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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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