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Game Design: Theory and Practice (2nd Edition) (Wordware Game Developers Library)
Game Design: Theory and Practice (2nd Edition) (Wordware Game Developers Library)
ISBN: 1556229127
EAN: 2147483647
Year: 2005
Pages: 189
Authors:
Richard Rouse III
BUY ON AMAZON
Table of Contents
BackCover
Game Design - Theory Practice, Second Edition
Foreword
Introduction
What Is Game Design?
Who Is a Game Designer?
What Is in This Book?
Who This Book Is For
Theory and Practice
Introduction to the Second Edition
Chapter 1: What Players Want
Why Do Players Play?
What Do Players Expect?
A Never-Ending List
Chapter 2: Interview: Sid Meier
Chapter 3: Brainstorming a Game Idea: Gameplay, Technology, and Story
Starting Points
Working with Limitations
Embrace Your Limitations
If You Choose Not to Decide, You Still Have Made a Choice
Chapter 4: Game Analysis: Centipede
Classic Arcade Game Traits
Input
Interconnectedness
Escalating Tension
One Person, One Game
Chapter 5: Focus
Establishing Focus
Maintaining Focus
Sub-Focuses
Using Focus
Chapter 6: Interview: Ed Logg
Chapter 7: The Elements of Gameplay
Unique Solutions
Non-Linearity
Modeling Reality
Teaching the Player
InputOutput
Basic Elements
Chapter 8: Game Analysis: Tetris
Puzzle Game or Action Game?
Tetris as a Classic Arcade Game
The Technology
Artificial Intelligence
Escalating Tension
Simplicity and Symmetry
Fifteen Years On, Who Would Publish Tetris?
Chapter 9: Artificial Intelligence
Goals of Game AI
The Sloped Playing Field
AI Agents and Their Environment
How Good Is Good Enough?
Scripting
Artificial Stupidity
Chapter 10: Interview: Steve Meretzky
Chapter 11: Storytelling
Designer s Story Versus Player s Story
Places for Storytelling
Linear Writing Pitfalls
Game Stories
The Dream
Chapter 12: Game Analysis: Loom
Focused Game Mechanics
User Interface
The Drafts System
Difficulty
Story
Loom as an Adventure Game
Chapter 13: Multi-Player
Motivations
The Forms
Design Considerations
Development Issues
A World of Their Own
Chapter 14: Interview: Chris Crawford
Chapter 15: Getting the Gameplay Working
The Organic Process
Building the Game
Programming
When Is It Fun?
Chapter 16: Game Analysis: Myth: The Fallen Lords
Use of Technology
Game Focus
Storytelling
Hard-Core Gaming
Multi-Player
A Cohesive Whole
Chapter 17: Game Development Documentation
Document Your Game
The Benefits of Documentation
Chapter 18: Interview: Jordan Mechner
Chapter 19: The Design Document
The Writing Style
The Sections
One Man s Opinion
Inauspicious Design Documents
A Matter of Weight
Documentation Is Only the Beginning
Chapter 20: Game Analysis: The Sims
Abdicating Authorship
Familiar Subject Matter
Safe Experimentation
Depth and Focus
Interface
Controlled Versus Autonomous Behavior
A Lesson to Be Learned
Chapter 21: Designing Design Tools
Desired Functionality
Scripting Languages and Object Behaviors
Us Versus Them
A Game Editor for All Seasons
Chapter 22: Interview: Will Wright
Chapter 23: Level Design
Levels in Different Games
The Components of a Level
Level Flow
Elements of Good Levels
The Process
Who Does Level Design?
Collaboration
Chapter 24: Game Analysis: Grand Theft Auto III
Believable Game-World
A Living City
Actions and Consequences
Storytelling
Chapter 25: Playtesting
Finding the Right Testers
When to Test
How to Test
Guided and Unguided Testing
Balancing
The Artistic Vision
Chapter 26: Interview: Doug Church
Conclusion
The Medium
The Motive
Appendix A: Sample Design Document: Atomic Sam
Atomic Sam
I. Overview
II. Game Mechanics
III. Artificial Intelligence
IV. Game Elements
V. Story Overview
VI. Game Progression
VII. Bibliography
Appendix B: Sample Design Document: The Suffering
Surreal Software Game Design Document
Section I: Introduction
Section II: Game Mechanics
Section III: Resources
Section IV: NPCs
Section V: Story
Section VI: Gameflow
Section VII: Maps
Section VIII: Menus
Glossary
Selected Bibliography
Periodicals
Web Sites
Index
Index_A
Index_B
Index_C
Index_D
Index_E
Index_F
Index_G
Index_H
Index_I
Index_J
Index_K
Index_L
Index_M
Index_N
Index_O
Index_P
Index_Q
Index_R
Index_S
Index_T
Index_U
Index_V
Index_W
Index_X
Index_Y
Index_Z
List of Figures
Game Design: Theory and Practice (2nd Edition) (Wordware Game Developers Library)
ISBN: 1556229127
EAN: 2147483647
Year: 2005
Pages: 189
Authors:
Richard Rouse III
BUY ON AMAZON
Beginners Guide to DarkBASIC Game Programming (Premier Press Game Development)
Making Programs Think Branching Statements and Subroutines
Basic Graphics Commands
Game Graphics Learning to Use Bitmaps
Playing Some Tunes CD Audio, MIDI and MP3 Music
Epilogue
Software Configuration Management
Introduction to Software Configuration Management
Project Management in a CM Environment
Appendix D Problem Change Report
Appendix K Problem/Change Report
Appendix Y Supplier CM Market Analysis Questionnaire
Oracle Developer Forms Techniques
Tracking QUERY_ONLY Mode
Advanced Forms Programming
Summary
Summary
When to Use WHEN-VALIDATE-RECORD and When to Use WHEN-VALIDATE-ITEM
Developing Tablet PC Applications (Charles River Media Programming)
The Tablet PC
Introduction to Visual Basic .NET
Basics of the .NET Framework
Form Effects
Getting Started with Microsoft Agent
InDesign Type: Professional Typography with Adobe InDesign CS2
Ellipses
Up Next
Everything in Its Right Place: Using Grids
Up Next
Shaping Text Frames
Python Standard Library (Nutshell Handbooks) with
The types Module
The shutil Module
The httplib Module
The grp Module
The macurl2path Module
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