Andrew Rollings and Ernest Adams on Game DesignNew Riders, 2003 - 621 sider 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. |
Innhold
What Is Game Design? | 3 |
Art Science or Craft? | 4 |
The Anatomy of Game Design | 5 |
Seeking the Key Elements of Games | 7 |
Laying Down the Ground Rules | 8 |
Documenting the Design | 13 |
The Types of Design Documents | 15 |
Anatomy of a Game Designer | 18 |
Competition Modes | 373 |
Setting | 374 |
Interaction Model | 375 |
User Interface Design | 376 |
Player Roles | 377 |
Structure | 378 |
Rating the Athletes | 379 |
Athlete Al Design | 380 |
Imagination | 19 |
Technical Awareness | 20 |
Analytical Competence | 21 |
Mathematical Competence | 22 |
General Knowledge | 23 |
Writing Skills | 24 |
Drawing Skills | 25 |
The Ability to Compromise | 26 |
Putting It Together | 27 |
Game Concepts | 29 |
Dreaming the Dream | 30 |
Game Ideas from Other Media | 31 |
Game Ideas from Other Games | 32 |
From Dream to Game | 33 |
The Elements of a Game | 34 |
Challenges Gameplay and the Victory Condition | 35 |
Setting Interaction Model and Perspective | 36 |
The Players Role | 38 |
Realism | 39 |
A Word About Story | 40 |
Understanding Your Audience | 41 |
The Genres of Interactive Entertainment | 42 |
The Types of Game Machines | 44 |
Personal Computers | 45 |
Handheld Game Machines | 46 |
Motivations That Influence Design | 47 |
DesignerDriven Games | 48 |
License Exploitation | 49 |
TechnologyDriven Games | 51 |
ArtDriven Games | 52 |
Putting It Together | 53 |
Game Settings and Worlds | 55 |
The Purpose of a Game Setting | 56 |
The Graphics Versus Gameplay Debate | 57 |
Immersiveness and Suspension of Disbelief | 58 |
The Dimensions of a Game World | 60 |
The Temporal Dimension | 65 |
The Environmental Dimension | 69 |
The Emotional Dimension | 75 |
The Ethical Dimension | 77 |
Realism and Abstraction | 81 |
The SaveGame Issue | 82 |
Reasons for Saving a Game | 83 |
Consequences for Immersion and Storytelling | 84 |
To Save or Not to Save | 86 |
Putting It Together | 87 |
Storytelling and Narrative | 89 |
Stories in Games | 91 |
Simple Backstories | 92 |
The Monomyth and the Heros Journey | 93 |
The Story Vehicle | 110 |
Plot Pacing | 111 |
Gameplay and Narrative | 113 |
MultiPart Stories | 115 |
Storytelling and Narrative Worksheet | 118 |
Putting It Together | 119 |
Character Development | 121 |
ArtDriven Character Design | 122 |
Physical Design and SuperSensuality | 123 |
Cute Sidekicks | 128 |
StoryDriven Character Design | 130 |
Character Development | 131 |
The Character Archetypes | 137 |
Character Development Worksheet | 145 |
Creating the User Experience | 147 |
What Is the User Experience? | 148 |
The Interactive Element | 149 |
Evolution of the User Experience | 150 |
Components of the User Experience | 166 |
The Interactive Element | 168 |
The Visual Element | 191 |
The Audio Element | 193 |
User Interface Worksheet | 196 |
Putting It Together | 197 |
Gameplay | 199 |
Use of Language | 200 |
Pure Challenges | 202 |
Applied Challenges | 228 |
Gameplay Worksheet | 236 |
Putting It Together | 237 |
The Internal Economy of Games and Game Balancing | 239 |
What Is Game Balance? | 240 |
Static Balance | 242 |
Randomness and Average Values | 243 |
Dominant Strategies | 244 |
Symmetry | 250 |
TradeOffs | 260 |
Combination | 261 |
Emergence | 262 |
Feedback Loops | 265 |
Summary of Static Balance | 267 |
What Are We Balancing? | 268 |
Balanced Systems | 271 |
Tools for Balancing | 281 |
Design Prototyping | 283 |
Future Potential | 284 |
Internal Economy Worksheet | 285 |
The Genres of Games | 287 |
Action Game | 289 |
Shooters | 290 |
NonShooters | 296 |
Design Elements | 298 |
The Rules | 299 |
Victory Conditions | 311 |
Interaction Model | 313 |
Perspective | 314 |
User Interface Design | 315 |
Special Design Considerations for Action Games | 318 |
Action Game Worksheet | 319 |
Putting It Together | 320 |
Strategy Games | 321 |
The Common Elements of Strategy Games | 323 |
Themes | 324 |
Setting | 338 |
Interaction Model | 339 |
Perspective | 340 |
User Interface | 341 |
Designing Opponents | 342 |
Strategy Game Worksheet | 343 |
Putting It Together | 344 |
RolePlaying Games | 347 |
