Elements of Game Design
ISBN: 9780262363730 | Copyright 2020
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Contents (pg. vii) | |
Acknowledgments (pg. xiii) | |
Introduction (pg. xv) | |
Game Design and the Scope of This Text (pg. xv) | |
Classroom Use (pg. xvii) | |
Note on Exercises (pg. xviii) | |
Note on Style (pg. xviii) | |
Note on Definitions (pg. xix) | |
1. Elements (pg. 1) | |
Design Process (pg. 2) | |
Games as Machines (pg. 2) | |
Game Design Is User-Centered (pg. 3) | |
Motivating Example: Poker (pg. 3) | |
Model Description (pg. 5) | |
Designer’s Role (pg. 6) | |
Designer’s Process (pg. 6) | |
Player’s Experience (pg. 8) | |
Elements of Games Outside This Model (pg. 9) | |
The Practice of Game Design (pg. 10) | |
Game Design, Systems Design, Content Design (pg. 11) | |
Discipline Interactions (pg. 12) | |
Summary (pg. 13) | |
Further Reading (pg. 14) | |
Formal Tools (pg. 14) | |
MDA (pg. 15) | |
The Practice of Design (pg. 16) | |
Individual Exercises (pg. 16) | |
2. Player Experience (pg. 19) | |
Experience Is Relative (pg. 19) | |
What Do You Enjoy? (pg. 21) | |
Building a Naive Taxonomy (pg. 23) | |
Player Theories (pg. 24) | |
Designer Theories (pg. 24) | |
The Bartle Model (pg. 25) | |
The Koster Model (pg. 26) | |
User Personas (pg. 27) | |
Empirical Models (pg. 28) | |
The Big Five Personality Model (pg. 29) | |
Yee’s Gamer Motivation Profiles (pg. 30) | |
Player Motivations and the Big Five (pg. 33) | |
Experience Design (pg. 34) | |
Questions to Guide Experience Design (pg. 34) | |
Experience Archetypes and Genres (pg. 36) | |
Summary (pg. 37) | |
Further Reading (pg. 38) | |
Player Psychology (pg. 38) | |
Designer Theories (pg. 39) | |
Individual Exercises (pg. 39) | |
3. Mechanics (pg. 41) | |
Mechanics as Building Blocks (pg. 41) | |
Composition of Mechanics (pg. 42) | |
The Language Metaphor (pg. 44) | |
Example: Exploring Monopoly (pg. 45) | |
Games as State Spaces (pg. 46) | |
Game State (pg. 46) | |
State Spaces (pg. 47) | |
Action Spaces (pg. 49) | |
Perceived Action Spaces (pg. 50) | |
Explicit and Implicit Mechanics (pg. 51) | |
Examples of Families of Mechanics (pg. 53) | |
Control Mechanics (pg. 55) | |
Progression Mechanics (pg. 58) | |
Uncertainty Mechanics (pg. 60) | |
Resource Management Mechanics (pg. 63) | |
Beyond the Four Families (pg. 68) | |
Mechanics Design (pg. 68) | |
Design Heuristics (pg. 69) | |
Primary and Derived Mechanics (pg. 71) | |
Summary (pg. 72) | |
Further Reading (pg. 73) | |
History of Mechanics (pg. 73) | |
Taxonomies (pg. 74) | |
In-depth Explorations (pg. 74) | |
Individual Exercises (pg. 75) | |
Group Exercises (pg. 76) | |
4. Systems (pg. 79) | |
Motivating Example: Diablo (pg. 79) | |
Game Systems (pg. 81) | |
Setting and Systems (pg. 82) | |
Layering (pg. 83) | |
Thinking in Systems (pg. 84) | |
Mechanic Chains and Loops (pg. 85) | |
Conversion Chains (pg. 85) | |
Calculating Exchange Rates (pg. 86) | |
Conversion Loops (pg. 87) | |
Feedback Loops (pg. 91) | |
Positive Feedback (pg. 91) | |
Negative Feedback (pg. 93) | |
Effects of Positive Feedback (pg. 95) | |
Effects of Negative Feedback (pg. 99) | |
Emergence and Chaos (pg. 100) | |
Emergent Behavior (pg. 100) | |
Chaotic Systems (pg. 102) | |
Systems Design (pg. 104) | |
From User Stories to Systems (pg. 105) | |
