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9781556229121

Game Design: Theory and Practice, Second Edition

by
  • ISBN13:

    9781556229121

  • ISBN10:

    1556229127

  • Edition: 2nd
  • Format: Paperback
  • Copyright: 2004-09-13
  • Publisher: Jones & Bartlett Learning

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Summary

This revised edition of Rouse's innovative book explores game design issues for all platforms and genres, including key topics such as game balancing, play testing, storytelling, design documentation, linearity versus non-linearity, fairness and consistency, focus, and AI. The book includes in-depth interviews about game design with Sid Meier (Civilisation), Ed Logg (Asteroids), and Will Wright (SimCity). Also included is a sample game design document and detailed analysis of several games. A game is broken down into its key components so readers can understand why it is successful from a design perspective.

Table of Contents

Foreword xvi
Introduction to the Second Edition xvii
Introduction xx
What Players Want
1(19)
Why Do Players Play?
2(6)
Players Want a Challenge
2(1)
Players Want to Socialize
3(2)
Players Want a Dynamic Solitary Experience
5(1)
Players Want Bragging Rights
5(1)
Players Want an Emotional Experience
6(1)
Players Want to Explore
6(1)
Players Want to Fantasize
7(1)
Players Want to Interact
8(1)
What Do Players Expect?
8(11)
Players Expect a Consistent World
8(1)
Players Expect to Understand the Game-World's Bounds
9(1)
Players Expect Reasonable Solutions to Work
10(1)
Players Expect Direction
10(1)
Players Expect to Accomplish a Task Incrementally
11(1)
Players Expect to Be Immersed
12(2)
Players Expect Some Setbacks
14(1)
Players Expect a Fair Chance
14(1)
Players Expect to Not Need to Repeat Themselves
15(1)
Players Expect to Not Get Hopelessly Stuck
16(1)
Players Expect to Do, Not to Watch
17(1)
Players Do Not Know What They Want, but They Know When It Is Missing
18(1)
A Never-Ending List
19(1)
Interview: Sid Meier
20(20)
Brainstorming a Game Idea: Gameplay, Technology, and Story
40(17)
Starting Points
41(6)
Starting with Gameplay
42(1)
Starting with Technology
43(2)
Starting with Story
45(2)
Working with Limitations
47(5)
Odyssey: The Legend of Nemesis
48(1)
Damage Incorporated
49(1)
Centipede 3D
50(1)
The Suffering
51(1)
Embrace Your Limitations
52(4)
Established Technology
53(1)
The Case of the Many Mushrooms
54(1)
The Time Allotted
55(1)
If You Choose Not to Decide, You Still Have Made a Choice
56(1)
Game Analysis: Centipede
57(12)
Classic Arcade Game Traits
59(3)
Input
62(1)
Interconnectedness
63(2)
Escalating Tension
65(2)
One Person, One Game
67(2)
Focus
69(18)
Establishing Focus
70(7)
An Example: Winter Carnival Whirlwind
72(2)
The Function of the Focus
74(3)
Maintaining Focus
77(5)
Fleshing Out the Focus
78(1)
Changing Focus
79(3)
Sub-Focuses
82(3)
Using Focus
85(2)
Interview: Ed Logg
87(28)
The Elements of Gameplay
115(26)
Unique Solutions
116(3)
Anticipatory versus Complex Systems
116(1)
Emergence
117(2)
Non-Linearity
119(6)
Types of Non-Linearity
119(2)
Implementation
121(2)
The Purpose of Non-Linearity
123(2)
Modeling Reality
125(2)
Teaching the Player
127(4)
Tutorials
128(3)
Input/Output
131(9)
Controls and Input
131(5)
Output and Game-World Feedback
136(4)
Basic Elements
140(1)
Game Analysis: Tetris
141(10)
Puzzle Game or Action Game?
142(2)
Tetris as a Classic Arcade Game
144(2)
The Technology
146(1)
Artificial Intelligence
147(1)
Escalating Tension
148(1)
Simplicity and Symmetry
149(1)
Fifteen Years On, Who Would Publish Tetris?
150(1)
Artificial Intelligence
151(21)
Goals of Game AI
153(9)
Challenge the Player
154(2)
Not Do Dumb Things
156(1)
Be Unpredictable
157(2)
Assist Storytelling
159(3)
Create a Living World
162(1)
The Sloped Playing Field
162(2)
How Real Is Too Real?
163(1)
AI Agents and Their Environment
164(3)
How Good Is Good Enough?
167(1)
Scripting
168(3)
Artificial Stupidity
171(1)
Interview: Steve Meretzky
172(30)
Storytelling
202(25)
Designer's Story Versus Player's Story
203(3)
Places for Storytelling
206(11)
Out-of-Game
207(5)
In-Game
212(4)
External Materials
216(1)
Linear Writing Pitfalls
217(5)
Player Character Personality
218(4)
Game Stories
222(3)
Non-Linearity
223(1)
Working with the Gameplay
224(1)
The Dream
225(2)
Game Analysis: Loom
227(10)
Focused Game Mechanics
228(2)
User Interface
230(1)
The Drafts System
231(2)
Difficulty
233(1)
Story
233(2)
Loom as an Adventure Game
235(2)
Multi-Player
237(20)
