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E-grāmata: Game Design Vocabulary, A: Exploring the Foundational Principles Behind Good Game Design

3.93/5 (238 ratings by Goodreads)
  • Formāts: 240 pages
  • Sērija : Game Design
  • Izdošanas datums: 20-Feb-2014
  • Izdevniecība: Addison-Wesley Educational Publishers Inc
  • Valoda: eng
  • ISBN-13: 9780133155211
  • Formāts - EPUB+DRM
  • Cena: 15,77 €*
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  • Formāts: 240 pages
  • Sērija : Game Design
  • Izdošanas datums: 20-Feb-2014
  • Izdevniecība: Addison-Wesley Educational Publishers Inc
  • Valoda: eng
  • ISBN-13: 9780133155211

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Master the Principles and Vocabulary of Game Design

 

Why arent videogames getting better? Why does it feel like were playing the same games, over and over again? Why arent games helping us transform our lives, like great music, books, and movies do?



The problem is language. We still dont know how to talk about game design. We cant share our visions. We forget what works (and doesnt). We dont learn from history. Its too hard to improve.



The breakthrough starts here. A Game Design Vocabulary gives us the complete game design framework we desperately needwhether we create games, study them, review them, or build businesses on them.



Craft amazing experiences. Anna Anthropy and Naomi Clark share foundational principles, examples, and exercises that help you create great player experiencescomplement intuition with design disciplineand craft games that succeed brilliantly on every level.





Liberate yourself from stale clichés and genres Tell great stories: go way beyond cutscenes and text dumps Control the crucial relationships between game verbs and objects

Wield the full power of development, conflict, climax, and resolution Shape scenes, pacing, and player choices Deepen context via art, animation, music, and sound Help players discover, understand, engage, and talk back to you

Effectively use resistance and difficulty: the push and pull of games Design holistically: integrate visuals, audio, and controls Communicate a design vision everyone can understand

Recenzijas

A Game Design Vocabulary succeeds where many have failedto provide a broad-strokes overview of videogame design. Utilizing analytic smarts, an encyclopedic knowledge of games, and subcultural attitude, Naomi Clark and Anna Anthropy get to the heart of how games work.

 

Why is this book important? Videogames are the defining mass medium of our time, yet even those who make games lack a clear language for understanding their fundamental mechanics. A Game Design Vocabulary is essential reading for game creators, students, critics, scholars, and fans who crave insight into how game play becomes meaningful.



Eric Zimmerman, Independent Game Designer and Arts Professor, NYU Game Center



A Game Design Vocabulary marks an important step forward for our discipline. Anna Anthropy and Naomi Clarks extraordinarily lucid explanatio ns give us new ways to unpick the complexities of digital game design. Grounded in practical examples and bursting with original thinking, you need this book in your game design library.



Richard Lemarchand, Associate Professor, USC, Lead Designer, Uncharted



Anthropy and Clark have done it! Created an intuitive vocabulary and introduction to game design in a concise, clear, and fun-to-read package. The exercises alone are a great set of limbering-up tools for those new to making games and seasoned designers, both.



Colleen Macklin, Game Designer and Professor, Parsons The New School for Design



 

Two of my favorite game design minds sharing a powerful set of tools for designing meaningful games? Im so excited for this book. A Game Design Vocabulary may very well be the best thing to happen to game design education in more than a decade. I cant wait to put this book in the hands of my students and dev friends alike.



John Sharp, Associate Professor of Games and Learning, Parsons The New School for Design



Some of the greatest challenges to the intelligent advancement of game-making can be found in the ways we conceptualize and discuss them. This simple yet profound new vocabulary is long-overdue and accessible enough to help new creators work within a meaningful framework for games.



