Book description
Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of todayâ??s hit video games. Youâ??ll learn principles and practices for crafting games that generate emotionally charged experiencesâ??a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players.
In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design.
- Create game mechanics to trigger a range of emotions and provide a variety of play
- Explore several options for combining narrative with interactivity
- Build interactions that let multiplayer gamers get into each otherâ??s heads
- Motivate players through rewards that align with the rest of the game
- Establish a metaphor vocabulary to help players learn which design aspects are game mechanics
- Plan, test, and analyze your design through iteration rather than deciding everything up front
- Learn how your gameâ??s market positioning will affect your design
Publisher resources
Table of contents
- Preface
-
One. Engines of Experience
-
1. Engines of Experience
- Mechanics and Events
- The Primacy of Emotion
- Emotional Triggers
- Emotion and Change
-
The Basic Emotional Triggers
- Emotion Through Learning
- Emotion Through Character Arcs
- Emotion Through Challenge
- Emotion Through Social Interaction
- Emotion Through Acquisition
- Emotion Through Music
- Emotion Through Spectacle
- Emotion Through Beauty
- Emotion Through Environment
- Emotion Through Newfangled Technology
- Emotion Through Primal Threats
- Emotion Through Sexual Signals
- The Fiction Layer
- Constructing Experiences
- Engines of Experience
-
1. Engines of Experience
-
Two. Game Crafting
- 2. Elegance
- 3. Skill
- 4. Narrative
- 5. Decisions
- 6. Balance
- 7. Multiplayer
- 8. Motivation and Fulfillment
- 9. Interface
- 10. The Market
-
Three. Process
- 11. Planning and Iteration
- 12. Knowledge Creation
- 13. Dependencies
- 14. Authority
- 15. Motivation
- 16. Complex Decisions
- 17. Values
- A. Endgame
- B. Recommended Books
- C. Quiz Answers
- D. Sources
- Index
- About the Author
- Copyright
Product information
- Title: Designing Games
- Author(s):
- Release date: February 2013
- Publisher(s): O'Reilly Media, Inc.
- ISBN: 9781449337933
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