The Common Elements of RolePlaying Games | 348 |
Themes | 350 |
Setting | 351 |
Interaction Model | 358 |
Perspective | 364 |
CRPG Worksheet | 367 |
Putting It Together | 368 |
Sports Games | 371 |
The Common Elements of Sports Games | 372 |
Injuries | 382 |
Arcade Mode Versus Simulation Mode | 383 |
Simulating Matches Automatically | 384 |
Licenses Trademarks and Publicity Rights | 385 |
Audio Commentary | 387 |
Other Peculiarities | 390 |
Sports Game Worksheet | 393 |
Putting It Together | 394 |
Vehicle Simulations | 395 |
The Common Elements of Vehicle Simulations | 396 |
The Rules | 397 |
Competition Modes | 398 |
Gameplay and Victory Conditions | 399 |
Setting | 402 |
Interaction Model | 403 |
User Interface Design | 405 |
The Players Role | 406 |
Other Vehicles | 407 |
Tanks and Mechs | 409 |
Spacecraft | 411 |
GForces | 412 |
Designing Opponents | 413 |
Vehicle Simulation Worksheet | 414 |
Putting It Together | 415 |
Construction and Management Simulations | 417 |
The Common Elements of CMSs | 418 |
Setting | 426 |
The Players Role | 430 |
User Interface | 432 |
Special Design Considerations for CMSs | 434 |
Advisors | 436 |
Pure Business Simulations | 437 |
Hybrid Games | 439 |
Putting It Together | 440 |
Adventure Games | 443 |
The Original Adventure | 444 |
The Growth of Adventure Games | 445 |
The Common Elements of Adventure Games | 447 |
Interaction Model | 448 |
Perspective | 449 |
Player Roles | 455 |
Structure | 456 |
Storytelling | 457 |
Challenges | 460 |
User Interface Design | 462 |
Manipulating Objects | 463 |
Special Design Considerations | 468 |
Mapping | 471 |
Journal Keeping | 472 |
Adventure Game Worksheet | 475 |
Putting It Together | 476 |
Artificial Life Puzzle Games and Other Genres | 477 |
Artificial Pets | 478 |
The Sims | 480 |
Genetic ALife Games | 482 |
Puzzle Games | 487 |
What Computers Bring to Puzzles | 490 |
Checking the Victory Condition | 491 |
Games for Girls | 493 |
Mattels Approach | 494 |
A Few Misconceptions | 496 |
A Final Note | 497 |
Online Games | 499 |
Advantages of Online Games | 500 |
Human Intelligence Instead of Artificial Intelligence | 501 |
Disadvantages of Online Games | 503 |
Its Harder to Suspend Disbelief | 504 |
Misbehavior | 505 |
Customer Service | 506 |
Design Issues for Online Gaming | 507 |
Disappearing Players | 508 |
RealTime Versus TurnBased Games | 510 |
Chat | 511 |
Collusion | 513 |
Technical Security | 515 |
Persistent Worlds | 518 |
The Four Types of Players | 521 |
Creating an Avatar | 522 |
World Models | 524 |
Avatar Death | 525 |
The PlayerKiller Problem | 526 |
The Nature of Time | 529 |
Persistent World Economies | 530 |
Final Thoughts on Persistent Worlds | 531 |
Putting It Together | 532 |
The Future of Gaming | 533 |
LocationBased Entertainment | 534 |
Home Video Game Consoles | 536 |
Personal Computers | 538 |
Handheld Game Machines PDAs and Telephones | 540 |
Virtual Reality | 541 |
The Future of Game Programming | 542 |
Scene Representation | 543 |
Animation | 544 |
Natural Language Processing | 546 |
Game Genres | 548 |
Action Games | 549 |
Strategy Games | 550 |
RolePlaying Games | 551 |
Vehicle Simulations | 552 |
Construction and Management Simulations | 553 |
Broadband Networking | 554 |
HighSpeed Online Gaming | 557 |
The Distant Future | 558 |
Interactive Entertainment as an Art Form | 561 |
Interactive Artwork | 562 |
Breaking New Ground | 565 |
A Few Final Words | 566 |
Appendixes | 567 |
Sample Design Documents | 569 |
Protecting Your Rights | 570 |
About These Templates | 571 |
HighConcept Statement | 572 |
Overview | 573 |
Further Details | 574 |
The Game Treatment | 576 |
Title Page | 577 |
Executive Summary | 578 |
Production Details | 581 |
Competition | 583 |
The Design Script | 585 |
The Design Web Site | 586 |
Chris Taylors Template | 587 |
Bibliography | 589 |
Game Theory | 590 |
History and Sociology of Video Games | 591 |
Architecture and Graphic Design | 592 |
594 | |
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Andrew Rollings and Ernest Adams on Game Design Andrew Rollings,Ernest Adams Ingen forhåndsvisning tilgjengelig - 2003 |
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