Game Design and Development Series Walk-Through |
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xiv | |
Introduction |
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xvi | |
About the Authors |
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xxii | |
Acknowledgments |
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xxii | |
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PART ONE The Elements of Game Design |
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1 | (432) |
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3 | (33) |
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4 | (13) |
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Conventional Games Versus Video Games |
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17 | (4) |
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How Video Games Entertain |
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21 | (15) |
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31 | (1) |
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32 | (4) |
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Design Components and Processes |
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36 | (38) |
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37 | (6) |
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The Key Components of Video Games |
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43 | (4) |
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The Structure of a Video Game |
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47 | (5) |
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Stages of the Design Process |
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52 | (8) |
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60 | (2) |
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62 | (4) |
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Anatomy of a Game Designer |
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66 | (8) |
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69 | (1) |
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70 | (4) |
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74 | (23) |
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75 | (3) |
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From Idea to Game Concept |
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78 | (1) |
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79 | (1) |
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80 | (3) |
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Defining Your Target Audience |
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83 | (5) |
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Progression Considerations |
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88 | (1) |
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89 | (8) |
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92 | (1) |
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92 | (5) |
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97 | (36) |
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98 | (1) |
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The Purposes of a Game World |
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98 | (1) |
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The Dimensions of a Game World |
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99 | (25) |
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124 | (9) |
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126 | (1) |
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126 | (7) |
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Creative and Expressive Play |
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133 | (15) |
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134 | (3) |
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137 | (4) |
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141 | (1) |
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142 | (6) |
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143 | (1) |
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143 | (5) |
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148 | (33) |
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The Goals of Character Design |
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149 | (1) |
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The Relationship Between Player and Avatar |
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150 | (6) |
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156 | (9) |
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165 | (8) |
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173 | (8) |
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175 | (1) |
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175 | (6) |
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Storytelling and Narrative |
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181 | (43) |
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Why Put Stories in Games? |
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182 | (3) |
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185 | (7) |
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192 | (2) |
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194 | (2) |
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196 | (9) |
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205 | (1) |
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Mechanisms for Advancing the Plot |
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205 | (3) |
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Emotional Limits of Interactive Stories |
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208 | (2) |
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Scripted Conversations and Dialog Trees |
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210 | (3) |
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213 | (1) |
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214 | (10) |
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218 | (1) |
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219 | (5) |
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Creating the User Experience |
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224 | (53) |
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What Is the User Experience? |
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225 | (2) |
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Player-Centric Interface Design |
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227 | (5) |
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232 | (5) |
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237 | (2) |
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239 | (2) |
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241 | (7) |
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248 | (8) |
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256 | (3) |
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259 | (5) |
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264 | (5) |
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Allowing for Customization |
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269 | (8) |
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270 | (1) |
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270 | (7) |
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277 | (39) |
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278 | (2) |
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The Hierarchy of Challenges |
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280 | (6) |
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Skill, Stress, and Difficulty |
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286 | (3) |
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289 | (13) |
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302 | (4) |
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306 | (10) |
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310 | (1) |
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310 | (6) |
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316 | (42) |
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What Are the Core Mechanics? |
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317 | (6) |
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323 | (8) |
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331 | (9) |
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Core Mechanics and Gameplay |
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340 | (2) |
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Designing the Core Mechanics |
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342 | (7) |
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Random Numbers and the Gaussian Curve |
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349 | (9) |
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352 | (1) |
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352 | (6) |
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358 | (40) |
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359 | (2) |
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Avoiding Dominant Strategies |
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361 | (6) |
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367 | (1) |
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368 | (4) |
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372 | (1) |
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373 | (11) |
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Understanding Positive Feedback |
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384 | (5) |
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Other Balance Considerations |
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389 | (1) |
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Design to Make Tuning Easy |
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390 | (8) |
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392 | (1) |
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392 | (6) |
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General Principles of Level Design |
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398 | (35) |
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399 | (1) |
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400 | (5) |
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405 | (11) |
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416 | (8) |
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424 | (9) |
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427 | (1) |
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427 | (6) |
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PART TWO The Genres of Games |
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433 | |
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435 | (33) |
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436 | (1) |
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436 | (7) |
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443 | (25) |
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462 | (1) |
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462 | (6) |
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468 | (39) |
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469 | (1) |
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470 | (7) |
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477 | (16) |
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493 | (2) |
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495 | (2) |
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497 | (10) |
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500 | (1) |
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501 | (6) |
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507 | (35) |
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What Are Role-Playing Games? |
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508 | (2) |
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510 | (8) |
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518 | (10) |
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528 | (4) |
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532 | (10) |
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535 | (1) |
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536 | (6) |
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542 | (29) |
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543 | (1) |
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544 | (7) |
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551 | (6) |
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557 | (3) |
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560 | (11) |
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563 | (1) |
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564 | (7) |
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571 | (24) |
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What Are Vehicle Simulations? |
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572 | (1) |
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572 | (4) |
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576 | (3) |
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579 | (3) |
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Intellectual Property Rights |
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582 | (1) |
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583 | (12) |
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589 | (1) |
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589 | (6) |
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Construction and Management Simulations |
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595 | (23) |
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What Are Construction and Management Simulations? |
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596 | (1) |
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596 | (11) |
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607 | (3) |
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610 | (1) |
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610 | (8) |
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612 | (1) |
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612 | (6) |
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618 | (32) |
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What Are Adventure Games? |
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619 | (3) |
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622 | (17) |
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639 | (11) |
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644 | (1) |
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645 | (5) |
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Artificial Life and Puzzle Games |
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650 | |
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651 | (8) |
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659 | |
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664 | (1) |
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665 | |
Glossary |
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1 | (1) |
References |
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1 | (1) |
Index |
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1 | |