Table of content

   
•  Table of Contents
•  Index
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


Chris Crawford on Game Design
Chris Crawford on Game Design
ISBN: 0131460994
EAN: 2147483647
Year: 2006
Pages: 248

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