Chris Crawford on Game Design |
By Chris Crawford |
| |
Publisher | : New Riders Publishing |
Pub Date | : June 10, 2003 |
ISBN | : 0-13-146099-4 |
Pages | : 496 |
| Copyright |
| | About the Author |
| | About the Technical Reviewers |
| | Tell Us What You Think |
| | Introduction |
| | Chapter 1. Definitions, Definitions |
| | Chapter 2. Some Milestone Games |
| | | Old-Style Games |
| | | Board Wargames |
| | | Other Non-Computer Games |
| | | Videogames |
| | | Computer Games |
|
| | Chapter 3. Play |
| | | History of Play |
| | | Play Is Metaphorical |
| | | Play Must Be Safe |
| | | Play Need Not Be Exotic |
| | | The Fun Factor |
|
| | Chapter 4. Challenge |
| | | Challenge Necessitates Rules |
| | | The Point Is the Challenge, Not the Goal |
| | | Dimensions of Challenge |
| | | Challenge and Identity |
|
| | Chapter 5. Conflict |
| | | Mars, Venus, and Conflict |
| | | Dimensions of Conflict |
| | | Directness of Conflict |
| | | Intensity of Conflict |
| | | Intensity and the Evolution of Taste |
|
| | Chapter 6. Interactivity |
| | | History |
| | | Other Attributes of the Computer |
| | | So What Is Interactivity? |
| | | Is More Interactivity Better? |
| | | How Do We Measure Interactivity? |
| | | Low-Interactivity Entertainment Designs |
| | | Process Intensity Versus Data Intensity |
|
| | Chapter 7. Creativity: The Missing Ingredient |
| | | How Serious Is the Problem? |
| | | Where Does Creativity Come From? |
| | | How to "Get Creative" |
| | | A Tyrannosaurus Rex for Ideas |
| | | The Politics of Innovation |
|
| | Chapter 8. Common Mistakes |
| | | Obsession with Cosmetics |
| | | Incremental Accretive Design |
|
| | Chapter 9. The Education of a Game Designer |
| | | Get a Degree |
| | | Education Versus Schooling |
|
| | Chapter 10. Games I'd Like to Build |
| | | Galilean Relativity |
| | | Napoleonic Cavalry |
| | | Napoleon in Space |
| | | Attack of the Cellular Automata |
| | | Volkerwanderung |
| | | Third-World Dictator |
| | | Lies |
| | | Spies |
| | | The Wheels of Commerce |
| | | Corporate Politics |
| | | Evolution |
| | | The Self-Modifying Game |
| | | Mooser-Gooser |
| | | So What Does All This Mean? |
|
| | Chapter 11. Storytelling |
| | | Adventure Games |
| | | Backstory |
| | | Cut Scenes |
| | | Integrated Cut Scenes |
| | | Here Come the Academics! |
| | | Role-Playing Games |
| | | The Real Problem |
| | | Tackling the Problem |
|
| | Chapter 12. Random Sour Observations |
| | | Massively Multiplayer Monsters |
| | | Licensed Games |
| | | New Input Devices |
| | | The Sims |
| | | Short-Term Thinkers |
| | | Everybody's a Game Designer |
| | | Hollywood Envy |
| | | Young Males |
| | | Sleaze |
|
| | Chapter 13. Tanktics |
| | | Map |
| | | Calculating Line of Sight |
| | | Planning Moves |
| | | Initial Programming |
| | | Enter the KIM-1 |
| | | Input and Output |
| | | Linguistic Input |
| | | Sound Effects |
| | | Showing It Off |
| | | Porting |
| | | Production, Marketing, and Sales |
| | | Avalon-Hill |
| | | Fade Away |
| | | Results |
|
| | Chapter 14. Legionnaire |
| | | A Record-Setting Blunder |
| | | Disruption |
| | | Terrain |
| | | Sales |
| | | First Draft Design |
| | | Conclusions |
|
| | Chapter 15. Wizard |
| | | VCS Technology |
| | | Designing the Game |
| | | Asymmetric Combat |
| | | Lines of Sight (LOS) |
| | | Disposition and Conclusion |
|
| | Chapter 16. Energy Czar |
| | Chapter 17. Scram |
| | | Input Structures |
| | | Oh Yes, It Was Supposed to Be a Game, Wasn't It? |
| | | Coda |
|
| | Chapter 18. Eastern Front (1941) |
| | | The Scrolling Map |
| | | The Combat System |
| | | AI |
| | | Tuning |
| | | Conclusion |
|
| | Chapter 19. Gossip |
| | | AI |
| | | Implementation Woes |
| | | Conclusions |
|
| | Chapter 20. Excalibur |
| | | Camelot |
| | | The Interpersonal Subgame |
| | | Diplomacy |
| | | The Strategic Map |
| | | The Battle Subgame |
| | | Overall Course of Play |
| | | The Manual |
| | | Conclusions |
|
| | Chapter 21. Balance of Power |
| | | The UnWar Game |
| | | Early Efforts |
| | | The Rubber Map |
| | | Thank You, National Enquirer |
| | | Research |
| | | Building the Map |
| | | Memory Headaches |
| | | Making It a Game |
| | | Publisher Woes |
| | | I Get by with a Little Help from the Press |
| | | The Wheel of Fortune |
|
| | Chapter 22. Patton Versus Rommel |
| | | To Hell with Grids |
| | | Geometric AI |
|
| | Chapter 23. Siboot |
| | | A Lesson for Designers |
| | | First Draft Proposal |
| | | The First Proposal |
| | | Design Essays |
| | | Economies |
| | | Intransitive Combat Relationships |
| | | The Inverse Parser |
| | | The Display |
| | | Interstitial Stories |
| | | The Novella |
| | | Conclusions |
|
| | Chapter 24. Guns & Butter |
| | | Designing the World |
| | | Building Provinces |
| | | Adding Mountains, Deserts, and Forests |
| | | Naming Names |
| | | First-Person Firing Squad |
| | | The Economic System |
| | | Combat |
| | | Faces |
| | | The Ideas Behind the Game |
| | | Results |
|
| | Chapter 25. Balance of the Planet |
| | | Values |
| | | Implementing a Value System |
| | | The Politics of the Game |
| | | Higher Levels of Play |
| | | Balancing the Equations |
| | | Artwork |
| | | Schedule Hassles |
| | | Results |
|
| | Chapter 26. Patton Strikes Back |
| | | Simple Rules |
| | | Clean User Interface and Strong Visual Presentation |
| | | Explain the History |
| | | Color Hassles |
| | | Anti-Piracy |
| | | Results |
|
| | Chapter 27. Themes and Lessons |
| | | People, Not Things! |
| | | Faces |
| | | Gameplay Help |
| | | Language |
| | | Art Over Money |
| | | The Harsh Realities of Business |
|
| | Chapter 28. Old Fart Stories |
| | | Early Sound and Music |
| | | An Early Multiplayer Game |
| | | Getting a Job |
| | | E.T. |
| | | Alan Kay |
| | | Lost in the Shuffle |
| | | International Sales |
| | | The Locked File Cabinet |
| | | Bill Carris |
| | | Marketing Wisdom |
| | | The Dragon Speech |
| | | The Great Pratfall |
| | | A More Serious Pratfall |
| | | Problems of Decentralization |
| | | The Unrevenged Review |
| | | Failed Humor |
| | | The Sins of Youth |
| | | Corporate Politics |
| | | Blinded by Your Own Equipment |
| | | Thinking Big |
| | | The CGDC |
|
| | Glossary |
| | Index |