Item type | Current library | Collection | Call number | Status | Date due | Barcode |
---|---|---|---|---|---|---|
Books | Main library B10 | Computers & Information Technology ( Information systems ) | 794.81536 B.K.G (Browse shelf(Opens below)) | Available | 00011599 |
Includes index.
computer bookfair2015
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
"This work looks at how digital games fit into the long history of games and offers solutions to some of video games toughest design challenges. It covers the art and craft of developing a set of rules to create a contest between players or other agents, targeted specifically at digital game designers. The author outlines a somewhat radical philosophy based on thousands of years of game design, illustrating how we must adhere to these ancient principles if we are to improve digital games in the future"-- Provided by publisher.
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