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The Art of Game Design: A book of lenses PDF

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Cover Page: Cover The Art of Game Design: A Book of Lenses Page: iii Copyright Page Page: iv Table of Contents Page: vii Table of Lenses Page: xvii Acknowledgments Page: xxi Hello Page: xxiii Chapter 1 In the Beginning, There Is the Designer Page: 1 Magic Words Page: 1 What Skills Does a Game Designer Need? Page: 2 The Most Important Skill Page: 4 The Five Kinds of Listening Page: 5 The Secret of the Gifted Page: 6 Chapter 2 The Designer Creates an Experience Page: 9 The Game Is Not the Experience Page: 10 Is This Unique to Games? Page: 11 Three Practical Approaches to Chasing Rainbows Page: 12 Introspection: Powers, Perils, and Practice Page: 14 Dissect Your Feelings Page: 17 Defeating Heisenberg Page: 18 Essential Experience Page: 20 All That's Real Is What You Feel Page: 21 Chapter 3 The Experience Rises Out of a Game Page: 23 A Rant About Definitions Page: 24 So, What Is a Game? Page: 26 No, Seriously, What Is a Game? Page: 30 Problem Solving 101 Page: 36 The Fruits of Our Labors Page: 37 Chapter 4 The Game Consists of Elements Page: 39 What Are Little Games Made Of? Page: 40 The Four Basic Elements Page: 41 Skin and Skeleton Page: 45 Chapter 5 The Elements Support a Theme Page: 47 Mere Games Page: 48 Unifying Themes Page: 49 Resonance Page: 53 Back to Reality Page: 56 Chapter 6 The Game Begins with an Idea Page: 57 Inspiration Page: 58 State the Problem Page: 60 How to Sleep Page: 62 Your Silent Partner Page: 63 Fifteen Nitty-Gritty Brainstorming Tips Page: 68 Look At All These Ideas! Now What? Page: 74 Chapter 7 The Game Improves Through Iteration Page: 75 Choosing An Idea Page: 76 The Eight Filters Page: 76 The Rule of the Loop Page: 79 A Short History of Software Engineering Page: 80 Risk Assessment and Prototyping Page: 83 Eight Tips for Productive Prototyping Page: 86 Closing the Loop Page: 91 How Much is Enough? Page: 94 Chapter 8 The Game is Made for a Player Page: 97 Einstein's Violin Page: 98 Project Yourself Page: 99 Demographics Page: 99 The Medium is the Misogynist? Page: 102 Psychographics Page: 108 Chapter 9 The Experience is in the Player's Mind Page: 113 Modeling Page: 115 Focus Page: 118 Empathy Page: 123 Imagination Page: 124 Motivation Page: 126 Judgment Page: 127 Chapter 10 Some Elements are Game Mechanics Page: 129 Mechanic 1: Space Page: 130 Mechanic 2: Objects, Attributes, and States Page: 136 Mechanic 3: Actions Page: 140 Mechanic 4: Rules Page: 144 Mechanic 5: Skill Page: 150 Mechanic 6: Chance Page: 153 Chapter 11 Game Mechanics Must be in Balance Page: 171 The Twelve Most Common Types of Game Balance Page: 172 Game Balancing Methodologies Page: 201 Balancing Game Economies Page: 203 Dynamic Game Balancing Page: 205 The Big Picture Page: 205 Chapter 12 Game Mechanics Support Puzzles Page: 207 The Puzzle of Puzzles Page: 208 Aren't Puzzles Dead? Page: 209 Good Puzzles Page: 211 A Final Piece Page: 219 Chapter 13 Players Play Games Through an Interface Page: 221 Breaking it Down Page: 223 The Loop of Interaction Page: 228 Channels of Information Page: 234 Other Interface Tips Page: 240 Chapter 14 Experiences Can be Judged by Their Interest Curves Page: 245 My First Lens Page: 246 Interest Curves Page: 247 Patterns Inside Patterns Page: 249 What Comprises Interest? Page: 253 Interest Factor Examples Page: 258 Putting It All Together Page: 259 Chapter 15 One Kind of Experience Is the Story Page: 261 Story/Game Duality Page: 262 The Myth of Passive Entertainment Page: 263 The Dream Page: 264 The Reality Page: 264 The Problems Page: 266 The Dream Reborn Page: 270 Story Tips for Game Designers Page: 270 Chapter 16 Story and Game Structures can be Artfully Merged with Indirect Control Page: 283 The Feeling of Freedom Page: 284 Indirect Control Method #1: Constraints Page: 285 Indirect Control Method #2: Goals Page: 286 Indirect Control Method #3: Interface Page: 286 Indirect Control Method #4: Visual Design Page: 287 Indirect Control Method #5: Characters Page: 292 Indirect Control Method #6: Music Page: 292 Collusion Page: 293 Chapter 17 Stories and Games Take Place in Worlds Page: 299 Transmedia Worlds Page: 300 The Power of Pokemon Page: 301 Properties of Transmedia Worlds Page: 303 What Successful Transmedia Worlds Have in Common Page: 305 Chapter 18 Worlds Contain Characters Page: 309 