System Tuning (pg. 108) | |
Approaches (pg. 109) | |
The Role of Tuning in the Production Process (pg. 111) | |
Summary (pg. 111) | |
Further Reading (pg. 113) | |
Individual Exercises (pg. 113) | |
Group Exercises (pg. 114) | |
5. Gameplay (pg. 117) | |
Motivating Example: The Sims (pg. 118) | |
Gameplay Loops (pg. 119) | |
Loop Frequencies (pg. 120) | |
Onion Diagrams (pg. 121) | |
The Core Loop (pg. 123) | |
Layering (pg. 123) | |
Loops and Systems (pg. 125) | |
Player Motivation (pg. 126) | |
Intrinsic and Extrinsic Motivation (pg. 127) | |
Intrinsic Motivation: Flow and Learning (pg. 128) | |
Flow Theory (pg. 128) | |
Learning and Challenge Escalation (pg. 130) | |
Learning to Overcome Uncertainty (pg. 131) | |
Dominant Strategies and “Solving the Game” (pg. 135) | |
Loops and Challenges (pg. 136) | |
Extrinsic Motivation: Work and Rewards (pg. 137) | |
Progression and Rewards (pg. 137) | |
Reward Schedules (pg. 138) | |
Types of Schedules (pg. 139) | |
Game Examples (pg. 141) | |
Changing Workload (pg. 142) | |
Related Topic: Gamification (pg. 144) | |
Gameplay Loop Design Heuristics (pg. 145) | |
From User Stories to Gameplay Loops (pg. 145) | |
Playtesting Loops (pg. 146) | |
Summary (pg. 146) | |
Further Reading (pg. 148) | |
Gameplay Loops (pg. 148) | |
Motivation (pg. 148) | |
Individual Exercises (pg. 149) | |
Group Exercises (pg. 150) | |
6. Macrostructure (pg. 151) | |
Motivating Example: The Witcher (pg. 151) | |
Game Fiction (pg. 153) | |
Fantasy (pg. 154) | |
Story (pg. 155) | |
Story and Agency (pg. 156) | |
Consistency (pg. 157) | |
Macrostructure and Content Arcs (pg. 159) | |
The Three-Act Model (pg. 159) | |
Story Arc and Episodes (pg. 160) | |
Three-Act Model and Non-story Games (pg. 162) | |
Narrative Patterns (pg. 163) | |
Linear Narrative (pg. 164) | |
Branching Choices (pg. 165) | |
Branch and Merge (pg. 166) | |
Branching with State (pg. 167) | |
Hub and Spokes (pg. 168) | |
Narrative Composition and Quests (pg. 168) | |
Open Worlds (pg. 169) | |
Open Worlds and Quest Design (pg. 171) | |
Simulated Worlds (pg. 173) | |
Pacing (pg. 174) | |
Metagame (pg. 176) | |
Mastery Metagame (pg. 177) | |
Social Metagame (pg. 177) | |
Game Modding (pg. 179) | |
Benefits of Metagame (pg. 180) | |
Summary (pg. 180) | |
Further Reading (pg. 181) | |
Individual Exercises (pg. 182) | |
Group Exercises (pg. 183) | |
7. Prototyping and Playtesting (pg. 185) | |
Motivating Example: Project Highrise (pg. 186) | |
Production Stages (pg. 187) | |
Game Concept (pg. 188) | |
Understanding the Game Idea (pg. 189) | |
Understanding the Market (pg. 190) | |
Forming a Game Pitch (pg. 192) | |
From Concept to Prototyping: Kelly Guidelines (pg. 193) | |
Prototyping (pg. 196) | |
Playable Prototypes (pg. 197) | |
Iterative Process (pg. 198) | |
Playtesting (pg. 201) | |
Documenting Design (pg. 204) | |
Finishing Iteration (pg. 204) | |
Production and Beyond (pg. 205) | |
Ideas for Student Prototyping (pg. 207) | |
Shorter Production Cycle (pg. 208) | |
Scaling Prototyping Scope (pg. 208) | |
Supporting Portfolio Development (pg. 209) | |
Summary (pg. 210) | |
Further Reading (pg. 211) | |
Group Exercises (pg. 212) | |
Conclusion (pg. 213) | |
References (pg. 215) | |
Index (pg. 221) |
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