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The Art of Game Design: A book of lenses,9780123694966
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The Art of Game Design: A book of lenses

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Pub. Date:
CRC Press

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This is the 1st edition with a publication date of 8/4/2008.
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Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it. * Jesse Schell is a highly recognizable name within the game industry - he is the former chair of the International Game Developer's Association, and has designed many successful games, including Disney's award-winning Toontown Online. * The book's design methodology was developed at Carnegie Mellon University's Entertainment Technology Center, co-founded by Dr. Randy Pausch of "Last Lecture" fame. * 100 'lenses' are scattered throughout the book. These are boxed sets of questions, each a different way of seeing a game that will inspire the creative process. * 500 pages of detailed, practical instruction on creating world-class games that will be played again and again.

Table of Contents

A book of Lenses
The History of Games
The Most Important Skill
Holographic Design
The Cycle of Design
Excerpt: Lehman and Witty: The Psychology of Play (1927)
The Psychology of Play
The Spectrum of Humanity
Excerpt: Julian Jaynes: The Orgin of Consciousness in the Breakdown of the Bicameral Mind,
The Consciousness of Consciousness
The Subconscious Mind
The Player
Salvador Dali
Fifty Secrets of Magic Craftsmanship
Secret Number Three
Slumber With a Key
The Subconscious Mind
The Designer
Essay: Greg Costikyan: I Have No Words and I Must Design
What is a Game?
The Elements of Game Mechanics
Toy Design
State and State Change
Skill and Chance
Feedback- The Heart of Interactivity
Patterns of Rewards
Game Balancing
Case Study: Deconstructing Pac-Man
Essay: Scott Kim: What is a Puzzle?
Puzzle Principles
The Psychology of Story
Interactive Stories: The Promise and the Problem
Story and Gameplay- The Conflict and Solution
Story and Game Worlds
Lessons from Tabletop RPGs
Essay: Henry Jenkins: Transmedia Worlds
Transmedia Worlds
Excerpt: Scott McCloud: The Vocabulary of Comics (from Understanding Comics)
Characters in Games
Excerpts: (various) Christopher Alexander: A Pattern Language
Architecture in Games (Level Design)
Character in Games
Essay: Brian Moriarty: The Point
Social Principles in Multiplayer Games
Online Communities
Team Communication
Design Documents
The Art of the Pitch
Excerpt: Mills Penny Arcade (1920)
Location Based Entertainment
Serious Games
The Ethics of Games
The Deepest Theme
The Future
Your Secret Responsibility
Table of Contents provided by Publisher. All Rights Reserved.

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