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Art of Game Design: A Book of Lenses, 2/Ed > 게임

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Art of Game Design: A Book of Lenses, 2/Ed
판매가격 39,000원
저자 Schell
도서종류 외국도서
출판사 CRC
발행언어 영어
발행일 2014-11
페이지수 600
ISBN 9781466598645
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  • 도서 정보

    도서 상세설명

    Acknowledgments

    Hello

    In the Beginning, There Is the Designer

    Magic Words

    What Skills Does a Game Designer Need?

    The Most Important Skill

    The Five Kinds of Listening

    The Secret of the Gifted

    Other Reading to Consider

    The Designer Creates an Experience

    The Game Is Not the Experience

    Is This Unique to Games?

    Three Practical Approaches to Chasing Rainbows

    Psychology

    Anthropology

    Design

    Introspection: Powers, Perils, and Practice

    Peril #1: Introspection Can Lead to False Conclusions about Reality

    Peril #2: What Is True of My Experiences May Not Be True for Others

    Dissect Your Feelings

    Defeating Heisenberg

    Analyze Memories

    Two Passes

    Sneak Glances

    Observe Silently

    Essential Experience

    All That’s Real Is What You Feel

    The Experience Takes Place in a Venue

    The Shifting Sands of Platform

    Private Venues

    The Hearth

    The Workbench

    The Reading Nook

    Public Venues

    The Theater

    The Arena

    The Museum

    Half Private/Half Public Venues

    The Gaming Table

    The Playground

    Anywhere

    Venues Mixed and Matched

    Other Reading to Consider

    The Experience Rises Out of a Game

    A Rant about Definitions

    So What Is a Game?

    No, Seriously, What Is a Game?

    Problem Solving 101

    The Fruits of Our Labor

    Other Reading to Consider

    The Game Consists of Elements

    What Are Little Games Made Of?

    The Four Basic Elements

    Skin and Skeleton

    The Elements Support a Theme

    Mere Games

    Unifying Themes

    Resonance

    Back to Reality

    Other Reading to Consider

    The Game Begins with an Idea

    Inspiration

    State the Problem

    How to Sleep

    Your Silent Partner

    Subconscious Tip #1: Pay Attention

    Subconscious Tip #2: Record Your Ideas

    Subconscious Tip #3: Manage Its Appetites (Judiciously)

    Subconscious Tip #4: Sleep

    Subconscious Tip #5: Don’t Push Too Hard

    A Personal Relationship

    Sixteen Nitty-Gritty Brainstorming Tips

    Brainstorm Tip #1: The Write Answer

    Brainstorm Tip #2: Write or Type?

    Brainstorm Tip #3: Sketch

    Brainstorm Tip #4: Toys

    Brainstorm Tip #5: Change Your Perspective

    Brainstorm Tip #6: Immerse Yourself

    Brainstorm Tip #7: Crack Jokes

    Brainstorm Tip #8: Spare No Expense

    Brainstorm Tip #9: The Writing on the Wall

    Brainstorm Tip #10: The Space Remembers

    Brainstorm Tip #11: Write Everything

    Brainstorm Tip #12: Number Your Lists

    Brainstorm Tip #13: Destroy Your Assumptions

    Brainstorm Tip #14: Mix and Match Categories

    Brainstorm Tip #15: Talk to Yourself

    Brainstorm Tip #16: Find a Partner

    Look At All These Ideas! Now What?

    Other Reading to Consider

    The Game Improves through Iteration

    Choosing an Idea

    The Eight Filters

    The Rule of the Loop

    A Short History of Software Engineering

    Danger—Waterfall—Keep Back

    Barry Boehm Loves You

    The Agile Manifesto

    Risk Assessment and Prototyping

    Example: Prisoners of Bubbleville

    Prisoners of Bubbleville: Design Brief

    Ten Tips for Productive Prototyping

    Prototyping Tip #1: Answer a Question

    Prototyping Tip #2: Forget Quality

    Prototyping Tip #3: Don’t Get Attached

    Prototyping Tip #4: Prioritize Your Prototypes

    Prototyping Tip #5: Parallelize Prototypes Productively

    Prototyping Tip #6: It Doesn’t Have to Be Digital

    Tetris: A Paper Prototype

    Halo: A Paper Prototype

    Prototyping Tip #7: It Doesn’t Have to Be Interactive

    Prototyping Tip #8: Pick a \"Fast Loop\" Game Engine

    Prototyping Tip #9: Build the Toy First

    Prototyping Tip #10: Seize Opportunities for More Loops

    Closing the Loop

    Loop 1: \"New Racing\" Game

    Loop 2: \"Racing Subs\" Game

    Loop 3: \"Flying Dinos\" Game

    How Much Is Enough?

