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Index
Title Page
Copyright Page
Acknowledgments
Contents
The 100 Principles: An alphabetical listing
Introduction
How This Book Is Organized
How to Use This Book
1. Universal Principles for Game Innovation
A/Symmetric Play and Synchronicity
Aces High; Jokers Wild
Bartle’s Player Types
Cooperative vs. Oppositional
Fairness
Feedback Loops
Gardner’s Multiple Intelligences
Howard’s Law of Occult Game Design
Information
Koster’s Theory of Fun
Lazzaro’s Four Keys to Fun
Magic Circle
Making Moves
MDA: Mechanics, Dynamics, and Aesthetics
Memory vs. Skill
Minimax and Maximin
Nash Equilibrium
Outcomes: Pareto Optimality
Payoffs
Prisoner’s Dilemma
Puzzle Development
Rock, Paper, Scissors
Seven Universal Emotions
Skinner Box
Social Ties
Tragedy of the Commons
Transparency
VandenBerghe’s Five Domains of Play
Volunteer’s Dilemma
2. Universal Principles for Game Creation
The 80/20 Rule
Brainstorming Methods
Consumer Surplus
Core Gameplay Loop
Define the Problem
Design by Committee
Environmental Storytelling
Experience Design
Flow
Four Ways to Be Creative
Game Genres
Game Pillars
Game Tropes
Gestalt
House Rules
Iteration
Magic Wand
Metagames
Objects, Attributes, States
Ooh, Shiny!
Paper Prototyping
Pick Two: Fast, Cheap, Good
Play Testing
Problem-Solving Obstacles
Prototyping
Risk Assessment
Supply and Demand
Synergy
Theme
Time and Money
User-Centered Design
Wayfinding
3. Universal Principles for Game Balancing
Addiction Pathways
Attention vs. Perception
Balancing and Tuning
Details
Doubling and Halving
Economies of Scale
Errors Players Make
Errors Without Punishment
Hick’s Law
Interest Curve
Learning Curve
Loss Aversion
Maslow’s Hierarchy of Needs
Min/Maxing
Punishment
Sandbox vs. On Rails
Ten Minutes of Sustained Attention
Variable Rewards
4. Universal Principles for Troubleshooting
Advance Organizers
Affordance Cues
The Buster Principle
Cognitive Biases
Dominant Strategy
Fitts’ Law
Fundamental Attribution Error
Golden Ratio
Griefing
Hype
Instant vs. Delayed Gratification
Krug’s First Law of Usability
Music and Dopamine
Pacing
Problem-Solving Approaches
Satisficing vs. Optimizing
Sense of Accomplishment
Spatial Awareness
Time Dilation
Working Memory
Zero-Sum Game
Appendix: Methods to Solving Problems
Make a list
Find a pattern
Work backward
Make a table
Draw a picture
Guess and check, aka the scientific method
Follow the money
Make a flowchart
Reword the problem
Define the problem space
Solve a similar problem first
Brainstorm
Come at it sideways
Create something a little closer to solved, then repeat
Try combining two unexpected elements
Add an unexpected element
Take a step back
Solve in parts and combine
Try to prove it can’t be solved
Simplify elements until the problem resembles a previously solved problem
Solve the opposite problem
Has anybody else solved a similar problem?
Prototype
Think out loud
Get help
Act it out
Explain it to your grandfather
Look at it from the other side
Measure and write it in numbers
Turn numbers into words
Try on a solution for size
Watch out for ultimatums/ dichotomies/negatives
Check for neutrality
Use Judo
Find the weakest link
About the Contributors
About the Illustrator
Index
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