The Nature of Game Characters Page: 310 Avatars Page: 312 Creating Compelling Game Characters Page: 314 Chapter 19 Worlds Contain Spaces Page: 329 The Purpose of Architecture Page: 330 Organizing your Game Space Page: 330 Christopher Alexander is a Genius Page: 334 Real vs. Virtual Architecture Page: 338 Level Design Page: 343 Chapter 20 The Look and Feel of a World Is Defined by Its Aesthetics Page: 345 Monet Refuses the Operation Page: 346 The Value of Aesthetics Page: 347 Learning to See Page: 348 How to Let Aesthetics Guide your Design Page: 349 How Much Is Enough? Page: 350 Use Audio Page: 351 Balancing Art and Technology Page: 352 Chapter 21 Some Games are Played with Other Players Page: 353 We Are Not Alone Page: 354 Why We Play With Others Page: 354 Chapter 22 Other Players Sometimes Form Communities Page: 357 More than just Other Players Page: 358 Ten Tips for Strong Communities Page: 359 The Challenge of Griefing Page: 368 The Future of Game Communities Page: 370 Chapter 23 The Designer Usually Works with a Team Page: 371 The Secret of Successful Teamwork Page: 372 Designing Together Page: 375 Team Communication Page: 376 Chapter 24 The Team Sometimes Communicates Through Documents Page: 381 The Myth of the Game Design Document Page: 382 The Purpose of Documents Page: 382 Types of Game Documents Page: 383 So, Where Do I Start? Page: 387 Chapter 25 Good Games Are Created Through Playtesting Page: 389 Playtesting Page: 390 My Terrible Secret Page: 391 Playtest Question the First: Why? Page: 392 Playtest Question the Second: Who? Page: 393 Playtest Question the Third: Where? Page: 394 Playtest Question the Fourth: What? Page: 396 Playtest Question the Fifth: How? Page: 396 Chapter 26 The Team Builds a Game with Technology Page: 403 Technology, At Last Page: 404 Foundational vs. Decorational Page: 405 The Hype Cycle Page: 409 The Innovator's Dilemma Page: 410 The Singularity Page: 411 Look Into Your Crystal Ball Page: 412 Chapter 27 Your Game Will Probably Have a Client Page: 415 Who Cares What the Client Thinks? Page: 416 Coping with Bad Suggestions Page: 417 Not That Rock Page: 418 The Three Layers of Desire Page: 419 Firenza, 1498 Page: 419 Chapter 28 The Designer Gives the Client a Pitch Page: 423 Why Me? Page: 424 A Negotiation of Power Page: 424 The Hierarchy of Ideas Page: 425 Twelve Tips for a Successful Pitch Page: 425 Chapter 29 The Designer and Client Want the Game to Make a Profit Page: 433 Love and Money Page: 434 Know Your Business Model Page: 435 Units Sold Page: 436 Breakeven Page: 436 Know the Top Sellers Page: 437 Learn the Language Page: 437 Chapter 30 Games Transform Their Players Page: 441 How Do Games Change Us? Page: 442 Can Games Be Good For You? Page: 442 Can Games Be Bad For You? Page: 448 Experiences Page: 451 Chapter 31 Designers Have Certain Responsibilities Page: 453 The Danger of Obscurity Page: 454 Being Accountable Page: 455 Your Hidden Agenda Page: 456 The Secret Hidden in Plain Sight Page: 456 The Ring Page: 457 Chapter 32 Each Designer has a Motivation Page: 459 The Deepest Theming Page: 460 Chapter 33 Goodbye Page: 463 All Good Thingsƒ Page: 464 Endnotes Page: 465 Bibliography Page: 477 Index Page: 481 A Page: 481 B Page: 481 C Page: 482 D Page: 482 E Page: 483 F Page: 483 G Page: 483 H Page: 484 I Page: 484 J Page: 484 K Page: 484 L Page: 484 M Page: 486 N Page: 486 O Page: 486 P Page: 486 Q Page: 487 R Page: 487 S Page: 488 T Page: 489 U Page: 489 V Page: 489 W Page: 489 Y Page: 489 Z Page: 489

Description:
Anyone can master the fundamentals of game design - no technological expertise is necessary. "The Art of Game Design: A Book of Lenses" shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.
* Jesse Schell is a highly recognizable name within the game industry - he is the former chair of the International Game Developer's Association, and has designed many successful games, including Disney's award-winning "Toontown Online."
* The book's design methodology was developed at Carnegie Mellon University's Entertainment Technology Center, co-founded by Dr. Randy Pausch of "Last Lecture" fame.
* 100 'lenses' are scattered throughout the book. These are boxed sets of questions, each a different way of seeing a game that will inspire the creative process.
* 500 pages of detailed, practical instruction on creating world-class games that will be played again and again.
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