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Index
Cover
Title Page
Copyright
Dedication
Table of Contents
Acknowledgments
Introduction
Game Design and the Scope of This Text
Classroom Use
Note on Exercises
Note on Style
Note on Definitions
1. Elements
Design Process
Games as Machines
Game Design Is User-Centered
Motivating Example: Poker
Model Description
Designer’s Role
Designer’s Process
Player’s Experience
Elements of Games Outside This Model
The Practice of Game Design
Game Design, Systems Design, Content Design
Discipline Interactions
Summary
Further Reading
Formal Tools
MDA
The Practice of Design
Individual Exercises
2. Player Experience
Experience Is Relative
What Do You Enjoy?
Building a Naive Taxonomy
Player Theories
Designer Theories
The Bartle Model
The Koster Model
User Personas
Empirical Models
The Big Five Personality Model
Yee’s Gamer Motivation Profiles
Player Motivations and the Big Five
Experience Design
Questions to Guide Experience Design
Experience Archetypes and Genres
Summary
Further Reading
Player Psychology
Designer Theories
Individual Exercises
3. Mechanics
Mechanics as Building Blocks
Composition of Mechanics
The Language Metaphor
Example: Exploring Monopoly
Games as State Spaces
Game State
State Spaces
Action Spaces
Perceived Action Spaces
Explicit and Implicit Mechanics
Examples of Families of Mechanics
Control Mechanics
Progression Mechanics
Uncertainty Mechanics
Resource Management Mechanics
Beyond the Four Families
Mechanics Design
Design Heuristics
Primary and Derived Mechanics
Summary
Further Reading
History of Mechanics
Taxonomies
In-depth Explorations
Individual Exercises
Group Exercises
4. Systems
Motivating Example: Diablo
Game Systems
Setting and Systems
Layering
Thinking in Systems
Mechanic Chains and Loops
Conversion Chains
Calculating Exchange Rates
Conversion Loops
Feedback Loops
Positive Feedback
Negative Feedback
Effects of Positive Feedback
Effects of Negative Feedback
Emergence and Chaos
Emergent Behavior
Chaotic Systems
Systems Design
From User Stories to Systems
System Tuning
Approaches
The Role of Tuning in the Production Process
Summary
Further Reading
Individual Exercises
Group Exercises
5. Gameplay
Motivating Example: The Sims
Gameplay Loops
Loop Frequencies
Onion Diagrams
The Core Loop
Layering
Loops and Systems
Player Motivation
Intrinsic and Extrinsic Motivation
Intrinsic Motivation: Flow and Learning
Flow Theory
Learning and Challenge Escalation
Learning to Overcome Uncertainty
Dominant Strategies and “Solving the Game”
Loops and Challenges
Extrinsic Motivation: Work and Rewards
Progression and Rewards
Reward Schedules
Types of Schedules
Game Examples
Changing Workload
Related Topic: Gamification
Gameplay Loop Design Heuristics
From User Stories to Gameplay Loops
Playtesting Loops
Summary
Further Reading
Gameplay Loops
Motivation
Individual Exercises
Group Exercises
6. Macrostructure
Motivating Example: The Witcher
Game Fiction
Fantasy
Story
Story and Agency
Consistency
Macrostructure and Content Arcs
The Three-Act Model
Story Arc and Episodes
Three-Act Model and Non-story Games
Narrative Patterns
Linear Narrative
Branching Choices
Branch and Merge
Branching with State
Hub and Spokes
Narrative Composition and Quests
Open Worlds
Open Worlds and Quest Design
Simulated Worlds
Pacing
Metagame
Mastery Metagame
Social Metagame
Game Modding
Benefits of Metagame
Summary
Further Reading
Individual Exercises
Group Exercises
7. Prototyping and Playtesting
Motivating Example: Project Highrise
Production Stages
Game Concept
Understanding the Game Idea
Understanding the Market
Forming a Game Pitch
From Concept to Prototyping: Kelly Guidelines
Prototyping
Playable Prototypes
Iterative Process
Playtesting
Documenting Design
Finishing Iteration
Production and Beyond
Ideas for Student Prototyping
Shorter Production Cycle
Scaling Prototyping Scope
Supporting Portfolio Development
Summary
Further Reading
Group Exercises
Conclusion
References
Index
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