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Index
Title Page Copyright Page Dedication Acknowledgments About the Author Contents Preface Who Is This Book For? How Is This Book Organized? Part 1: Getting Started
1. What Is a Game Designer?
Responsibilities of a Game Designer Attributes of a Game Designer
Varied Interests Persistence Mindset and Purpose
Make Things Cultivate Your Gardens On Ontology and Dogma Formalism Summary
2. Problem Statements
Defining the Problem Low-Hanging Fruit Functional Fixedness Brainstorming Summary
3. Development Structures
Production Methodologies
Waterfall Iterative Processes Climbing the Pyramid
Scope Summary
4. Starting Practices
Analog Games Theme and Mechanics Next Steps Designing for Others Opening Questions Summary
Part 2: Prototypes and Playtesting
5. Paper Prototyping Development Techniques
Software and Materials Art Cards InDesign Data Merge Summary
6. Playtesting
Playtesting Goals Playtesting Benefits Listening to Feedback
Fear of Critique Confirmation Bias
Finding Playtesters Iterating Summary
7. Playtesting Methods
The Testing Environment Keep Playtesters Talking A/B Testing Self-Playtesting Summary
8. Prototypes and Intellectual Property
Do I Need an NDA? Ideas and Value Summary
Part 3: Meaningful Decisions
9. Flow and the Fundamental Game Design Directive
Game Flow Interest Curves Learning Curves Individual Differences Summary
10. Decision-Making
Player Agency Anatomy of a Choice Less-Interesting Decision-Making
Blind Decisions Obvious Decisions Meaningless/Misleading Decisions Handcuffing Decisions
More-Interesting Decision-Making
Trade-offs Risk/Reward Expected Value
Summary
11. Randomness
Completely Random Games Completely Skill-Based Games Fairness and Mitigating Randomness Summary
12. Goals
How Players Determine Game Goals
Example: SimCity Example: Minesweeper
Criteria for Goals Solving Goal Problems Summary
Part 4: Describing Game Elements
13. Mechanics, Dynamics, and Aesthetics (MDA)
What Are Games About? MDA
Example: Realm of the Mad God Example: Monopoly Example: Habitat
More Dynamics
Turtling Kingmaking Button Mashing Grinding Press-Your-Luck
Summary
14. Milieu
What Is Milieu? Polish Player Types Motivation Milieu as Design Focus Summary
15. Rules and Verbs
Rules Qualities of Rules Types of Rules Verbs Summary
16. Balance
Symmetry Self-Balancing Mechanisms Progression and Numeric Relationships
A Triangular Relationship Example
Balance Heuristics Summary
17. Feedback Loops
Positive Feedback Loops Negative Feedback Loops Feedback Loops in Action
Positive Feedback Loop Methods Negative Feedback Loop Methods Mixing Feedback Methods
Fixing Problems Summary
18. Puzzle Design
What Is a Puzzle? Possibility Space Breadcrumbs
Extrinsic Breadcrumbs Intrinsic Breadcrumbs No Breadcrumbs at All
Features of Ineffective Puzzles
Incomplete Critical Information/Missed Assumptions Lack of Ability to Experiment Brute Force Triviality Surrounded by Complexity Lack of Possibility Space Arbitrariness
Types of Puzzles
Deduction Puzzles Truth Puzzles Deception Puzzles Paradoxes
Other Puzzle Types
Critical Path Puzzles Strategy Puzzles Algebraic Puzzles Physical Manipulation Puzzles
Summary
Part 5: Game Theory and Rational Decision-Making
19. Equilibria in Normal Form Games
The Prisoner’s Dilemma Solving Games Using Strict Dominance Using (and Abusing) Dominance Zero-Sum Games Stag Hunt and Coordination Determining Nash Equilibria in a Larger Matrix Mixed Strategies Stag Hunt Redux Summary
20. Sequential and Iterated Games
Game Trees Promises and Commitment Problems Iterated Games Experimenting with Strategies Successful Strategies Summary
21. Problems with Game Theory
Rational Actors The Dollar Auction The “Guess Two-Thirds” Game Second-Price Auctions Summary
22. Marginal Decision Analysis
Marginal Nuggets Balance on Margins Summary
Part 6: Human Behavior in Games
23. Behaviorism and Schedules of Reinforcement
Operant Conditioning Schedules of Reinforcement Anticipation and Uncertainty
In Games: Coin Pusher In Games: Destiny Drops
Ethical and Practical Concerns Summary
24. Learning and Constructivism
Historic Approaches Novices and Experts Cognitive Load Expertise Reversal Effect Split-Attention Effect Tutorials and Learning Design Summary
25. Motivation
Two Types of Motivation What’s the Problem with Rewards? Self-Determination Theory and Challenges Competition and Motivation Personality Other Motivation Effects Summary
26. Human Decision-Making
Mental Shortcuts Attribution Errors Misunderstanding Randomness Anchoring and Adjustment Understanding Value in Uncertain Situations Loss Framing Decisions Summary
27. Attention and Memory
Attention
Attention Misdirection Attention Direction
Memory Helping with Memory Limitations Perception
Colorblindness Text Might as Well Be Invisible Gestalt Grouping First Impressions
Summary
Part 7: Game Design Tools
28. Documentation and Written Communication
The Game Design Document
Common Misconceptions
The GDD Creation Process
Step One: Determine Purpose/Desired Scope/Connected Systems Step Two: Research Step Three: Idea Generation Step Four: Murder Your Darlings Step Five: Fully Detail the Best Answer Step Six: Edit and Find Edge Cases
References
Appendices
Documentation for Tabletop Games States and Flowcharts Summary
29. Probability
Probability Is Fancy Counting
Joint Probability Conditional Probability
Adding Die Rolls Example: The H/T Game Being Careful
Problem #1: The Boy-Girl Problem Problem #2: The Weirder Boy-Girl Problem Problem #3: Isner-Mahut at Wimbledon
Summary
30. Spreadsheets for Simulation
Why Use Spreadsheets? Basics Formulas
Formula Operator Basic Math SUM, PRODUCT MAX, MIN AVERAGE, MEDIAN, MODE RANK, PERCENTRANK, PERCENTILE ROUND, TRUNC RAND, RANDBETWEEN CONCATENATE VLOOKUP, HLOOKUP IF COUNTIF, SUMIF OR, AND Common Formula Errors Anchors
Goal Seek and Solver in Excel
Goal Seek Solver
One-Way Data Tables Summary
31. Monte Carlo Simulation
Answering Design Questions Hot Hand Monty Hall
Example: Dungeons & Dragons Advantage/Disadvantage
Once Around the Board Martingale Betting Summary
32. Presenting Ideas
The Thesis Text on Slides Data-Ink Do Not Waste Time Documentation Acquiring Images Example: State of Mobile Games 2014 Risk Risk Analysis Pitch Questions Summary
Part 8: The Game Design Business
33. Profit, Loss, and Metrics
Profit and Loss Metrics
Free-to-Play Metrics
Virality
Retention Other Metrics
Cash Flow Summary
34. Sustainable Lifestyles
Life in AAA Digital Game Development Life as an Independent Developer of Digital Games Life in Tabletop Game Development Market Luck Summary
Conclusion Appendix A. Ludography
Digital Games Board, Card, Tabletop, and Physical Games
Index Code Snippets
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