Game Mechanics
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Game Mechanics
Author | : Ernest Adams,Joris Dormans |
Publsiher | : New Riders |
Total Pages | : 442 |
Release | : 2012 |
Genre | : Computers |
ISBN | : 9780321820273 |
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Game mechanics--the rules and systems that govern the functional behavior of a game--lie at the heart of all game design. The mechanics implement the living world of the game; they generate active challenges for players to solve in the game world and they determine the effects of the players' actions on that world. Here to teach game designers and students the essentials of game mechanics are two leading authorities in game design. Readers will learn how to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. They'll learn how to visualise and simulate game mechanics in order to design better games and learn at what stages to prototype, test, and implement mechanics in games.
Games and Rules
Author | : Beat Suter,Mela Kocher,René Bauer |
Publsiher | : transcript Verlag |
Total Pages | : 323 |
Release | : 2019-03-31 |
Genre | : Social Science |
ISBN | : 9783839443040 |
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Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo Fabricatore.
Practical Game Design
Author | : Adam Kramarzewski,Ennio De Nucci |
Publsiher | : Packt Publishing Ltd |
Total Pages | : 464 |
Release | : 2018-04-19 |
Genre | : Computers |
ISBN | : 9781787122161 |
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Design accessible and creative games across genres, platforms, and development realities Key Features Implement the skills and techniques required to work in a professional studio Ace the core principles and processes of level design, world building, and storytelling Design interactive characters that animate the gaming world Book Description If you are looking for an up-to-date and highly applicable guide to game design, then you have come to the right place! Immerse yourself in the fundamentals of game design with this book, written by two highly experienced industry professionals to share their profound insights as well as give valuable advice on creating games across genres and development platforms. Practical Game Design covers the basics of game design one piece at a time. Starting with learning how to conceptualize a game idea and present it to the development team, you will gradually move on to devising a design plan for the whole project and adapting solutions from other games. You will also discover how to produce original game mechanics without relying on existing reference material, and test and eliminate anticipated design risks. You will then design elements that compose the playtime of a game, followed by making game mechanics, content, and interface accessible to all players. You will also find out how to simultaneously ensure that the gameplay mechanics and content are working as intended. As the book reaches its final chapters, you will learn to wrap up a game ahead of its release date, work through the different challenges of designing free-to-play games, and understand how to significantly improve their quality through iteration, polishing and playtesting. What you will learn Define the scope and structure of a game project Conceptualize a game idea and present it to others Design gameplay systems and communicate them clearly and thoroughly Build and validate engaging game mechanics Design successful business models and prepare your games for live operations Master the principles behind level design, worldbuilding and storytelling Improve the quality of a game by playtesting and polishing it Who this book is for Whether you are a student eager to design a game or a junior game designer looking for your first role as a professional, this book will help you with the fundamentals of game design. By focusing on best practices and a pragmatic approach, Practical Game Design provides insights into the arts and crafts from two senior game designers that will interest more seasoned professionals in the game industry.
Rules of Play
Author | : Katie Salen Tekinbas,Eric Zimmerman |
Publsiher | : MIT Press |
Total Pages | : 680 |
Release | : 2003-09-25 |
Genre | : Computers |
ISBN | : 0262240459 |
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An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Gamification by Design
Author | : Gabe Zichermann,Christopher Cunningham |
Publsiher | : "O'Reilly Media, Inc." |
Total Pages | : 211 |
Release | : 2011-08 |
Genre | : Computers |
ISBN | : 9781449397678 |
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Provides information on creating Web and mobile applications based on the principles of game mechanics.
Narrative Mechanics
Author | : Beat Suter,René Bauer,Mela Kocher |
Publsiher | : transcript Verlag |
Total Pages | : 363 |
Release | : 2021-05-31 |
Genre | : Social Science |
ISBN | : 9783839453452 |
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What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics.
Creating Games
Author | : Morgan McGuire,Odest Chadwicke Jenkins |
Publsiher | : CRC Press |
Total Pages | : 559 |
Release | : 2008-12-23 |
Genre | : Computers |
ISBN | : 9781568813059 |
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Creating Games offers a comprehensive overview of the technology, content, and mechanics of game design. It emphasizes the broad view of a games team and teaches you enough about your teammates' areas so that you can work effectively with them. The authors have included many worksheets and exercises to help get your small indie team off the ground. Special features: Exercises at the end of each chapter combine comprehension tests with problems that help the reader interact with the material Worksheet exercises provide creative activities to help project teams generate new ideas and then structure them in a modified version of the format of a game industry design document Pointers to the best resources for digging deeper into each specialized area of game development Website with worksheets, figures from the book, and teacher materials including study guides, lecture presentations, syllabi, supplemental exercises, and assessment materials
Andrew Rollings and Ernest Adams on Game Design
Author | : Andrew Rollings,Ernest Adams |
Publsiher | : New Riders |
Total Pages | : 652 |
Release | : 2003 |
Genre | : Business & Economics |
ISBN | : 1592730019 |
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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.