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Index
Cover Page
Title Page
Copyright Page
Contents at a Glance
Contents
Acknowledgments
About the Author
Introduction
A Combined Approach to Game Design
Where This Book Came From
What This Book Is and Isn’t About
Goals of This Book
How to Read This Book
Summary
Part I Foundations
1 Foundations of Systems
Ways of Seeing and Thinking
A Quick History of Systems Thinking
Systems as the Process of the World
Summary
2 Defining Systems
What We Mean by Systems
A Brief Definition
Defining Parts
Loops
Wholes
Summary
3 Foundations of Games and Game Design
What’s a Game?
Game Frameworks
Summing Up Game Definitions
A Systemic Model of Games
The Evolution of Game Design
Summary
4 Interactivity and Fun
The Player’s Part of the Game as a System
A Systemic Approach to Interactivity
Mental Models, Arousal, and Engagement
Interactive Loops
Recognizing, Defining, and Creating “Fun”
Summary
Part II Principles
5 Working as a Systemic Game Designer
How Do You Even Start?
Designing Systemic Games
Analyzing Games from a Systems View
Prototyping and Playtesting
Summary
6 Designing the Whole Experience
What’s the Big Idea?
The Concept Document
Designing the Game+Player System
Questions to Consider About Your Design Vision
Summary
7 Creating Game Loops
More Than the Sum of the Parts
A Brief Review of Loops
The Four Principal Loops
Three Kinds of Gameplay Loops
Defining a System’s Loops—And Goals
Tools for Designing Game Systems
Documenting Your System Designs
Questions to Consider About Your Game Loops
Summary
8 Defining Game Parts
Getting Down to Parts
Defining Parts
Specifying Behaviors for Parts
Creating Looping Systems
Don’t Get Lost in the Weeds or the Clouds
Documenting Your Detailed Design
Questions to Consider About Your Detailed Design
Summary
Part III Practice
9 Game Balance Methods
Finding Balance in Your Game
Overview of Methods and Tools
Using Probability in Game Balancing
Transitive and Intransitive Systems
Summary
10 Game Balance Practice
Putting Methods into Practice
Creating Progression and Power Curves
Balancing Parts, Progression, and Systems
Analytical Balance
Summary
11 Working as a Team
Teamwork
What Successful Teams Do
Team Roles
Summary
12 Making Your Game Real
Getting Started
Making the Pitch
Building the Game
Designing, Building, and Testing
Finding the Fun Fast
Effective Game Prototyping
Effective Playtesting
Phases of Production
Finishing Your Game
Summary
Bibliography
Index
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