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Andrew Rollings and Ernest Adams on Game Design
Andrew Rollings and Ernest Adams on Game Design
ISBN: 1592730019
EAN: 2147483647
Year: 2003
Pages: 148
Authors:
Andrew Rollings
,
Ernest Adams
BUY ON AMAZON
Main Page
Table of content
Copyright
About the Authors
About the Technical Reviewers
Acknowledgments
Tell Us What You Think
Introduction
From Idea to Design
What This Book Is (and Isn t) About
How This Book Is Organized
Non-Computer Games, Too
A Word About Pronouns
Part I: The Elements of Game Design
Chapter 1. What Is Game Design?
Art, Science, or Craft?
The Anatomy of Game Design
Documenting the Design
Anatomy of a Game Designer
Putting It Together
Chapter 2. Game Concepts
Getting an Idea
The Elements of a Game
Understanding Your Audience
The Genres of Interactive Entertainment
The Types of Game Machines
Motivations That Influence Design
Putting It Together
Chapter 3. Game Settings and Worlds
The Purpose of a Game Setting
The Dimensions of a Game World
Realism and Abstraction
The Save-Game Issue
Putting It Together
Chapter 4. Storytelling and Narrative
Stories in Games
The Story Vehicle
Putting It Together
Chapter 5. Character Development
Art-Driven Character Design
Story-Driven Character Design
Putting It Together
Chapter 6. Creating the User Experience
What Is the User Experience?
The Human-Computer Interface
Components of the User Experience
Putting It Together
Chapter 7. Gameplay
Use of Language
Defining Gameplay
Putting It Together
Chapter 8. The Internal Economy of Games and Game Balancing
What Is Game Balance?
Static Balance
Dynamic Balance
Tools for Balancing
Putting It Together
Part II: The Genres of Games
Chapter 9. Action Games
Action Game Genres
Design Elements
Special Design Considerations for Action Games
Putting It Together
Chapter 10. Strategy Games
The Common Elements of Strategy Games
Putting It Together
Chapter 11. Role-Playing Games
The Common Elements of Role-Playing Games
Putting It Together
Chapter 12. Sports Games
The Common Elements of Sports Games
Special Design Issues for Sports Games
Putting It Together
Chapter 13. Vehicle Simulations
The Common Elements of Vehicle Simulations
Other Vehicles
Special Design Considerations for Vehicle Simulations
Putting It Together
Chapter 14. Construction and Management Simulations
The Common Elements of CMSs
Special Design Considerations for CMSs
Putting It Together
Chapter 15. Adventure Games
What Is an Adventure Game?
The Common Elements of Adventure Games
User Interface Design
Special Design Considerations
Putting It Together
Chapter 16. Artificial Life, Puzzle Games, and Other Genres
Artificial Life Games
Puzzle Games
Games for Girls
Putting It Together
Chapter 17. Online Games
Advantages of Online Games
Disadvantages of Online Games
Design Issues for Online Gaming
Persistent Worlds
Putting It Together
Chapter 18. The Future of Gaming
Gaming Hardware
The Future of Game Programming
Game Genres
Broadband Networking
The Distant Future
Interactive Entertainment as an Art Form
A Few Final Words
Part III: Appendixes
Appendix A. Sample Design Documents
Creating and Using Design Documents
The High-Concept Document
The Game Treatment
The Design Script
Appendix B. Bibliography
Game Design
Game Theory
History and Sociology of Video Games
Architecture and Graphic Design
Writing and Narrative
Index
Index SYMBOL
Index A
Index B
Index C
Index D
Index E
Index F
Index G
Index H
Index I
Index J
Index K
Index L
Index M
Index N
Index O
Index P
Index Q
Index R
Index S
Index T
Index U
Index V
Index W
Index X
Index Y
Andrew Rollings and Ernest Adams on Game Design
ISBN: 1592730019
EAN: 2147483647
Year: 2003
Pages: 148
Authors:
Andrew Rollings
,
Ernest Adams
BUY ON AMAZON
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Quick Lesson in Cron
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