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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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