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Imperial Library
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Index
Title Page
Copyright Page
Dedication
Praise
Acknowledgements
HELLO
CHAPTER ONE - 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
CHAPTER TWO - The Designer Creates an Experience
The Game Is Not the Experience
Is This Unique to Games?
Three Practical Approaches to Chasing Rainbows
Introspection: Powers, Perils, and Practice
Dissect Your Feelings
Defeating Heisenberg
Essential Experience
All That’s Real Is What You Feel
CHAPTER THREE - 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 Labors
CHAPTER FOUR - The Game Consists of Elements
What Are Little Games Made Of?
The Four Basic Elements
Skin and Skeleton
CHAPTER FIVE - The Elements Support a Theme
Mere Games
Unifying Themes
Resonance
Back to Reality
CHAPTER SIX - The Game Begins with an Idea
Inspiration
State the Problem
How to Sleep
Your Silent Partner
Subconscious Tip #1: Pay Attention
Fifteen Nitty-Gritty Brainstorming Tips
Look At All These Ideas! Now What?
CHAPTER SEVEN - The Game Improves Through Iteration
Choosing an Idea
The Eight Filters
The Rule of the Loop
A Short History of Software Engineering
Risk Assessment and Prototyping
Eight Tips for Productive Prototyping
Closing the Loop
How Much is Enough?
CHAPTER EIGHT - The Game is Made for a Player
Einstein’s Violin
Project Yourself
Demographics
The Medium is the Misogynist?
CHAPTER NINE - The Experience is in the Player’s Mind
Modeling
Focus
Empathy
Imagination
Motivation
Judgment
CHAPTER TEN - Some Elements are Game Mechanics
Mechanic 1: Space
Mechanic 2: Objects, Attributes, and States
Mechanic 3: Actions
Mechanic 4: Rules
Mechanic 5: Skill
Mechanic 6: Chance
CHAPTER ELEVEN - Game Mechanics Must be in Balance
The Twelve Most Common Types of Game Balance
Game Balancing Methodologies
Balancing Game Economies
Dynamic Game Balancing
The Big Picture
CHAPTER TWELVE - Game Mechanics Support Puzzles
The Puzzle of Puzzles
Aren’t Puzzles Dead?
Good Puzzles
CHAPTER THIRTEEN - Players Play Games Through an Interface
Between Yin and Yang
Breaking it Down
The Loop of Interaction
Channels of Information
Other Interface Tips
CHAPTER FOURTEEN - Experiences Can be Judged by Their Interest Curves
My First Lens
Interest Curves
Patterns Inside Patterns
What Comprises Interest?
Interest Factor Examples
Putting It All Together
CHAPTER FIFTEEN - One Kind of Experience Is the Story
Story/Game Duality
The Myth of Passive Entertainment
The Dream
The Reality
The Problems
The Dream Reborn
Story Tips for Game Designers
CHAPTER SIXTEEN - Story and Game Structures can be Artfully Merged with ...
The Feeling of Freedom
Indirect Control Method #1: Constraints
Indirect Control Method #2: Goals
Indirect Control Method #3: Interface
Indirect Control Method #4: Visual Design
Indirect Control Method #5: Characters
Indirect Control Method #6: Music
Collusion
CHAPTER SEVENTEEN - Stories and Games Take Place in Worlds
Transmedia Worlds
The Power of Pokemon
Properties of Transmedia Worlds
What Successful Transmedia Worlds Have in Common
CHAPTER EIGHTEEN - Worlds Contain Characters
The Nature of Game Characters
Creating Compelling Game Characters
CHAPTER NINETEEN - Worlds Contain Spaces
The Purpose of Architecture
Organizing your Game Space
Christopher Alexander is a Genius
Real vs. Virtual Architecture
Level Design
CHAPTER TWENTY - The Look and Feel of a World Is Defined by Its Aesthetics
Monet Refuses the Operation
The Value of Aesthetics
Learning to See
How to Let Aesthetics Guide your Design
How Much Is Enough?
Use Audio
Balancing Art and Technology
CHAPTER TWENTY-ONE - Some Games are Played with Other Players
We Are Not Alone
Why We Play With Others
CHAPTER TWENTY-TWO - Other Players Sometimes Form Communities
More than just Other Players
Ten Tips for Strong Communities
The Challenge of Griefing
The Future of Game Communities
CHAPTER TWENTY-THREE - The Designer Usually Works with a Team
The Secret of Successful Teamwork
Designing Together
Team Communication
CHAPTER TWENTY-FOUR - The Team Sometimes Communicates Through Documents
The Myth of the Game Design Document
The Purpose of Documents
Types of Game Documents
So, Where Do I Start?
CHAPTER TWENTY-FIVE - Good Games Are Created Through Playtesting
Playtesting
My Terrible Secret
Playtest Question the First: Why?
Playtest Question the Second: Who?
Playtest Question the Third: Where?
Playtest Question the Fourth: What?
Playtest Question the Fifth: How?
CHAPTER TWENTY-SIX - The Team Builds a Game with Technology
Technology, At Last
Foundational vs. Decorational
The Hype Cycle
The Innovator’s Dilemma
The Singularity
Look Into Your Crystal Ball
CHAPTER TWENTY-SEVEN - Your Game Will Probably Have a Client
Who Cares What the Client Thinks?
Coping with Bad Suggestions
Not That Rock
The Three Layers of Desire
Firenza, 1498
CHAPTER TWENTY-EIGHT - The Designer Gives the Client a Pitch
Why Me?
A Negotiation of Power
The Hierarchy of Ideas
Twelve Tips for a Successful Pitch
CHAPTER TWENTY-NINE - The Designer and Client Want the Game to Make a Profit
Love and Money
Know Your Business Model
Units Sold
Breakeven
Know the Top Sellers
Learn the Language
CHAPTER THIRTY - Games Transform Their Players
How Do Games Change Us?
Can Games Be Good For You?
Can Games Be Bad For You?
Experiences
CHAPTER THIRTY-ONE - Designers Have Certain Responsibilities
The Danger of Obscurity
Being Accountable
Your Hidden Agenda
The Secret Hidden in Plain Sight
The Ring
CHAPTER THIRTY-TWO - Each Designer has a Motivation
The Deepest Theming
Goodbye
Endnotes
Bibliography
INDEX
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