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Index
Cover Half Title Title Page Copyright Page Dedcation Page Contents Table of Lenses Acknowledgments Hello 1 In the Beginning, There Is the Designer
Magic Words What Skills Does a Game Designer Need? The Most Important Skill The Five Kinds of Listening The Secret of the Gifted Other Reading to Consider
2 The Designer Creates an Experience
The Game Is Not the Experience Is This Unique to Games? Three Practical Approaches to Chasing Rainbows
Psychology Anthropology Design
Introspection: Powers, Perils, and Practice
Peril #1: Introspection Can Lead to False Conclusions about Reality Peril #2: What Is True of My Experiences May Not Be True for Others
Dissect Your Feelings Defeating Heisenberg
Analyze Memories Two Passes Sneak Glances Observe Silently
Essential Experience All That’s Real Is What You Feel
3 The Experience Takes Place in a Venue
The Shifting Sands of Platform Private Venues
The Hearth The Workbench The Reading Nook
Public Venues
The Theater The Arena The Museum
Half Private/Half Public Venues
The Gaming Table The Playground Anywhere
Venues Mixed and Matched Other Reading to Consider
4 The Experience Rises Out of a Game
A Rant about Definitions So What Is a Game? No, Seriously, What Is a Game? Problem Solving 101 The Fruits of Our Labor Other Reading to Consider
5 The Game Consists of Elements
What Are Little Games Made Of? The Four Basic Elements Skin and Skeleton
6 The Elements Support a Theme
Mere Games Unifying Themes Resonance Back to Reality Other Reading to Consider
7 The Game Begins with an Idea
Inspiration State the Problem How to Sleep Your Silent Partner
Subconscious Tip #1: Pay Attention Subconscious Tip #2: Record Your Ideas Subconscious Tip #3: Manage Its Appetites (Judiciously) Subconscious Tip #4: Sleep Subconscious Tip #5: Don’t Push Too Hard A Personal Relationship
Sixteen Nitty-Gritty Brainstorming Tips
Brainstorm Tip #1: The Write Answer Brainstorm Tip #2: Write or Type? Brainstorm Tip #3: Sketch Brainstorm Tip #4: Toys Brainstorm Tip #5: Change Your Perspective Brainstorm Tip #6: Immerse Yourself Brainstorm Tip #7: Crack Jokes Brainstorm Tip #8: Spare No Expense Brainstorm Tip #9: The Writing on the Wall Brainstorm Tip #10: The Space Remembers Brainstorm Tip #11: Write Everything Brainstorm Tip #12: Number Your Lists Brainstorm Tip #13: Destroy Your Assumptions Brainstorm Tip #14: Mix and Match Categories Brainstorm Tip #15: Talk to Yourself Brainstorm Tip #16: Find a Partner
Look At All These Ideas! Now What? Other Reading to Consider
8 The Game Improves through Iteration
Choosing an Idea The Eight Filters The Rule of the Loop A Short History of Software Engineering
Danger—Waterfall—Keep Back Barry Boehm Loves You
The Agile Manifesto Risk Assessment and Prototyping
Example: Prisoners of Bubbleville
Prisoners of Bubbleville: Design Brief
Ten Tips for Productive Prototyping
Prototyping Tip #1: Answer a Question Prototyping Tip #2: Forget Quality Prototyping Tip #3: Don’t Get Attached Prototyping Tip #4: Prioritize Your Prototypes Prototyping Tip #5: Parallelize Prototypes Productively Prototyping Tip #6: It Doesn’t Have to Be Digital
Tetris: A Paper Prototype Halo: A Paper Prototype
Prototyping Tip #7: It Doesn’t Have to Be Interactive Prototyping Tip #8: Pick a “Fast Loop” Game Engine Prototyping Tip #9: Build the Toy First Prototyping Tip #10: Seize Opportunities for More Loops
Closing the Loop
Loop 1: “New Racing” Game Loop 2: “Racing Subs” Game Loop 3: “Flying Dinos” Game
How Much Is Enough? Your Secret Fuel Other Reading to Consider
9 The Game Is Made for a Player
Einstein’s Violin Project Yourself Demographics The Medium Is the Misogynist?
