ebook img

Game Design Tools. Cognitive, Psychological, and Practical Approaches PDF

269 Pages·2023·9.862 MB·English
Save to my drive
Quick download
Download
Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.

Preview Game Design Tools. Cognitive, Psychological, and Practical Approaches

Game Design Tools This book provides a series of transdisciplinary tools to help game designers improve their design pipeline and design output. Using approaches from psychology, anthropology, and sociology, it offers practical tools for all the main aspects of game design from conception through to testing. Drawing on game design theory, the book looks at the relationship between game design and other disciplines to create a toolbox of modern tools for game designers. It covers archetypes, praxeology, behavioural game design, and emotional game design. Covering a wide breadth of content, the book includes chapters on: • Documentation • Production • Evaluation • Analysis and marketing tools This book will be of great interest to students on game design courses, as well as early- career game designers and those looking to break into the industry. It will also be of interest to more experienced game designers looking for new game design tools. Game Design Tools Cognitive, Psychological, and Practical Approaches Diego Ricchiuti Boca Raton London New York CRC Press is an imprint of the Taylor & Francis Group, an informa business Designed cover image: Enrico Sartini. First edition published 2023 by CRC Press 6000 Broken Sound Parkway NW, Suite 300, Boca Raton, FL 33487–2742 and by CRC Press 4 Park Square, Milton Park, Abingdon, Oxon, OX14 4RN CRC Press is an imprint of Taylor & Francis Group, LLC © 2023 Taylor & Francis Group, LLC Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, transmitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microflming, and recording, or in any information storage or retrieval system, without written permission from the publishers. For permission to photocopy or use material electronically from this work, access www.copyright.com or contact the Copyright Clearance Center, Inc. (CCC), 222 Rosewood Drive, Danvers, MA 01923, 978– 750–8400. For works that are not available on CCC please contact [email protected] Trademark notice: Product or corporate names may be trademarks or registered trademarks and are used only for identifcation and explanation without intent to infringe. Library of Congress Cataloging-in-Publication Data Names: Ricchiuti, Diego, author. Title: Game design tools : cognitive, psychological, and practical approaches / Diego Ricchiuti. Description: First edition. | Boca Raton, FL : CRC Press, 2023. | Includes bibliographical references and index. Identifers: LCCN 2022036234 (print) | LCCN 2022036235 (ebook) | ISBN 9781032134802 (hardback) | ISBN 9781032134789 (paperback) | ISBN 9781003229438 (ebook) Subjects: LCSH: Video games—Design | Video games—Psychological aspects. Classifcation: LCC GV1469.3 .R49 2023 (print) | LCC GV1469.3 (ebook) | DDC 794.8/3—dc23/eng/20220825 LC record available at https://lccn.loc.gov/2022036234 LC ebook record available at https://lccn.loc.gov/2022036235 ISBN: 978-1-032-13480-2 (hbk) ISBN: 978-1-032-13478-9 (pbk) ISBN: 978-1-003-22943-8 (ebk) DOI: 10.1201/9781003229438 Typeset in Times by Apex CoVantage, LLC Access the Support Material: www.routledge.com/9781032134789 Dedicated to the people of the game industry, without whom I would have only lived one life. Contents Foreword by Dominic Butler xiii Foreword by Fawzi Mesmar xv Acknowledgments xvii About the Author xix SECTION ONE Introduction 1 1 How to Use This Book 3 Task Guide 3 Chapter Guide 5 Introduction 5 Research Tools 5 Game Design Tools 5 Documentation 5 2 Book Introduction 7 Modern Game Design 7 What Is Game Design? 8 The Best Compromise 9 Designer and Author 11 Design and Manipulation 12 The Forbidden Words 14 SECTION TWO Analysis Tools 17 3 Design and Analysis 19 The Importance of Analysis in Game Design 20 Satisfying Your Audience 21 The Importance of Data 23 4 Target Audience Tools 27 9 Whys Technique 27 Bartle’s Archetypes 30 Killer: Acting on the Players 33 Achiever: Acting on the World 34 Explorer: Interacting with the World 35 vii viii Contents Socializers: Interacting with the Players 35 How to Use These Player Types 37 Quantic Foundry 38 Big Five 43 5 Data Tools 59 Stakeholders 59 SWOT Analysis 62 Perceptual Mapping 63 Problem vs Need 64 SECTION THREE Game Design Tools 67 6 Introduction to Game Design Tools 69 Demolishing the Creativity Myth 70 Being a Creative 70 Being the Creative 72 7 Brainstorming Techniques 75 Limitation 75 Opposite Design 76 Worst Idea 78 Diffuse Mode 78 Break the Theme 80 Acting Brainstorming 80 TRIZ 81 8 Praxeology 85 First Axiom 87 Second Axiom 89 Third Axiom 91 Fourth Axiom 93 Fifth Axiom 95 Sixth Axiom 97 Seventh Axiom 98 Eighth Axiom 100 Praxeology Framework 100 9 Self-Determination Theory 103 Extrinsic and Intrinsic Motivation 103 Competence 106 Autonomy 108 Relatedness 109 Contents ix 10 Habit Loop and Operant Conditioning 111 Habit Loop 111 Operant Conditioning 113 11 Game Design Patterns 117 12 MDA Framework 119 Theory 120 Practice 122 13 Nudges 127 God/Superman Complex 127 Fear of Missing Out 128 Framing 129 Apophenia 131 Ikea Effect 131 Principle of Least Effort 132 Endowed Progress 132 Survivorship Bias 133 Mere Ownership Effect 134 Sunk Cost 135 Ego Preference 136 Diderot Effect 136 Drowning Person Effect 137 14 Behavioural Game Design 139 Diagnosis Tools 140 Drive Theory 140 Theory of Planned Behaviour 142 Design Tools 145 COM-B 145 BMAP 147 15 Emotional Game Design 153 White Writing 154 Artist’s Date 155 Internal Game Design 155 Emotions, Feelings, and Mood 156 Two Factor Theory 158 Grounded Cognition Theory and Embodied Cognition Theory 159 16 Emotional Theories 163 Paul Ekman’s Wheel 163 Robert Plutchik’s Colours 163 Two-Dimensional Analysis or Russell’s Circumplex Model 167

See more

The list of books you might like

Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.