Table Of ContentTitle Page Page: Cover Page
Copyright Page: iii
Dedication Page: iv
Table of Contents Page: v
Acknowledgments Page: xi
Introduction Page: xiii
Game Design and the Scope of This Text Page: xv
Classroom Use Page: xvii
Note on Exercises Page: xviii
Note on Style Page: xviii
Note on Definitions Page: xix
1. Elements Page: xx
Design Process Page: 1
Games as Machines Page: 2
Game Design Is User-Centered Page: 3
Motivating Example: Poker Page: 3
Model Description Page: 4
Designer’s Role Page: 6
Designer’s Process Page: 6
Player’s Experience Page: 8
Elements of Games Outside This Model Page: 9
The Practice of Game Design Page: 10
Game Design, Systems Design, Content Design Page: 11
Discipline Interactions Page: 12
Summary Page: 13
Further Reading Page: 14
Formal Tools Page: 14
MDA Page: 15
The Practice of Design Page: 16
Individual Exercises Page: 16
2. Player Experience Page: 17
Experience Is Relative Page: 19
What Do You Enjoy? Page: 21
Building a Naive Taxonomy Page: 23
Player Theories Page: 24
Designer Theories Page: 24
The Bartle Model Page: 25
The Koster Model Page: 26
User Personas Page: 27
Empirical Models Page: 28
The Big Five Personality Model Page: 29
Yee’s Gamer Motivation Profiles Page: 30
Player Motivations and the Big Five Page: 33
Experience Design Page: 34
Questions to Guide Experience Design Page: 34
Experience Archetypes and Genres Page: 35
Summary Page: 36
Further Reading Page: 38
Player Psychology Page: 38
Designer Theories Page: 38
Individual Exercises Page: 39
3. Mechanics Page: 40
Mechanics as Building Blocks Page: 41
Composition of Mechanics Page: 42
The Language Metaphor Page: 44
Example: Exploring Monopoly Page: 44
Games as State Spaces Page: 46
Game State Page: 46
State Spaces Page: 47
Action Spaces Page: 48
Perceived Action Spaces Page: 50
Explicit and Implicit Mechanics Page: 51
Examples of Families of Mechanics Page: 53
Control Mechanics Page: 55
Progression Mechanics Page: 58
Uncertainty Mechanics Page: 60
Resource Management Mechanics Page: 62
Beyond the Four Families Page: 68
Mechanics Design Page: 68
Design Heuristics Page: 69
Primary and Derived Mechanics Page: 71
Summary Page: 72
Further Reading Page: 73
History of Mechanics Page: 73
Taxonomies Page: 74
In-depth Explorations Page: 74
Individual Exercises Page: 75
Group Exercises Page: 76
4. Systems Page: 77
Motivating Example: Diablo Page: 79
Game Systems Page: 81
Setting and Systems Page: 82
Layering Page: 82
Thinking in Systems Page: 84
Mechanic Chains and Loops Page: 84
Conversion Chains Page: 85
Calculating Exchange Rates Page: 86
Conversion Loops Page: 87
Feedback Loops Page: 90
Positive Feedback Page: 91
Negative Feedback Page: 93
Effects of Positive Feedback Page: 95
Effects of Negative Feedback Page: 98
Emergence and Chaos Page: 100
Emergent Behavior Page: 100
Chaotic Systems Page: 102
Systems Design Page: 104
From User Stories to Systems Page: 105
System Tuning Page: 108
Approaches Page: 109
The Role of Tuning in the Production Process Page: 111
Summary Page: 111
Further Reading Page: 113
Individual Exercises Page: 113
Group Exercises Page: 114
5. Gameplay Page: 115
Motivating Example: The Sims Page: 117
Gameplay Loops Page: 119
Loop Frequencies Page: 120
Onion Diagrams Page: 121
The Core Loop Page: 123
Layering Page: 123
Loops and Systems Page: 125
Player Motivation Page: 126
Intrinsic and Extrinsic Motivation Page: 127
Intrinsic Motivation: Flow and Learning Page: 128
Flow Theory Page: 128
Learning and Challenge Escalation Page: 130
Learning to Overcome Uncertainty Page: 131
Dominant Strategies and “Solving the Game” Page: 135
Loops and Challenges Page: 136
Extrinsic Motivation: Work and Rewards Page: 136
Progression and Rewards Page: 137
Reward Schedules Page: 138
Types of Schedules Page: 139
Game Examples Page: 141
Changing Workload Page: 142
Related Topic: Gamification Page: 144
Gameplay Loop Design Heuristics Page: 145
From User Stories to Gameplay Loops Page: 145
Playtesting Loops Page: 146
Summary Page: 146
Further Reading Page: 147
Gameplay Loops Page: 148
Motivation Page: 148
Individual Exercises Page: 149
Group Exercises Page: 149
6. Macrostructure Page: 150
Motivating Example: The Witcher Page: 151
Game Fiction Page: 153
Fantasy Page: 154
Story Page: 155
Story and Agency Page: 155
Consistency Page: 157
Macrostructure and Content Arcs Page: 159
The Three-Act Model Page: 159
Story Arc and Episodes Page: 160
Three-Act Model and Non-story Games Page: 162
Narrative Patterns Page: 163
Linear Narrative Page: 164
Branching Choices Page: 165
Branch and Merge Page: 166
Branching with State Page: 167
Hub and Spokes Page: 168
Narrative Composition and Quests Page: 168
Open Worlds Page: 169
Open Worlds and Quest Design Page: 171
Simulated Worlds Page: 172
Pacing Page: 174
Metagame Page: 175
Mastery Metagame Page: 176
Social Metagame Page: 177
Game Modding Page: 179
Benefits of Metagame Page: 180
Summary Page: 180
Further Reading Page: 181
Individual Exercises Page: 182
Group Exercises Page: 183
7. Prototyping and Playtesting Page: 183
Motivating Example: Project Highrise Page: 186
Production Stages Page: 187
Game Concept Page: 188
Understanding the Game Idea Page: 189
Understanding the Market Page: 190
Forming a Game Pitch Page: 192
From Concept to Prototyping: Kelly Guidelines Page: 193
Prototyping Page: 196
Playable Prototypes Page: 197
Iterative Process Page: 198
Playtesting Page: 201
Documenting Design Page: 203
Finishing Iteration Page: 204
Production and Beyond Page: 205
Ideas for Student Prototyping Page: 207
Shorter Production Cycle Page: 208
Scaling Prototyping Scope Page: 208
Supporting Portfolio Development Page: 209
Summary Page: 210
Further Reading Page: 211
Group Exercises Page: 211
Conclusion Page: 212
References Page: 213
Index Page: 220
Description:An introduction to the basic concepts of game design, focusing on techniques used in commercial game production. This textbook by a well-known game designer introduces the basics of game design, covering tools and techniques used by practitioners in commercial game production. It presents a model for analyzing game design in terms of three interconnected levels--mechanics and systems, gameplay, and player experience--and explains how novice game designers can use these three levels as a framework to guide their design process. The text is notable for emphasizing models and vocabulary used in industry practice and focusing on the design of games as dynamic systems of gameplay.