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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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