Books & Videos

Table of Contents

  1. Engines of Experience

    1. Chapter 1 Engines of Experience

      1. Mechanics and Events
      2. The Primacy of Emotion
      3. Emotional Triggers
      4. Emotion and Change
      5. The Basic Emotional Triggers
      6. The Fiction Layer
      7. Constructing Experiences
      8. Engines of Experience
  2. Game Crafting

    1. Chapter 2 Elegance

      1. Elegance from Emergence
      2. I Love the Smell of Elegance in the Morning
      3. Elegance Case Study: Predator versus Hellion
    2. Chapter 3 Skill

      1. Depth
      2. Accessibility
      3. Skill Range
      4. Stretching Skill Range
      5. Handling Failure
    3. Chapter 4 Narrative

      1. Narrative Tools
      2. Scripted Story
      3. World Narrative
      4. Emergent Story
      5. Story Ordering
      6. Agency Problems
      7. Case Study: Fallout 3
    4. Chapter 5 Decisions

      1. Feeling the Future
      2. Information Balance
      3. Problematic Information Sources
      4. Decisions and Flow
      5. Decisions Case Study: Counter-Strike
    5. Chapter 6 Balance

      1. Goals of Balance
      2. Degenerate Strategies
      3. Balance and Skill
      4. Balance Challenges and Solutions
    6. Chapter 7 Multiplayer

      1. Game Theory
      2. Yomi
      3. Destructive Player Behavior
    7. Chapter 8 Motivation and Fulfillment

      1. Dopamine Pleasure
      2. Dopamine Motivation
      3. Rewards Anticipation
      4. Reinforcement Schedules
      5. Extrinsic and Intrinsic Motivation
      6. Player’s Remorse
    8. Chapter 9 Interface

      1. Metaphor
      2. Signal and Noise
      3. Redundancy
      4. Indirect Control
      5. Input
    9. Chapter 10 The Market

      1. Design Purpose
      2. The Tournament Market
      3. Market Segments
      4. Nobody Knows Anything!
      5. Confirmation Bias
  3. Process

    1. Chapter 11 Planning and Iteration

      1. The Overplanner
      2. The Underplanner
      3. Underplanning and Overplanning
      4. Iteration
      5. Planning Horizon
      6. Why We Overplan
      7. Test Protocol
      8. Grayboxing
      9. The Paradox of Quality
      10. The Fallacy of Vision
      11. Serendipity
      12. Believing in Iteration
    2. Chapter 12 Knowledge Creation

      1. Knowledge Creation Methods
      2. The Organic Process
    3. Chapter 13 Dependencies

      1. The Dependency Stack
    4. Chapter 14 Authority

      1. The Banality of Evil
      2. Taylorism
    5. Chapter 15 Motivation

      1. Extrinsic Rewards
      2. Climate
      3. Social Motivation
      4. The Progress Principle
    6. Chapter 16 Complex Decisions

      1. Decision Effects
      2. Decision Effects Case Study
    7. Chapter 17 Values

      1. Openness
      2. Candor
      3. Humility
      4. Hunger
    8. Appendix Endgame

    9. Appendix Recommended Books

    10. Appendix Quiz Answers

    11. Appendix Sources

      1. Chapter 1: Engines of Experience
      2. Chapter 5: Decisions
      3. Chapter 6: Balance
      4. Chapter 7: Multiplayer
      5. Chapter 8: Motivation and Fulfillment
      6. Chapter 9: Interface
      7. Chapter 10: The Market
      8. Chapter 11: Planning and Iteration
      9. Chapter 12: Knowledge Creation
      10. Chapter 14: Authority
      11. Chapter 17: Values