The Art of Game Design: A Book of Lenses, Second EditionCRC Press, 6 Kas 2014 - 600 sayfa Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner:
The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again. |
İçindekiler
In the Beginning There Is the Designer | 1 |
The Designer Creates an Experience | 9 |
The Experience Takes Place in a Venue | 25 |
The Experience Rises Out of a Game | 33 |
The Game Consists of Elements | 49 |
The Elements Support a Theme | 57 |
The Game Begins with an Idea | 69 |
The Game Improves through Iteration | 89 |
Worlds Contain Spaces | 367 |
The Look and Feel of a World Is Defined by Its Aesthetics | 383 |
Some Games Are Played with Other Players | 393 |
Other Players Sometimes Form Communities | 399 |
The Designer Usually Works with a Team | 413 |
The Team Sometimes Communicates through Documents | 425 |
Good Games Are Created through Playtesting | 433 |
The Team Builds a Game with Technology | 449 |
The Game Is Made for a Player | 115 |
The Experience Is in the Players Mind | 133 |
The Players Mind Is Driven by the Players Motivation | 147 |
Some Elements Are Game Mechanics | 157 |
Game Mechanics Must Be in Balance | 201 |
Game Mechanics Support Puzzles | 239 |
Players Play Games through an Interface | 253 |
Experiences Can Be Judged by Their Interest Curves | 279 |
One Kind of Experience Is the Story | 295 |
Story and Game Structures Can Be Artfully Merged with Indirect Control | 317 |
Stories and Games Take Place in Worlds | 335 |
Worlds Contain Characters | 345 |
Your Game Will Probably Have a Client | 463 |
The Designer Gives the Client a Pitch | 471 |
The Designer and Client Want the Game to Make a Profit | 485 |
Games Transform Their Players | 499 |
Designers Have Certain Responsibilities | 517 |
Each Designer Has a Purpose | 523 |
Goodbye | 527 |
Endnotes | 529 |
543 | |
Back Cover | 547 |