ENGLISH

The Structure of Game Design

Book information

Publisher
Springer
Year
2023
ISBN
3031322010, 9783031322013
Language
english
Format
PDF
Filesize
12 MB (12680240 bytes)
Series
International Series on Computer, Entertainment and Media Technology
Pages
280\281
Topic
Art
Time added
2023-06-20 10:38:40

Description

The Structure of Game Design is designed to help aspiring and existing game designers turn their ideas into working games. Creating a game involves understanding the core foundational elements of all types of games from paper-based games to the latest video games. By understanding how these core principles work in all types of games, you can apply these same principles to design your own game. Games are about goals, structure, play and fun. While everyone will always have their own idea of what might be “fun”, any game designer can maximize player enjoyment through meaningful choices that offer various risks and rewards. Such challenges, combined with rules and limitations, force players to overcome obstacles and problems using a variety of skills including dexterity, puzzle solving, intelligence, and strategy. Essentially games allow players to venture forth into new worlds and overcome problems in a safe but exciting environment that allows them to triumph in the end. Just as playing games have proven popular around the world to all ages, genders, and cultures, so has game designing proven equally popular. Games can challenge players to make the best move, solve puzzles, engage in combat, manage resources, and tell stories. By understanding how randomness, psychology, and balance can change the way games play, readers can decide what game elements are best for their own game creation. Whether your goal is to make money, learn something new, make a social statement, improve on an existing game idea, or challenge your artistic, programming, or design skills, game design can be just as much fun as game playing. By knowing the parts of a game, how they work, how they interact, and why they’re fun, you can use your knowledge to turn any idea into a game that others can play and enjoy. Preface Acknowledgments Contents Part I: Design Elements of a Game Chapter 1: Creating a Game Idea Thought Exercise Thought Exercise Crafting Your Game’s Pitch Thought Exercise Thought Exercise Thought Exercise Summary Further Reading Chapter 2: Defining a Game Idea Thought Exercise Thought Exercise What Will People Play? Thought Exercise Thought Exercise What Will People Do? Thought Exercise Enhancing Challenges with Constraints and Limitations Thought Exercise Summary Further Readings Chapter 3: The Appeal of Games What Will People Feel? Thought Exercise What Will People Remember? Thought Exercise What Will the Game Experience Mean in the End? Thought Exercise Summary Further Readings Chapter 4: Game Design Elements Game Playing Pieces Thought Exercise The Playing Field Boundaries Thought Exercise The Game Rules Thought Exercise The Game Opponents Thought Exercise The Time Element Thought Exercise One-Time Play vs. Repeated Play Thought Exercise Summary Further Reading Chapter 5: Understanding Game Loops Thought Exercise Identifying Macro and Micro Game Loops Thought Exercise Defining Actions Within Each Loop Thought Exercise Common Types of Game Loops The Goal Loop Thought Exercise The Inventory Loop Thought Exercise The Movement Loop Thought Exercise The Combat Loop Thought Exercise Summary Further Readings Chapter 6: Randomness in Games Dealing with the Imperfection of Randomness Thought Exercise Using Randomization in Games Thought Exercise Input vs. Output Randomization Thought Exercise Independent vs. Dependent Probability Thought Exercise Summary Further Readings Chapter 7: Psychology in Games Aiding Navigation Thought Exercise Creating Emotional Experiences Thought Exercise Motivating Players Thought Exercise The Appeal of Near Misses Thought Exercise Dealing with Toxic Behavior Thought Exercise Summary Further Readings Chapter 8: Game Balance Thought Exercise Balancing Quantity vs. Quality Thought Exercise Game Balance Is About Risk vs. Reward Thought Exercise Defining the Cost of Advantages and Disadvantages Thought Exercise Analyzing for Game Balance Thought Exercise The Mathematics of Game Balancing Thought Exercise Summary Further Readings Part II: Finding the Fun in Games Chapter 9: Understanding Fun Expectation in Games Thought Exercise Predictability in Games Thought Exercise Exploring New Worlds in Games Thought Exercise Choice and Control in Games Thought Exercise Achievement in Games Thought