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Index
Preliminaries Foreword Preface Acknowledgments Image Credits and Copyright Notices Introduction
Step 1 Step 2 Step 3 End Notes
Part 1: Game Design Basics
Chapter 1: The Role of the Game Designer
An Advocate for the Player
Playtesters
Passions and Skills
Communication Teamwork Process Inspiration Becoming a Better Player Creativity
A Playcentric Design Process
Setting Player Experience Goals Prototyping and Playtesting Iteration
Step 1: Brainstorming Step 2: Physical Prototype Step 3: Presentation (Optional) Step 4: Software Prototype(s) Step 5: Design Documentation Step 6: Production Step 7: Quality Assurance
Prototypes and Playtesting in the Industry
Designing for Innovation Conclusion Further Reading End Notes 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 1.10
Chapter 2: The Structure of Games
Go Fish versus Quake
Go Fish Quake Comparison
Players Objectives Procedures Rules Resources Conflict Boundaries Outcome Formal Elements
Engaging the Player
Challenge Play Premise Character Story Dramatic Elements
The Sum of the Parts Defining Games Beyond Definitions Conclusion Further Reading End Notes 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 2.10 2.11 2.12 2.13 2.14 Figure 1 Figure 2 Figure 3 Figure 4 Figure 5
Chapter 3: Working with Formal Elements
Players
Invitation to Play Number of Players Roles of Players Player Interaction Patterns
1. Single Player versus Game 2. Multiple Individual Players versus Game 3. Player versus Player 4. Unilateral Competition 5. Multilateral Competition 6. Cooperative Play 7. Team Competition
Objectives
1. Capture 2. Chase 3. Race 4. Alignment 5. Rescue or Escape 6. Forbidden Act 7. Construction 8. Exploration 9. Solution 10. Outwit Summary
Procedures
Connect Four Super Mario Bros. Comparison System Procedures Defining Procedures
Rules
Rules Defining Objects and Concepts Rules Restricting Actions Rules Determining Effects Defining Rules
Resources
Lives Units Health Currency Actions Power-Ups
Inventory
Special Terrain Time
Conflict
Obstacles Opponents Dilemmas
Boundaries Outcome Conclusion Further Reading End Notes 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 3.10 3.11 3.12 3.13 3.14 3.15 3.16 3.17 3.18 3.19 3.20 3.21 3.22 3.23 3.24 3.25 3.26 3.27 3.28 3.29 3.30 3.31 3.32 3.33 3.34 3.35 3.36
Chapter 4: Working with Dramatic Elements
Challenge
A Challenging Activity That Requires Skill The Merging of Action and Awareness Clear Goals and Feedback Concentration on the Task at Hand The Paradox of Control The Loss of Self-Consciousness The Transformation of Time Experience Becomes an End in Itself
Play
The Nature of Play Types of Players Levels of Engagement
Premise Character Story World Building The Dramatic Arc Conclusion Further Reading End Notes 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 4.10 4.11 4.12 4.13 4.14 4.15 4.16 4.17 4.18 4.19 4.20 4.21 4.22
Chapter 5: Working with System Dynamics
Games as Systems
Objects Properties Behaviors Relationships
System Dynamics
Tic-Tac-Toe Chess Mastermind versus Clue Economies Simple Bartering Complex Bartering Simple Market Complex Market Metaeconomy Emergent Systems
Interacting with Systems
Information Structure Control Feedback
Tuning Game Systems Conclusion Further Reading End Notes 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 5.9 5.10 5.11 5.12 5.13 5.14 5.15 5.16 5.17
Part 2: Designing a Game
Chapter 6: Conceptualization
Where Do Ideas Come From? Brainstorming
Brainstorming Best Practices
State a Challenge No Criticism Vary the Method Playful Environment Put It on the Wall Go for Lots of Ideas Don’t Go Too Long
