Game Design Theory

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en Limba Engleză Paperback – 31 Aug 2012
Despite the proliferation of video games in the twenty-first century, the theory of game design is largely underdeveloped, leaving designers on their own to understand what games really are. Helping you produce better games, Game Design Theory: A New Philosophy for Understanding Games presents a bold new path for analyzing and designing games. The author offers a radical yet reasoned way of thinking about games and provides a holistic solution to understanding the difference between games and other types of interactive systems. He clearly details the definitions, concepts, and methods that form the fundamentals of this philosophy. He also uses the philosophy to analyze the history of games and modern trends as well as to design games. Providing a robust, useful philosophy for game design, this book gives you real answers about what games are and how they work. Through this paradigm, you will be better equipped to create fun games.
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ISBN-13: 9781466554207
ISBN-10: 1466554207
Pagini: 188
Ilustrații: 31 black & white illustrations
Dimensiuni: 150 x 226 x 15 mm
Greutate: 0.32 kg
Ediția: New.
Editura: A K Peters

Notă biografică

Keith Burgun is a game designer, writer, composer, and visual artist who has been developing games independently for nearly 20 years. He writes for Gamasutra, Destructoid, and several other popular websites, including his own blog at Dinofarm Games. He is a founding member of Dinofarm Games and produced its first commercial game 100 Rogues for the iOS platform. He also teaches game design and animation courses at local art schools.


Introduction The Death of Tetris Our Story My Story Problem Statement On Game Design Game Design Theory Today What This book Is What This book Is Not Why Video Games? The Concept of "Game" Definitions Types of Interactive Systems The Abstract and the Literal The "Meaningful" Decision Are Games "Art"? Games: The "Finer" Interactive System Game-Playing Itself Is An Art The Value of Games? Misconceptions about Games Games Can Occur Naturally "Video Games" and the Value of Words Exploration Game Design Do You Want to Make a Game? Games and Story Understanding Design "Let's Add Some Fun!" Non-Linearity Continuous or Discrete Space Execution vs. Decisions Randomness Single-Player/Multi-Player "Survival", "Completion" and "Game Difficulty" Balance Theme Inherent/Emergent Complexity Information and Solvability Symmetry False Choices Too Many Choices Efficiency Take Nothing for Granted Become an Expert |Studying Games Related Disciplines Conclusion How We Got Here Ancient History Sports The 20th Century The Promise of SpaceWar! The Video Game "Generations" The Alternate Reality of PC Games Other Notable Areas Looking Back Through the Lens: Videogames Problems Common to Almost All Genres On Brawlers On Third Person Action On Real-Time Strategy On Turn-Based Strategy Role-Playing Games On Sports Games On Racing Games On Fighting Games On FPS Games On Platformers Other Genres "Videogames" That Aren't Games Through the Lens: Boardgames Area-Control games Bidding Games Wargames Roleplaying Games Cooperative Games Role-Selection/Worker Placement Games Card Games Abstract Games Other Genres Predictions Rise of Indies Merging Renaissance Purpose


While literature and music, for example, stand on a solid theoretical foundation, the theory of game design is much less developed. ... It is possible that thought-provoking books such as this one may be just the spark required to kick start the industrial revolution of game design. -From the Foreword by Reiner Knizia