Five Things Males Like to See in Games Five Things Females Like to See in Games
Psychographics
LeBlanc’s Taxonomy of Game Pleasures Bartle’s Taxonomy of Player Types More Pleasure: MORE!
Other Reading to Consider
10 The Experience Is in the Player’s Mind
Modeling Focus Empathy Imagination Other Reading to Consider
11 The Player’s Mind Is Driven by the Player’s Motivation
Needs… …And More Needs Intrinsic vs. Extrinsic Motivation Wanna vs. Hafta Novelty Judgment Other Reading to Consider
12 Some Elements Are Game Mechanics
Mechanic 1: Space
Nested Spaces Zero Dimensions
Mechanic 2: Time
Discrete and Continuous Time Clocks and Races Controlling Time
Mechanic 3: Objects, Attributes, and States
Secrets
Mechanic 4: Actions
Emergent Gameplay
Mechanic 5: Rules
Parlett’s Rule Analysis Modes Enforcer Cheatability The Most Important Rule Wrapping Up Rules
Mechanic 6: Skill
Real vs. Virtual Skills Enumerating Skills
Mechanic 7: Chance
Invention of Probability Ten Rules of Probability Every Game Designer Should Know
Rule #1: Fractions Are Decimals Are Percents Rule #2: Zero to One—and That’s It! Rule #3: “Looked For” Divided By “Possible Outcomes” Equals Probability Rule #4: Enumerate! Rule #5: In Certain Cases, OR Means Add Rule #6: In Certain Cases, AND Means Multiply Rule #7: One Minus “Does” = “Doesn’t” Rule #8: The Sum of Multiple Linear Random Selections Is NOT a Linear Random Selection! Rule #9: Roll the Dice Rule #10: Geeks Love Showing Off (Gombaud’s Law)
Expected Value Consider Values Carefully Human Element Skill and Chance Get Tangled
Other Reading to Consider
13 Game Mechanics Must Be in Balance
The Twelve Most Common Types of Game Balance
Balance Type #1: Fairness
Symmetrical Games Asymmetrical Games Biplane Battle Rock, Paper, Scissors
Balance Type #2: Challenge vs. Success Balance Type #3: Meaningful Choices
Triangularity
Balancing Type #4: Skill vs. Chance Balancing Type #5: Head vs. Hands Balance Type #6: Competition vs. Cooperation Balance Type #7: Short vs. Long Balance Type #8: Rewards Balance Type #9: Punishment Balance Type #10: Freedom vs. Controlled Experience Balance Type #11: Simple vs. Complex
Natural vs. Artificial Balancing Elegance Character
Balance Type #12: Detail vs. Imagination
Game Balancing Methodologies Balancing Game Economies Dynamic Game Balancing The Big Picture Other Reading to Consider
14 Game Mechanics Support Puzzles
The Puzzle of Puzzles Aren’t Puzzles Dead? Good Puzzles
Puzzle Principle #1: Make the Goal Easily Understood Puzzle Principle #2: Make It Easy to Get Started Puzzle Principle #3: Give a Sense of Progress Puzzle Principle #4: Give a Sense of Solvability Puzzle Principle #5: Increase Difficulty Gradually Puzzle Principle #6: Parallelism Lets the Player Rest Puzzle Principle #7: Pyramid Structure Extends Interest Puzzle Principle #8: Hints Extend Interest Puzzle Principle #9: Give the Answer! Puzzle Principle #10: Perceptual Shifts Are a Double-Edged Sword
A Final Piece Other Reading to Consider
15 Players Play Games through an Interface
Between Yin and Yang Breaking It Down The Loop of Interaction Juiciness Primality Channels of Information
Step 1: List and Prioritize Information Step 2: List Channels Step 3: Map Information to Channels Step 4: Review Use of Dimensions Modes
Mode Tip #1: Use as Few Modes as Possible Mode Tip #2: Avoid Overlapping Modes Mode Tip #3: Make Different Modes Look as Different as Possible
Other Interface Tips
Interface Tip #1: Steal Interface Tip #2: Customize Interface Tip #3: Design around Your Physical Interface Interface Tip #4: Theme Your Interface Interface Tip #5: Sound Maps to Touch Interface Tip #6: Balance Options and Simplicity with Layers Interface Tip #7: Use Metaphors Interface Tip #8: If It Looks Different, It Should Act Different Interface Tip #9: Test, Test, Test! Interface Tip #10: Break the Rules to Help Your Player
Other Reading to Consider
16 Experiences Can Be Judged by Their Interest Curves
My First Lens Interest Curves Patterns inside Patterns What Comprises Interest?
