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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|
|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|
|Fifty Secrets of Magic Craftsmanship|
|Secret Number Three|
|Slumber With a Key|
|The Subconscious Mind|
|Essay: Greg Costikyan: I Have No Words and I Must Design|
|What is a Game?|
|The Elements of Game Mechanics|
|State and State Change|
|Skill and Chance|
|Feedback- The Heart of Interactivity|
|Patterns of Rewards|
|Case Study: Deconstructing Pac-Man|
|Essay: Scott Kim: What is a Puzzle?|
|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|
|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|
|The Art of the Pitch|
|Excerpt: Mills Penny Arcade (1920)|
|Location Based Entertainment|
|The Ethics of Games|
|The Deepest Theme|
|Your Secret Responsibility|
|Table of Contents provided by Publisher. All Rights Reserved.|