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Andrew Rollings and Ernest Adams on Game Design

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Andrew Rollings and Ernest Adams on Game Design

Book

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Description

  • Copyright 2003
  • Edition: 1st
  • Book
  • ISBN-10: 1-59273-001-9
  • ISBN-13: 978-1-59273-001-8

How often have you heard "anyone can design a game?" While it seems like an easy job, game ideas are cheap and plentiful. Advancing those ideas into games that people want to play is one of the hardest, and most under-appreciated, tasks in the game development cycle. Andrew Rollings and Ernest Adams on Game Design introduces both students and experienced developers to the craft of designing computer and video games for the retail market. The first half of the book is a detailed analysis of the key game design elements: examining game concepts and worlds, storytelling, character and user interface design, core mechanics and balance. The second half discusses each of the major game genres (action, adventure, role-playing, strategy, puzzle, and so on) and identifies the design patterns and unique creative challenges that characterize them. Filled with examples and worksheets, this book takes an accessible, practical approach to creating fun, innovative, and highly playable games.

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Author Bio - 357 kb - 1592730019a.pdf

Sample Content

Downloadable Sample Chapter

Sample Chapter - 3.70 mb - Chapter 7 - Gameplay

Table of Contents



Introduction.

I. THE ELEMENTS OF GAME DESIGN.

1. What Is Game Design?

Art, Science, or Craft? The Anatomy of Game Design. Documenting the Design. Anatomy of a Game Designer. Putting It Together.

2. Game Concepts.

Getting an Idea. The Elements of a Game. Understanding Your Audience. The Genres of Interactive Entertainment. The Types of Game Machines. Motivations That Influence Design. Game Concept Worksheet. Putting It Together.

3. Game Settings and Worlds.

The Purpose of a Game Setting. The Dimensions of a Game World. Realism and Abstraction. The Save-Game Issue. Putting It Together.

4. Storytelling and Narrative.

Stories in Games. The Story Vehicle. Storytelling and Narrative Worksheet. Putting It Together.

5. Character Development.

Art-Driven Character Design. Story-Driven Character Design. Character Development Worksheet. Putting It Together.

6. Creating the User Experience.

What Is the User Experience? The Human-Computer Interface. Components of the User Experience. User Interface Worksheet. Putting It Together.

7. Gameplay.

Use of Language. Defining Gameplay. Gameplay Worksheet. Putting It Together.

8. The Internal Economy of Games and Game Balancing.

What Is Game Balance? Static Balance. Dynamic Balance. Tools for Balancing. Internal Economy Worksheet. Putting It Together.

II. THE GENRES OF GAMES.

9. Action Games.

Action Game Genres. Design Elements. Special Design Considerations for Action Games. Action Game Worksheet. Putting It Together.

10. Strategy Games.

The Common Elements of Strategy Games. Strategy Game Worksheet. Putting It Together.

11. Role-Playing Games.

The Common Elements of Role-Playing Games. CRPG Worksheet. Putting It Together.

12. Sports Games.

The Common Elements of Sports Games. Special Design Issues for Sports Games. Sports Game Worksheet. Putting It Together.

13. Vehicle Simulations.

The Common Elements of Vehicle Simulations. Other Vehicles. Special Design Considerations for Vehicle Simulations. Vehicle Simulation Worksheet. Putting It Together.

14. Construction and Management Simulations.

The Common Elements of CMSs. Special Design Considerations for CMSs. Construction and Management Simulation Wrksheet. Putting It Together.

15. Adventure Games.

What Is an Adventure Game? The Common Elements of Adventure Games. User Interface Design. Special Design Considerations. Adventure Game Worksheet. Putting It Together.

16. Artificial Life, Puzzle Games, and Other Genres.

Artificial Life Games. Puzzle Games. Games for Girls. Putting It Together.

17. Online Games.

Advantages of Online Games. Disadvantages of Online Games. Design Issues for Online Gaming. Persistent Worlds. Putting It Together.

18. The Future of Gaming.

Gaming Hardware. The Future of Game Programming. Game Genres. Broadband Networking. The Distant Future. Interactive Entertainment as an Art Form. A Few Final Words.

III. APPENDIXES.

Appendix A. Sample Design Documents.

Creating and Using Design Documents. The High-Concept Document. The Game Treatment. The Design Script.

Appendix B. Bibliography.

Game Design. Game Theory. History and Sociology of Video Games. Architecture and Graphic Design. Writing and Narrative.

Index.

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