A book of Lenses | |
Introduction | |
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 | |
Excerpt | |
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 | |
Decisions | |
Feedback- The Heart of Interactivity | |
Interfaces | |
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) | |
Elegance | |
Character in Games | |
Essay: Brian Moriarty: The Point | |
Social Principles in Multiplayer Games | |
Online Communities | |
Technology | |
Iteration | |
Playtesting | |
Brainstorming | |
Team Communication | |
Design Documents | |
Business | |
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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