Alternate Methods
List Creation Idea Cards Mind Map Stream of Consciousness Shout It Out Cut It Up Surrealist Games Research
Editing and Refining
Technical Feasibility Market Opportunity Artistic Considerations Business/Cost Restrictions
Turning Ideas into a Game
Focus on the Formal Elements Practice, Practice, Practice Feature Design
Battle for Middle Earth 2 Battlefield 2 Karaoke Revolution
Feature Storyboards
Conclusion Further Reading End Notes 6.1 6.2 6.3 6.4 6.5
Chapter 7: Prototyping
Methods of Prototyping
Physical Prototypes Battleship Prototype More Examples Up the River Prototype Prototyping a First-Person Shooter
Arena Map Units Movement and Shooting Rules
Perspective on Physical Prototyping
Prototyping Your Original Game Idea
Visualizing Core Gameplay Building the Physical Prototype
1. Foundation 2. Structure 3. Formal Details 4. Refinement
Refining Your Visualization
Making the Physical Prototype Better Beyond the Physical Prototype Conclusion Further Reading 7.1 7.2 7.3 7.4 7.5 7.6 7.7 7.8 7.9 7.10 7.11 7.12 7.13 7.14
Chapter 8: Digital Prototyping
Types of Digital Prototypes
Prototyping Game Mechanics Prototyping Aesthetics Prototyping Kinesthetics Prototyping Technology
Designing Control Schemes Selecting Viewpoints
Overhead View Side View Isometric View First-Person View Third-Person View
Effective Interface Design
Form Follows Function Metaphors Visualization Grouping Features Consistency Feedback
Prototyping Tools
Programming Languages Game Engines Level Editors
Conclusion Further Reading End Notes 8.1 8.2 8.3 8.4 8.5 8.6 8.7 8.8 8.9 8.10 8.11 8.12 8.13 8.14 8.15 8.16 8.17 8.18 8.19 8.20 8.21 Figure 1 Figure 2 Figure 1 Figure 2 Figure 3 Figure 4
Chapter 9: Playtesting
Playtesting and Iterative Design Recruiting Playtesters
Self-Testing Playtesting with Confidants Playtesting with People You Do Not Know Finding the Ideal Playtesters Playtesting with Your Target Audience
Conducting a Playtesting Session
Introduction (2–3 Minutes) Warm-Up Discussion (5 Minutes) Play Session (15–20 Minutes) Discussion of Game Experience (15–20 Minutes) Wrap-Up Methods of Playtesting
The Play Matrix Taking Notes Basic Usability Techniques
Do Not Lead Remind Testers to Think Out Loud Quantitative Data
Data Gathering Test Control Situations Playtesting Practice
Connect Four
1. Create the Prototype 2. Prepare Your Questions and Script 3. Recruit Testers 4. Playtesting 5. Alternate the Grid Size 6. Alternate the Objective 7. Alternate Turn Procedure 8. Alternate Number of Players
Final Analysis
Conclusion Further Reading End Notes 9.1 9.2 9.3 9.4 9.5 9.6 9.7 9.8 9.9 9.10 Figure 1
Chapter 10: Functionality, Completeness, and Balance
What Are You Testing For?
Foundation Structure Formal Details Refinement
Is Your Game Functional? Is Your Game Internally Complete?
Solution #1 Solution #2 Solution #3 Solution #4 Discussion Loopholes Loopholes versus Features Dead Ends Wrapping Up Completeness
Is Your Game Balanced?
Balancing Variables Balancing the Dynamics Reinforcing Relationships Dominant Objects Dominant Strategies Balancing Positions Symmetrical Games Asymmetrical Games Asymmetrical Objectives Ticking Clock Protection Combination Individual Objectives Complete Asymmetry Balancing for Skill Balancing for the Median Skill Level Balancing Dynamically Balancing Computer-Controlled Characters
Techniques for Balancing Your Game
Think Modular Purity of Purpose One Change at a Time Spreadsheets
Conclusion Further Reading End Notes 10.1 10.2 10.3 10.4 10.5 10.6 10.7 10.8 10.9 10.10 10.11 10.12 10.13 10.14
Chapter 11: Fun and Accessibility
Is Your Game Fun?
