Network Administrators Survival GuideGame designers spend their lives solving extraordinary problems and facing mind-bending paradoxes. It’s their job to make a meticulous plan for “spontaneous fun” players will want to experience over and over again. Pressure is heaped on with demands for innovation and blockbuster status. So designers find themselves facing an abyss of problems, pressure, and possibilities, armed only with their brains and an assortment of design principles they picked up over years of experience. For the first time, 100 Principles of Game Design gathers some of the best of these big ideas into one toolkit. Seasoned designers will be glad they don’t have to hold it all in their heads anymore, and beginning design students can use the book to learn the tools of the trade. When the going gets tough, everyone can turn to this book for guidance, inspiration, or just to remind them of what works. Collected from every popular school of thought in game design, these core principles are organized by theme: innovation, creation, balancing, and troubleshooting. • Includes advances from the world’s leading authorities on game design, some explained by the creators themselves • A reference book of finite, individual principles for easy access, providing a jumping off point for further research • Principles originating in fields as diverse as architecture, psychiatry, and economics, but shown here as they apply to game design • Richly designed with illustrations and photos, making each principle easy to understand and memorable • Timeless approach includes feedback loops, game mechanics, prototyping, economies of scale, user-centered design, and much more Professional designers and instructors at one of the world’s leading game design institutions lay out the building blocks of diverse knowledge required to design even the simplest of games. |
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action advance organizer allow approach attention audience Balancing and Tuning behavior brainstorming button cards challenge character choices common cooperation Core Gameplay Loop create creative decisions Design by Committee Dominant Strategy Doubling and Halving dynamics elements emotions enemies engage environment Errors example feedback loops feel focus frustrated Full Sail University game design game development game experience game makers game’s gamers genre goal Golden Ratio griefers House Rules idea instance interaction Interest Curve interface iteration Learning Curve magic mechanics Metagames Minimax move multiplayer Nash Equilibrium outcome Paper Prototyping Pareto Optimality Payoffs percent play testing player knows principle Prisoner’s Dilemma puzzle result risk assessment sandbox Satisficing Scissors skill social solution solving someone space specific Super Mario Bros Synergy task theme things trope Variable Rewards video games Wayfinding World of Warcraft Zero-Sum Game