Factor 1: Inherent Interest Factor 2: Poetry of Presentation Factor 3: Projection
Interest Factor Examples Putting It All Together Other Reading to Consider
17 One Kind of Experience Is the Story
Story/Game Duality Myth of Passive Entertainment The Dream The Reality
Real-World Method 1: The String of Pearls Real-World Method 2: The Story Machine
The Problems
Problem #1: Good Stories Have Unity Problem #2: The Combinatorial Explosion Problem #3: Multiple Endings Disappoint Problem #4: Not Enough Verbs Problem #5: Time Travel Makes Tragedy Obsolete
The Dream Reborn Story Tips for Game Designers
Story Tip #1: Goals, Obstacles, and Conflicts Story Tip #2: Make It Real Story Tip #3: Provide Simplicity and Transcendence Story Tip #4: Consider the Hero’s Journey
Vogler’s Synopsis of the Hero’s Journey
Story Tip #5: Put Your Story to Work! Story Tip #6: Keep Your Story World Consistent Story Tip #7: Make Your Story World Accessible Story Tip #8: Use Clichés Judiciously Story Tip #9: Sometimes a Map Brings a Story to Life
Other Reading to Consider
18 Story and Game Structures Can Be Artfully Merged with Indirect Control
The Feeling of Freedom Indirect Control Method #1: Constraints Indirect Control Method #2: Goals Indirect Control Method #3: Interface Indirect Control Method #4: Visual Design Indirect Control Method #5: Characters Indirect Control Method #6: Music Collusion Other Reading to Consider
19 Stories and Games Take Place in Worlds
Transmedia Worlds The Power of Pokemon Properties of Transmedia Worlds
Transmedia Worlds Are Powerful Transmedia Worlds Are Long Lived Transmedia Worlds Evolve over Time
What Successful Transmedia Worlds Have in Common
20 Worlds Contain Characters
The Nature of Game Characters
Novel Characters Movie Characters Game Characters
Avatars
The Ideal Form The Blank Slate
Creating Compelling Game Characters
Character Tip #1: List Character Functions Character Tip #2: Define and Use Character Traits Character Tip #3: Use the Interpersonal Circumplex Character Tip #4: Make a Character Web
Archie Veronica Betty Reggie Jughead
Character Tip #5: Use Status Character Tip #6: Use the Power of the Voice Character Tip #7: Use the Power of the Face Character Tip #8: Powerful Stories Transform Characters Character Tip #9: Let Your Characters Surprise Us Character Tip #10: Avoid the Uncanny Valley
Other Reading to Consider
21 Worlds Contain Spaces
The Purpose of Architecture Organizing Your Game Space
A Word about Landmarks
Christopher Alexander Is a Genius
Alexander’s Fifteen Properties of Living Structures
Real vs. Virtual Architecture
Know How Big Third-Person Distortion
Level Design Other Reading to Consider
22 The Look and Feel of a World Is Defined by Its Aesthetics
Monet Refuses the Operation The Value of Aesthetics Learning to See How to Let Aesthetics Guide Your Design How Much Is Enough? Use Audio Balancing Art and Technology Other Reading to Consider
23 Some Games Are Played with Other Players
We Are Not Alone Why We Play with Others Other Reading to Consider
24 Other Players Sometimes Form Communities
More than Just Other Players Ten Tips for Strong Communities
Community Tip #1: Foster Friendships Community Tip #2: Put Conflict at the Heart Community Tip #3: Use Architecture to Shape Your Community Community Tip #4: Create Community Property Community Tip #5: Let Players Express Themselves Community Tip #6: Support Three Levels Community Tip #7: Force Players to Depend on Each Other Community Tip #8: Manage Your Community Community Tip #9: Obligation to Others Is Powerful Community Tip #10: Create Community Events
The Challenge of Griefing The Future of Game Communities Other Reading to Consider
25 The Designer Usually Works with a Team
The Secret of Successful Teamwork
If You Can’t Love the Game, Love the Audience
Designing Together Team Communication Other Reading to Consider
26 The Team Sometimes Communicates through Documents
The Myth of the Game Design Document The Purpose of Documents
Memory Communication
Types of Game Documents
Design Engineering Art Production Writing Players
So, Where Do I Start? Other Reading to Consider
27 Good Games Are Created through Playtesting
Playtesting My Terrible Secret Playtest Question the First: Why? Playtest Question the Second: Who? Playtest Question the Third: Where? Playtest Question the Fourth: What?
