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Index
Designing Games Preface
A Note on the Text We’d Like to Hear from You Safari® Books Online
One. Engines of Experience
1. Engines of Experience
Mechanics and Events The Primacy of Emotion Emotional Triggers Emotion and Change
The Emotional Black Box The Bridge Emotional Misattribution
The Basic Emotional Triggers
Emotion Through Learning Emotion Through Character Arcs Emotion Through Challenge Emotion Through Social Interaction Emotion Through Acquisition Emotion Through Music Emotion Through Spectacle Emotion Through Beauty Emotion Through Environment Emotion Through Newfangled Technology Emotion Through Primal Threats Emotion Through Sexual Signals
The Fiction Layer
Fiction Versus Mechanics
Constructing Experiences
Pure Emotion Juxtaposition Antagonistic Emotions Atmosphere Emotional Variation Flow Immersion
Engines of Experience
Two. Game Crafting
2. Elegance
Elegance from Emergence I Love the Smell of Elegance in the Morning Elegance Case Study: Predator versus Hellion
3. Skill
Depth Accessibility Skill Range
Skill Without Explicit Goals
Stretching Skill Range
Reinvention Elastic Challenges Training Emotional Life Support Difficulty Modification
Handling Failure
Failure Traps
4. Narrative
Narrative Tools Scripted Story
Soft Scripting
World Narrative
World Narrative Methods World Narrative and Interactivity World Coherence
Emergent Story
Apophenia Labeling Abstraction Recordkeeping Sportscaster Systems
Story Ordering
Story Structures
Agency Problems
Player–Character Motivation Alignment The Human Interaction Problem
Case Study: Fallout 3
My Story Breakdown The Goofy Undertone Content Ordering Pacing Setting
5. Decisions
Feeling the Future
Predictability Predictability and Predefined Decisions Predictability and AI
Information Balance
Information Starvation Information Glut Ways to Hide Information Information Balance Case Study: Poker
Problematic Information Sources
Fictional Ambiguity Metagame Information
Decisions and Flow
Decision Scope Avoiding Flow Gaps Avoiding Overflow Turn-Based Decision Pacing Decision Variation
Decisions Case Study: Counter-Strike
6. Balance
Goals of Balance
Balancing for Fairness Balancing for Depth Balancing for Other Reasons
Degenerate Strategies
The Viable Strategy-Counting Fallacy
Balance and Skill
Who to Balance for Whether to Balance
Balance Challenges and Solutions
Balancing Methods
7. Multiplayer
Game Theory
Games and Strategy Interactions Nash Equilibria Rock-Paper-Scissors and Matching Pennies Mixed Strategies
Yomi
Yomi Case Study: Modern Warfare 2
Destructive Player Behavior
Divergent Goals Skill Differentials
8. Motivation and Fulfillment
Dopamine Pleasure Dopamine Motivation Rewards Anticipation Reinforcement Schedules
Fixed Ratio Variable Ratio Other Reinforcement Schedules Superimposed Reinforcement Schedules Emergent Reinforcement Schedules
Extrinsic and Intrinsic Motivation
Rewards Alignment
Player’s Remorse
9. Interface
Metaphor
Metaphor Sources Metaphor Vocabulary
Signal and Noise
Noise and Art Complexity Visual Hierarchy
Redundancy Indirect Control
Nudging Priming Social Imitation
Input
Control Arrangement Control Feel Input Assistance Control Latency Designing Input
10. The Market
Design Purpose The Tournament Market
The Matthew Effect The Innovator’s Dilemma
Market Segments
Underserved Market Segments Value Curves Value Focus
Nobody Knows Anything! Confirmation Bias
Setting Expectations
Three. Process
11. Planning and Iteration
The Overplanner The Underplanner Underplanning and Overplanning
The Costs of Underplanning The Costs of Overplanning
Iteration
Iteration Example
Planning Horizon Why We Overplan
Cultural Habit Inborn Overconfidence Therapeutic Planning Group Planning Bias Hindsight Bias
Test Protocol
Self-Testing Over-The-Shoulder Playtesting Choosing Playtesters Sample Size Questioning Technique
Grayboxing
What Not to Graybox Premature Production Graybox Evaluation Skill The Screenplay Metaphor
The Paradox of Quality The Fallacy of Vision Serendipity Believing in Iteration
12. Knowledge Creation
Knowledge Creation Methods
Rumination Research Artistic Methods Brainstorming Written Analysis Debate Testing Metrics Invented Methods
The Organic Process
13. Dependencies
The Dependency Stack
Cascading Uncertainty The Design Backlog Core Gameplay Small-Scale Dependency Stacks Dependencies and External Design Needs
14. Authority
The Banality of Evil Taylorism
The Distributed Mind Distributed Authority Arrogation and Trust Communicating Intent
15. Motivation
Extrinsic Rewards
Meaningful Work
Climate
Fear and Love
Social Motivation
Playtests-Driven Motivation Expectations-Driven Motivation Chicken Motivators
The Progress Principle
16. Complex Decisions
Decision Effects Decision Effects Case Study
17. Values
Openness Candor Humility Hunger
A. Endgame B. Recommended Books C. Quiz Answers D. Sources
Chapter 1: Engines of Experience Chapter 5: Decisions Chapter 6: Balance Chapter 7: Multiplayer Chapter 8: Motivation and Fulfillment Chapter 9: Interface Chapter 10: The Market Chapter 11: Planning and Iteration Chapter 12: Knowledge Creation Chapter 14: Authority Chapter 17: Values
Index About the Author Copyright
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