Log In
Or create an account ->
Imperial Library
Home
About
News
Upload
Forum
Help
Login/SignUp
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
← Prev
Back
Next →
← Prev
Back
Next →