The First What: Things You Know You Are Looking For The Second What: Things You Don’t Know You Are Looking For
Playtest Question the Fifth: How?
Should You Even Be There? What Do You Tell Them Up Front? Where Do You Look? What Other Data Should You Collect During Play? Will I Disturb the Players Midgame?
What Data Will I Collect after the Play Session?
Surveys Interviews
Other Reading to Consider
28 The Team Builds a Game with Technology
Technology, At Last Foundational vs. Decorational
Mickey’s First Cartoon Abalone Sonic the Hedgehog Myst Journey Ragdoll Physics
The Touch Revolution The Hype Cycle The Innovator’s Dilemma The Law of Divergence The Singularity Look into Your Crystal Ball Other Reading to Consider
29 Your Game Will Probably Have a Client
Who Cares What the Client Thinks? Coping with Bad Suggestions Not That Rock The Three Layers of Desire Firenze, 1498 Other Reading to Consider
30 The Designer Gives the Client a Pitch
Why Me? A Negotiation of Power The Hierarchy of Ideas Twelve Tips for a Successful Pitch
Pitch Tip #1: Get in the Door Pitch Tip #2: Show You Are Serious Pitch Tip #3: Be Organized Pitch Tip #4: Be Passionate!!!!! Pitch Tip #5: Assume Their Point of View Pitch Tip #6: Design the Pitch Pitch Tip #7: Know All the Details Pitch Tip #8: Exude Confidence Pitch Tip #9: Be Flexible Pitch Tip #10: Rehearse Pitch Tip #11: Get Them to Own It Pitch Tip #12: Follow Up
Hey, What about Kickstarter? Other Reading to Consider
31 The Designer and Client Want the Game to Make a Profit
Love and Money Know Your Business Model
Retail Direct Download Free to Play
Know Your Competition Know Your Audience Learn the Language
General Game Business Terms Free to Play Business Terms
Know the Top Sellers The Importance of Barriers Other Reading to Consider
32 Games Transform Their Players
How Do Games Change Us? Can Games Be Good For You?
Emotional Maintenance Connecting Exercise Education
Giving the Brain What It Wants Facts Problem Solving Systems of Relationships New Insights Curiosity Creating Teachable Moments
Transformational Games
Transformational Tip #1: Define Your Transformation Transformational Tip #2: Find Great Subject Matter Experts Transformational Tip #3: What Does the Instructor Need? Transformational Tip #4: Don’t Do Too Much Transformational Tip #5: Assess Transformation Appropriately Transformational Tip #6: Choose the Right Venue Transformational Tip #7: Accept the Realities of the Market
Can Games Be Bad For You?
Violence Addiction
Experiences Other Reading to Consider
33 Designers Have Certain Responsibilities
The Danger of Obscurity Being Accountable Your Hidden Agenda The Secret Hidden in Plain Sight The Ring Other Reading to Consider
34 Each Designer Has a Purpose
The Deepest Theming
Goodbye Endnotes Bibliography Index
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