    Your Secret Fuel

    Other Reading to Consider

    The Game Is Made for a Player

    Einstein’s Violin

    Project Yourself

    Demographics

    The Medium Is the Misogynist?

    Five Things Males Like to See in Games

    Five Things Females Like to See in Games

    Psychographics

    LeBlanc’s Taxonomy of Game Pleasures

    Bartle’s Taxonomy of Player Types

    More Pleasure: MORE!

    Other Reading to Consider

    The Experience Is in the Player’s Mind

    Modeling

    Focus

    Empathy

    Imagination

    Other Reading to Consider

    The Player’s Mind Is Driven by the Player’s Motivation

    Needs…

    And More Needs

    Intrinsic vs. Extrinsic Motivation

    Wanna vs. Hafta

    Novelty

    Judgment

    Other Reading to Consider

    Some Elements Are Game Mechanics

    Mechanic 1: Space

    Nested Spaces

    Zero Dimensions

    Mechanic 2: Time

    Discrete and Continuous Time

    Clocks and Races

    Controlling Time

    Mechanic 3: Objects, Attributes, and States

    Secrets

    Mechanic 4: Actions

    Emergent Gameplay

    Mechanic 5: Rules

    Parlett’s Rule Analysis

    Modes

    Enforcer

    Cheatability

    The Most Important Rule

    Wrapping Up Rules

    Mechanic 6: Skill

    Real vs. Virtual Skills

    Enumerating Skills

    Mechanic 7: Chance

    Invention of Probability

    Ten Rules of Probability Every Game Designer Should Know

    Rule #1: Fractions Are Decimals Are Percents

    Rule #2: Zero to One—and That’s It!

    Rule #3: \"Looked For\" Divided By \"Possible Outcomes\" Equals Probability

    Rule #4: Enumerate!

    Rule #5: In Certain Cases, OR Means Add

    Rule #6: In Certain Cases, AND Means Multiply

    Rule #7: One Minus \"Does\" = \"Doesn’t\"

    Rule #8: The Sum of Multiple Linear Random Selections is NOT a Linear Random Selection!

    Rule #9: Roll the Dice

    Rule #10: Geeks Love Showing Off (Gombaud’s Law)

    Expected Value

    Consider Values Carefully

    Human Element

    Skill and Chance Get Tangled

    Other Reading to Consider

    Game Mechanics Must Be in Balance

    The Twelve Most Common Types of Game Balance

    Balance Type #1: Fairness

    Symmetrical Games

    Asymmetrical Games

    Biplane Battle

    Rock, Paper, Scissors

    Balance Type #2: Challenge vs. Success

    Balance Type #3: Meaningful Choices

    Triangularity

    Balancing Type #4: Skill vs. Chance

    Balancing Type #5: Head vs. Hands

    Balance Type #6: Competition vs. Cooperation

    Balance Type #7: Short vs. Long

    Balance Type #8: Rewards

    Balance Type #9: Punishment

    Balance Type #10: Freedom vs. Controlled Experience

    Balance Type #11: Simple vs. Complex

    Natural vs. Artificial Balancing

    Elegance

    Character

    Balance Type #12: Detail vs. Imagination

    Game Balancing Methodologies

    Balancing Game Economies

    Dynamic Game Balancing

    The Big Picture

    Other Reading to Consider

    Game Mechanics Support Puzzles

    The Puzzle of Puzzles

    Aren’t Puzzles Dead?

    Good Puzzles

    Puzzle Principle #1: Make the Goal Easily Understood

    Puzzle Principle #2: Make It Easy to Get Started

    Puzzle Principle #3: Give a Sense of Progress

    Puzzle Principle #4: Give a Sense of Solvability

    Puzzle Principle #5: Increase Difficulty Gradually

    Puzzle Principle #6: Parallelism Lets the Player Rest

    Puzzle Principle #7: Pyramid Structure Extends Interest

    Puzzle Principle #8: Hints Extend Interest

    Puzzle Principle #9: Give the Answer!