Exercise Community in Games Thought Exercise Summary Further Reading Chapter 10: Fun in Movement Thought Exercise Controlling Movement Thought Exercise The Purpose of Movement Within a Game Thought Exercise Making Movement Fun Thought Exercise Summary Further Readings Chapter 11: Fun in Puzzles The Risks of Puzzles Thought Exercise Designing a Puzzle Thought Exercise The Purpose of Puzzles Thought Exercise Types of Puzzles Thought Exercise Summary Further Readings Chapter 12: Fun in Combat The Weapons Arsenal Thought Exercise Positioning for Combat Thought Exercise Fighting in Different Environments Thought Exercise Using Skill in Combat Thought Exercise Creating Depth in Combat Thought Exercise Real-Time vs. Turn-Based Combat Thought Exercise The Consequences of Combat Thought Exercise Summary Further Readings Chapter 13: Fun in Strategy Understanding the Game Rules Thought Exercise Evaluating All Possible Choices Thought Exercise Evaluating Possible Consequences Thought Exercise Anticipating the Opponent’s Strategy Thought Exercise Characteristics of Strategy Games Thought Exercise Summary Further Readings Chapter 14: Fun in Economics Thought Exercise Shaping Player Behavior Thought Exercise Types of Resources Thought Exercise The Psychology of Money Thought Exercise Summary Further Readings Chapter 15: Fun in Storytelling Thought Exercise The Elements of a Game Story Thought Exercise Creating a Game World Thought Exercise Using Story to Define the Path to the Goal Thought Exercise The Importance of Plot in a Story Thought Exercise Summary Further Readings Part III: Creating a Game Chapter 16: Turning a Game Idea into a Real Game Types of Paper-Based Games Thought Exercise Types of Digital Games Thought Exercise Choosing a Video Game Type Thought Exercise Summary Further Readings Chapter 17: Prototyping Thought Exercise What to Prototype Thought Exercise The Parts of a Prototype Thought Exercise Paper vs. Digital Prototypes Thought Exercise Summary Further Readings Chapter 18: Card Game Prototypes Thought Exercise Setting Up a Card Game Thought Exercise The Game Sequence of a Card Game Thought Exercise Defining the Winning Conditions of a Card Game Thought Exercise Defining Card Types Thought Exercise Summary Further Readings Chapter 19: Understanding Game Engines How to Use a Game Engine Different Game Types Thought Exercise Platform Support Thought Exercise Programming Language Options Thought Exercise Using Specialty Game Engines Thought Exercise Choosing a Game Engine Thought Exercise Summary Further Reading Chapter 20: Playing Field Prototypes Defining Playing Field Boundaries Thought Exercise Defining Movement Within the Playing Field Thought Exercise Defining a Goal in the Playing Field Thought Exercise Defining Obstacles and Resources in the Playing Field Thought Exercise Summary Further Reading Chapter 21: Level Design Prototypes Exploring the Game World Thought Exercise Teaching New Skills Thought Exercise Telling a Story Through Levels Thought Exercise The Mechanics of Level Design Thought Exercise Summary Further Reading Chapter 22: Movement Prototypes Types of Movement Thought Exercise Testing Distances of Movement Thought Exercise Movement for Other Purposes Thought Exercise Prototyping Real-Time Movement Thought Exercise Summary Further Reading Chapter 23: Combat Prototypes Choosing Weapons Thought Exercise Determining If an Attack with a Weapon Hits Thought Exercise Understanding Combat Results Tables (CRTs) Thought Exercise Summary Further Readings Chapter 24: Resource Management Prototypes Testing Resources Thought Exercise Testing the Results of Game Items Thought Exercise Testing Short and Long-Term Time Limits Thought Exercise Summary Further Reading Chapter 25: Puzzle Prototypes Defining Puzzle Solutions Thought Exercise Testing Core Mechanics Thought Exercise Testing Puzzle Clues Thought Exercise Adding a Theme to a Puzzle Thought Exercise Making Puzzles Solvable Thought Exercise Summary Further Reading Chapter 26: Selling a Game to the Market Thought Exercise Becoming a Professional Game Developer Thought Exercise Making Money with Games Summary Further Reading Appendices Appendix A: Gaming Supplies and Open Source Video Games Appendix B: PC Bootup Game Rules Game Components Problem Cards Solution Cards Safety Cards Program Cards How to Win How to Play Sample Game Play Turn #1 Turn #2 Turn #3 Turn #4 Turn #5 Campaign Game Game Components About PC Boot Up – The Game Game Designer Notes Appendix C: PC Bootup Game Playing Cards Index

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