game Mechanics Must Be in Balance The Twelve Most Common Types of Game Balance Balance Type #1: Fairness Symmetrical Games Asymmetrical Games Biplane Battle Rock, Paper, Scissors Balance Type #2: Challenge vs. Success Balance Type #3: Meaningful Choices Triangularity Balancing Type #4: Skill vs. Chance Balancing Type #5: Head vs. Hands Balance Type #6: Competition vs. Cooperation Balance Type #7: Short vs. Long Balance Type #8: Rewards Balance Type #9: Punishment Balance Type #10: Freedom vs. Controlled Experience Balance Type #11: Simple vs. Complex Natural vs. Artificial Balancing Elegance Character Balance Type #12: Detail vs. Imagination Game Balancing Methodologies Balancing Game Economies Dynamic Game Balancing The Big Pictur … (more)
- Edition:
- Second edition
- Publisher Details:
- Boca Raton : CRC Press
- Publication Date:
- 2014
- Extent:
- 1 online resource, illustrations
- Subjects:
- 794.81536
Computer games -- Design - Languages:
- English
- ISBNs:
- 9781466598676
- Related ISBNs:
- 9781466598645
- Notes:
- Note: Includes bibliographical references and index.
Note: Description based on CIP data; item not viewed. - Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
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- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.143952
- Ingest File:
- 02_198.xml