    Puzzle Principle #10: Perceptual Shifts Are a Double-Edged Sword

    A Final Piece

    Other Reading to Consider

    Players Play Games through an Interface

    Between Yin and Yang

    Breaking It Down

    The Loop of Interaction

    Juiciness

    Primality

    Channels of Information

    Step 1: List and Prioritize Information

    Step 2: List Channels

    Step 3: Map Information to Channels

    Step 4: Review Use of Dimensions

    Modes

    Mode Tip #1: Use as Few Modes as Possible

    Mode Tip #2: Avoid Overlapping Modes

    Mode Tip #3: Make Different Modes Look as Different as Possible

    Other Interface Tips

    Interface Tip #1: Steal

    Interface Tip #2: Customize

    Interface Tip #3: Design around Your Physical Interface

    Interface Tip #4: Theme Your Interface

    Interface Tip #5: Sound Maps to Touch

    Interface Tip #6: Balance Options and Simplicity with Layers

    Interface Tip #7: Use Metaphors

    Interface Tip #8: If It Looks Different, It Should Act Different

    Interface Tip #9: Test, Test, Test!

    Interface Tip #10: Break the Rules to Help Your Player

    Other Reading to Consider

    Experiences Can Be Judged by Their Interest Curves

    My First Lens

    Interest Curves

    Patterns inside Patterns

    What Comprises Interest?

    Factor 1: Inherent Interest

    Factor 2: Poetry of Presentation

    Factor 3: Projection

    Interest Factor Examples

    Putting It All Together

    Other Reading to Consider

    One Kind of Experience Is the Story

    Story/Game Duality

    Myth of Passive Entertainment

    The Dream

    The Reality

    Real-World Method 1: The String of Pearls

    Real-World Method 2: The Story Machine

    The Problems

    Problem #1: Good Stories Have Unity

    Problem #2: The Combinatorial Explosion

    Problem #3: Multiple Endings Disappoint

    Problem #4: Not Enough Verbs

    Problem #5: Time Travel Makes Tragedy Obsolete

    The Dream Reborn

    Story Tips for Game Designers

    Story Tip #1: Goals, Obstacles, and Conflicts

    Story Tip #2: Make It Real

    Story Tip #3: Provide Simplicity and Transcendence

    Story Tip #4: Consider the Hero’s Journey

    Vogler’s Synopsis of the Hero’s Journey

    Story Tip #5: Put Your Story to Work!

    Story Tip #6: Keep Your Story World Consistent

    Story Tip #7: Make Your Story World Accessible

    Story Tip #8: Use Cliches Judiciously

    Story Tip #9: Sometimes a Map Brings a Story to Life

    Other Reading to Consider

    Story and Game Structures Can Be Artfully Merged with Indirect Control

    The Feeling of Freedom

    Indirect Control Method #1: Constraints

    Indirect Control Method #2: Goals

    Indirect Control Method #3: Interface

    Indirect Control Method #4: Visual Design

    Indirect Control Method #5: Characters

    Indirect Control Method #6: Music

    Collusion

    Other Reading to Consider

    Stories and Games Take Place in Worlds

    Transmedia Worlds

    The Power of Pokemon

    Properties of Transmedia Worlds

    Transmedia Worlds Are Powerful

    Transmedia Worlds Are Long Lived

    Transmedia Worlds Evolve over Time

    What Successful Transmedia Worlds Have in Common

    Worlds Contain Characters

    The Nature of Game Characters

    Novel Characters

    Movie Characters

    Game Characters

    Avatars

    The Ideal Form

    The Blank Slate

    Creating Compelling Game Characters

    Character Tip #1: List Character Functions

    Character Tip #2: Define and Use Character Traits

    Character Tip #3: Use the Interpersonal Circumplex

    Character Tip #4: Make a Character Web

    Archie

    Veronica

    Betty

    Reggie

    Jughead

    Character Tip #5: Use Status

    Character Tip #6: Use the Power of the Voice

    Character Tip #7: Use the Power of the Face

    Character Tip #8: Powerful Stories Transform Characters

    Character Tip #9: Let Your Characters Surprise Us

    Character Tip #10: Avoid the Uncanny Valley

    Other Reading to Consider

    Worlds Contain Spaces

    The Purpose of Architecture

    Organizing Your Game Space

    A Word about Landmarks

    Christopher Alexander Is a Genius

    Alexander’s Fifteen Properties of Living Structures

    Real vs. Virtual Architecture

    Know How Big

    Third-Person Distortion

    Level Design

    Other Reading to Consider

    The Look and Feel of a World Is Defined by Its Aesthetics

    Monet Refuses the Operation

    The Value of Aesthetics

    Learning to See

    How to Let Aesthetics Guide Your Design

    How Much Is Enough?

