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Index
About This E-Book
Title Page
Copyright Page
Praise for Games, Design and Play
Contents at a Glance
Contents
Preface
Another Book on Game Design?
Game Design, Game Development, and Game Production
Games By and For Everyone
You Are What You Play
How This Book Works
The Beginning of Something
Acknowledgments
About the Authors
Part I: Concepts
Chapter 1. Games, Design and Play
The Basic Elements of Play Design
From Six Elements, Limitless Play Experiences
Getting from Here to There
Summary
Exercises
Chapter 2. Basic Game Design Tools
Constraint
Direct and Indirect Actions
Goals
Challenge
Skill, Strategy, Chance, and Uncertainty
Decision-Making and Feedback
Abstraction
Theme
Storytelling
Context of Play
Summary
Exercises
Chapter 3. The Kinds of Play
Competitive Play
Cooperative Play
Skill-Based Play
Experience-Based Play
Games of Chance and Uncertainty
Whimsical Play
Role-Playing
Performative Play
Expressive Play
Simulation-Based Play
Summary
Exercises
Chapter 4. The Player Experience
Action Theory as a Framework
The Layers of a Play Experience
The Sensory Layer
The Information Layer
The Interaction Layer
Failure
The Frame Layer
The Purpose Layer
Beyond Bartle’s Player Types
Summary
Exercises
Part II: Process
Chapter 5. The Iterative Game Design Process
The Origins of Iterative Design
The Four Steps
Step 1: Conceptualize
Step 2: Prototype
Step 3: Playtest
Step 4: Evaluate
A Repeated Process, Not a Single Cycle
Embracing Failure to Succeed
Summary
Exercise
Chapter 6. Design Values
Generating Design Values
Example: Pong Design Values
Case Studies
Case Study 1: thatgamecompany’s Journey
Case Study 2: Captain Game’s Desert Golfing
Case Study 3: Naomi Clark’s Consentacle
Summary
Exercises
Chapter 7. Game Design Documentation
The Game Design Document
Example: Pong Design Document
Schematics
Integrating Schematics into the Game Design Document
The Tracking Spreadsheet
Overview
For Discussion
Task List
Ongoing Responsibilities
Asset List
Completed Tasks
Summary
Exercise
Chapter 8. Collaboration and Teamwork
Roles and Responsibilities
Alignment Versus Autonomy
Time and Resources
Team Agreements
Collaboration Tools
Running a Meeting
The Soft Skills of Collaboration
Resolving Differences
Understanding Failure
Summary
Part III: Practice
Chapter 9. Conceptualizing Your Game
Generating Ideas for Your Game
Brainstorming
Idea Speed-Dating
“How Might We...” Questions
Noun-Verb-Adjective Brainstorming
Motivations
Designing Around the Main Thing the Player Gets to Do
Designing Around Constraints
Designing Around a Story
Designing Around Personal Experiences
Abstracting the Real World
Designing Around the Player
Design Values Capture Motivations
Summary
Chapter 10. Prototyping Your Game
Prototypes Are Playable Questions
Eight Kinds of Prototypes
Paper Prototypes
Physical Prototypes
Playable Prototypes
Art and Sound Prototypes
Interface Prototypes
Code/Tech Prototypes
Core Game Prototypes
Complete Game Prototypes
Documenting Your Prototypes
Summary
Chapter 11. Playtesting Your Game
Six Kinds of Playtests
Internal Playtests
Game Developer Playtests
Friend and Family Playtests
Target Audience Playtests
New Player Playtests
Experienced Player Playtests
Matching Prototypes to Playtests
Preparing for a Playtest
Picking a Time and Place
Planning the Playtest
Capturing Feedback
Running a Playtest
Introduce
Observe
Listen
Discuss
After a Playtest
The Difference Between Input and Feedback
Summary
Chapter 12. Evaluating Your Game
Reviewing Playtest Results
What to Think About
Interpreting Observations
Conceptualizing Solutions
Review
Incubate
Brainstorm
Decide
Document
Schedule
Summary
Chapter 13. Moving from Design to Production
Case Study: The Metagame
Case Study: Johann Sebastian Joust
Case Study: The Path
Case Study: Queers in Love at the End of the World
How to Know When the Design Is Done
Getting Ready for Production
Summary
Works Cited
Introduction
Chapter 1
Chapter 2
Chapter 3
Chapter 4
Chapter 5
Chapter 6
Chapter 7
Chapter 8
Chapter 9
Chapter 10
Chapter 11
Chapter 13
Glossary
Index
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