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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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