    Use Audio

    Balancing Art and Technology

    Other Reading to Consider

    Some Games Are Played with Other Players

    We Are Not Alone

    Why We Play with Others

    Other Reading to Consider

    Other Players Sometimes Form Communities

    More than Just Other Players

    Ten Tips for Strong Communities

    Community Tip #1: Foster Friendships

    Community Tip #2: Put Conflict at the Heart

    Community Tip #3: Use Architecture to Shape your Community

    Community Tip #4: Create Community Property

    Community Tip #5: Let Players Express Themselves

    Community Tip #6: Support Three Levels

    Community Tip #7: Force Players to Depend on Each Other

    Community Tip #8: Manage Your Community

    Community Tip #9: Obligation to Others Is Powerful

    Community Tip #10: Create Community Events

    The Challenge of Griefing

    The Future of Game Communities

    Other Reading to Consider

    The Designer Usually Works with a Team

    The Secret of Successful Teamwork

    If You Can’t Love the Game, Love the Audience

    Designing Together

    Team Communication

    Other Reading to Consider

    The Team Sometimes Communicates through Documents

    The Myth of the Game Design Document

    The Purpose of Documents

    Memory

    Communication

    Types of Game Documents

    Design

    Engineering

    Art

    Production

    Writing

    Players

    So, Where Do I Start?

    Other Reading to Consider

    Good Games Are Created through Playtesting

    Playtesting

    My Terrible Secret

    Playtest Question the First: Why?

    Playtest Question the Second: Who?

    Playtest Question the Third: Where?

    Playtest Question the Fourth: What?

    The First What: Things You Know You Are Looking For

    The Second What: Things You Don’t Know You Are Looking For

    Playtest Question the Fifth: How?

    Should You Even Be There?

    What Do You Tell Them Up Front?

    Where Do You Look?

    What Other Data Should You Collect During Play?

    Will I Disturb the Players Midgame?

    What Data Will I Collect after the Play Session?

    Surveys

    Interviews

    Other Reading to Consider

    The Team Builds a Game with Technology

    Technology, At Last

    Foundational vs. Decorational

    Mickey’s First Cartoon

    Abalone

    Sonic the Hedgehog

    Myst

    Journey

    Ragdoll Physics

    The Touch Revolution

    The Hype Cycle

    The Innovator’s Dilemma

    The Law of Divergence

    The Singularity

    Look into Your Crystal Ball

    Other Reading to Consider

    Your Game Will Probably Have a Client

    Who Cares What the Client Thinks?

    Coping with Bad Suggestions

    Not That Rock

    The Three Layers of Desire

    Firenze, 1498

    Other Reading to Consider

    The Designer Gives the Client a Pitch

    Why Me?

    A Negotiation of Power

    The Hierarchy of Ideas

    Twelve Tips for a Successful Pitch

    Pitch Tip #1: Get in the Door

    Pitch Tip #2: Show You Are Serious

    Pitch Tip #3: Be Organized

    Pitch Tip #4: Be Passionate!!!!!

    Pitch Tip #5: Assume Their Point of View

    Pitch Tip #6: Design the Pitch

    Pitch Tip #7: Know All the Details

    Pitch Tip #8: Exude Confidence

    Pitch Tip #9: Be Flexible

    Pitch Tip #10: Rehearse

    Pitch Tip #11: Get Them to Own It

    Pitch Tip #12: Follow Up

    Hey, What about Kickstarter?

    Other Reading to Consider

    The Designer and Client Want the Game to Make a Profit

    Love and Money

    Know Your Business Model

    Retail

    Direct Download

    Free to Play

    Know Your Competition

    Know Your Audience

    Learn the Language

    General Game Business Terms

    Free to Play Business Terms

    Know the Top Sellers

    The Importance of Barriers

    Other Reading to Consider

    Games Transform Their Players

    How Do Games Change Us?

    Can Games Be Good For You?

    Emotional Maintenance

    Connecting

    Exercise

    Education

    Giving the Brain What It Wants

    Facts

    Problem Solving

    Systems of Relationships

    New Insights

    Curiosity

    Creating Teachable Moments

    Transformational Games

    Transformational Tip #1: Define Your Transformation

    Transformational Tip #2: Find Great Subject Matter Experts

    Transformational Tip #3: What Does the Instructor Need?

    Transformational Tip #4: Don’t Do Too Much

    Transformational Tip #5: Assess Transformation Appropriately

    Transformational Tip #6: Choose the Right Venue

    Transformational Tip #7: Accept the Realities of the Market

    Can Games Be Bad For You?

    Violence

    Addiction

    Experiences

    Other Reading to Consider

    Designers Have Certain Responsibilities

    The Danger of Obscurity

    Being Accountable

    Your Hidden Agenda

    The Secret Hidden in Plain Sight

    The Ring

    Other Reading to Consider

    Each Designer Has a Purpose

    The Deepest Theming

    Goodbye

    Endnotes

    Bibliography

    Index
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