Challenge
Reaching and Exceeding Goals Competing against Opponents Stretching Personal Limits Exercising Difficult Skills Making Interesting Choices
Play
Living Out Fantasies Social Interaction Exploration and Discovery Collection Stimulation Self-Expression and Performance Construction/Destruction
Story Analyzing Appeal
World of Warcraft Monopoly Tetris
Improving Player Choices
Types of Decisions Dilemmas
Cake-Cutting Scenario The Prisoner’s Dilemma
Puzzles Rewards and Punishments Anticipation Surprise Progress The End
Fun Killers
Micromanagement Stagnation Insurmountable Obstacles Arbitrary Events Predictable Paths
Beyond Fun Is Your Game Accessible? Conclusion Further Reading End Notes 11.1 11.2 11.3 11.4 11.5 11.6 11.7 11.8 11.9 11.10 11.11 11.12 11.13 11.14 11.15 11.16
Part 3: Working as a Game Designer
Chapter 12: Team Structures
Team Structure
Publisher versus Developer
Developer’s Team
Game Designer Producer Programmers Visual Artists QA Engineers Specialized Media Level Designer
Publisher’s Team
Producer Marketing Team Executives Quality Assurance Usability Specialists User Research and Metrics
Team Profile All Contribute to the Design Team Building Team Communication
Conducting Meetings Agile Development
Conclusion Further Reading End Note 12.1 12.2 12.3 12.4 12.5 12.6
Chapter 13: Stages and Methods of Development
Stages Defined
Concept/Contract
The Team The Project Plan The Idea
Preproduction Production QA/Polish Ongoing Production
Using Agile Development Agile Project Planning
Goals Priorities Schedule Budget Scoping and Revising Milestones and Approvals
Conclusion Further Reading 13.1 13.2 13.3 13.4
Chapter 14: Communicating Your Designs
Visualization Flowcharts Tables and Spreadsheets Concept Art Description Formats for Design Documents Contents Design Macros Conclusion Further Reading End Notes 14.1 14.2 14.3 14.4 14.5 14.6 14.7
Chapter 15: Understanding the New Game Industry
The Size of the Game Industry Platforms for Distribution
Consoles Sony PlayStation 3 and 4 Microsoft Xbox 360 and Xbox One Nintendo Wii and Wii U Computer (PC and Mac) Mobile (Phone and Tablet)
Genres of Gameplay
Action Games Strategy Games Role-Playing Games Sports Games Racing/Driving Games Simulation/Building Games Flight and Other Simulations Adventure Games Educational Games Children’s Games Casual Games Experimental Games
Publishers
Electronic Arts Microsoft Sony Computer Entertainment Nintendo
Developers The Business of Game Publishing
Element 1: Development
Industry Trends Developer Royalties Base Deal Royalty Calculation Affiliate Label Deal
Element 2: Licensing
Content Licensing Console Licensing Agreements
Element 3: Marketing Element 4: Distribution
Conclusion Further Reading End Notes 15.1 15.2 15.3 15.4
Chapter 16: Selling Yourself and Your Ideas to the Game Industry
Getting a Job at a Publisher or Developer
Educate Yourself Academic Programs Play Games Design Games and Levels Know the Industry Networking Organizations Conferences Internet and E-Mail Starting at the Bottom Interning QA
Pitching Your Original Ideas
Pitch Process Pitch Materials
1. Sell Sheet 2. Game Demo 3. Gameplay Video 4. Game Design Overview 5. Company Prospectus 6. Storyboards 7. PowerPoint Presentation 8. Technical Design Overview 9. Competitive Analysis
What Happens after the Pitch
Independent Production Conclusion Further Reading
Conclusion
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