Motivations
238(1)
The Forms
239(3)
Single System Multi-Player
239(2)
Online Multi-Player
241(1)
Design Considerations
242(9)
Playing to Strengths
244(2)
Protect Newbies
246(2)
Socialization
248(3)
Development Issues
251(5)
Playtesting and User Feedback
253(3)
A World of Their Own
256(1)
Interview: Chris Crawford
257(24)
Getting the Gameplay Working
281(15)
The Organic Process
283(3)
Too Much Too Soon
283(2)
Keep It Simple
285(1)
Building the Game
286(5)
Core Technology
286(1)
Incremental Steps
287(1)
A Fully Functional Area
288(2)
Going Through Changes
290(1)
Programming
291(2)
When Is It Fun?
293(3)
Game Analysis: Myth: The Fallen Lords
296(10)
Use of Technology
297(3)
Game Focus
300(1)
Storytelling
301(1)
Hard-Core Gaming
302(1)
Multi-Player
303(1)
A Cohesive Whole
304(2)
Game Development Documentation
306(14)
Document Your Game
308(11)
Concept Document, Pitch Document, or Proposal
308(1)
Competitive Analysis
309(1)
Design Document
309(2)
Flowcharts
311(1)
Story Bible
311(2)
Script
313(2)
Art Bible
315(1)
The Game Minute
316(1)
Storyboards
317(1)
Technical Design Document
317(1)
Schedules and Business/Marketing Documents
318(1)
No Standard Documentation
319(1)
The Benefits of Documentation
319(1)
Interview: Jordan Mechner
320(35)
The Design Document
355(27)
The Writing Style
357(2)
The Sections
359(14)
Table of Contents
360(1)
Introduction/Overview or Executive Summary
360(1)
Game Mechanics
361(5)
Artificial Intelligence
366(3)
Game Elements: Characters, Items, and Objects/Mechanisms
369(2)
Story Overview
371(1)
Game Progression
371(2)
System Menus
373(1)
One Man's Opinion
373(1)
Inauspicious Design Documents
374(5)
The Wafer-Thin or Ellipsis Special Document
374(1)
The Back-Story Tome
375(1)
The Overkill Document
376(1)
The Pie-in-the-Sky Document
377(1)
The Fossilized Document
378(1)
A Matter of Weight
379(1)
Getting It Read
380(1)
Documentation Is Only the Beginning
380(2)
Game Analysis: The Sims
382(10)
Abdicating Authorship
383(1)
Familiar Subject Matter
384(2)
Safe Experimentation
386(1)
Depth and Focus
386(1)
Interface
387(2)
Controlled Versus Autonomous Behavior
389(1)
A Lesson to Be Learned
390(2)
Designing Design Tools
392(16)
Desired Functionality
394(6)
Visualizing the Level
394(2)
The Big Picture
396(1)
Jumping into the Game
397(2)
Editing the World
399(1)
Scripting Languages and Object Behaviors
400(3)
Us Versus Them
403(3)
The Best of Intentions
405(1)
A Game Editor for All Seasons
406(2)
Interview: Will Wright
408(41)
Level Design
449(26)
Levels in Different Games
450(4)
Level Separation
451(2)
Level Order
453(1)
The Components of a Level
454(6)
Action
455(1)
Exploration
456(1)
Puzzle Solving
457(1)
Storytelling
458(1)
Aesthetics
459(1)
Balancing It All
460(1)
Level Flow
460(3)
Elements of Good Levels
463(4)
Players Cannot Get Stuck
463(1)
Sub-Goals
463(1)
Landmarks
464(1)
Critical Path
465(1)
Limited Backtracking
465(1)
Success the First Time
465(1)
Navigable Areas Clearly Marked
466(1)
Choices
466(1)
A Personal List
466(1)
The Process
467(6)
Step 1. Preliminary
467(1)
Step 2. Conceptual and Sketched Outline
468(1)
Step 3. Base Architecture/Block Out
469(1)
Step 4. Refine Architecture Until It Is Fun
469(1)
Step 5. Base Gameplay
470(1)
Step 6. Refine Gameplay Until It Is Fun
471(1)
Step 7. Refine Aesthetics
471(1)
Step 8. Playtesting
472(1)
Process Variations
472(1)
Who Does Level Design?
473(1)
Collaboration
474(1)
Game Analysis: Grand Theft Auto III
475(8)
Believable Game-World
476(1)
A Living City
477(3)
Actions and Consequences
480(1)
Storytelling
481(2)
Playtesting
483(17)
Finding the Right Testers
484(5)
Who Should Test
485(2)
Who Should Not Test
487(2)
When to Test
489(2)
How to Test
491(1)
Guided and Unguided Testing
492(1)
Balancing
493(4)
Your Game Is Too Hard
495(2)
The Artistic Vision
497(3)
Interview: Doug Church
500(32)
Conclusion
532(3)
Art
532(1)
The Medium
533(1)
The Motive
534(1)
Appendix A Sample Design Document: Atomic Sam
535(44)
I. Overview
539(1)
II. Game Mechanics
540(15)
III. Artificial Intelligence
555(6)
IV. Game Elements
561(10)
V. Story Overview
571(1)
VI. Game Progression
572(6)
VII. Bibliography
578(1)
Appendix B Sample Design Document: The Suffering
579(76)
Section I: Introduction
587(1)
Section II: Game Mechanics
588(29)
Section III: Resources
617(5)
Section IV: NPCs
622(16)
Section VI: Gameflow
638(8)
Section VII: Maps
646(5)
Section VIII: Menus
651(4)
Glossary 655(17)
Selected Bibliography 672(5)
Index 677

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