Leigh Alexander, Game Journalist and Critic

  Part I Elements of Vocabulary
  1 (106)
  Anna Anthropy
  1 Language
  3 (10)
  Signs Versus Design
  4 (3)
  Failures of Language
  7 (2)
  A Voice Needs Words
  9 (1)
  A Beginning
  10 (3)
  2 Verbs and Objects
  13 (26)
  Rules
  14 (2)
  Creating Choices
  16 (5)
  Explaining with Context
  21 (1)
  Objects
  22 (3)
  The Physical Layer
  25 (5)
  Character Development
  30 (2)
  Elegance
  32 (2)
  Real Talk
  34 (2)
  Review
  36 (1)
  Discussion Activities
  37 (1)
  Group Activity
  38 (1)
  3 Scenes
  39 (38)
  Rules in Scenes
  40 (10)
  Shaping and Pacing
  50 (6)
  Layering Objects
  56 (4)
  Moments of Inversion
  60 (1)
  Chance
  61 (3)
  Real Talk
  64 (7)
  Review
  71 (1)
  Discussion Activities
  71 (2)
  Group Activity
  73 (4)
  4 Context
  77 (30)
  First Impressions
  78 (4)
  Recurring Motifs
  82 (1)
  Character Design
  83 (3)
  Animation
  86 (3)
  Scene Composition
  89 (5)
  Camera
  94 (2)
  Sound
  96 (3)
  Real Talk
  99 (4)
  Review
  103 (1)
  Discussion Activities
  104 (1)
  Group Activity
  104 (3)
  Part II Conversations
  107 (84)
  Naomi Clark
  5 Creating Dialogue
  109 (8)
  Players
  110 (1)
  Creating Conversation
  111 (2)
  Iterating to Fun and Beyond
  113 (2)
  Your Conversation
  115 (2)
  6 Resistance
  117 (38)
  Push and Pull
  118 (1)
  Flow
  119 (10)
  Alternatives to Flow
  129 (3)
  Opening Up Space
  132 (2)
  Opening Up Purpose
  134 (3)
  The Pull of Rewards
  137 (4)
  Time and Punishment
  141 (6)
  Scoring and Reflection
  147 (3)
  Review
  150 (2)
  Discussion Activities
  152 (1)
  Group Activity
  153 (2)
  7 Storytelling
  155 (36)
  Pattern Recognition
  156 (3)
  Authored Stories
  159 (13)
  Interpreted Stories
  172 (9)
  Open Stories
  181 (6)
  Review
  187 (1)
  Discussion Activities
  188 (1)
  Group Activity
  189 (2)
  A Further Playing
  191 (12)
  Achievement Unlocked (John Cooney, 2008)
  192 (1)
  American Dream (Stephen Lavelle, Terry Cavanagh, Tom Morgan-Jones, and Jasper Byrne, 2011)
  192 (1)
  Analogue: A Hate Story (Christine Love, 2012)
  193 (1)
  The Banner Saga (Stoic, 2014)
  193 (1)
  Candy Box (aniwey, 2013)
  194 (1)
  Consensual Torture Simulator (Merritt Kopas, 2013)
  194 (1)
  Corrypt (Michael Brough, 2012)
  195 (1)
  Crypt of the Necrodancer (Ryan Clark, 2013)
  196 (1)
  Dwarf Fortress (Tarn Adams, 2006)
  196 (1)
  English Country Tune (Stephen Lavelle, 2011)
  197 (1)
  Even Cowgirls Bleed (Christine Love, 2013)
  197 (1)
  Gone Home (The Fullbright Company, 2013)
  198 (1)
  Mighty Jill Off (Anna Anthropy, 2008)
  198 (1)
  NetHack (NetHack Dev Team, 1987)
  199 (1)
  Papers, Please (Lucas Pope, 2013)
  199 (1)
  Persist (AdventureIslands, 2013)
  200 (1)
  QWOP (Bennett Foddy, 2008) and CIRP (Bennett Foddy, 2011)
  201 (1)
  Spelunky (Derek Yu, 2008)
  201 (1)
  Triple Town (Spry Fox, 2011)
  202 (1)
Index   203  
Anna Anthropy is an artist, author and game creatrix working in the East Bay area. As an ambassador for game creation, she works to empower marginalized voices to gain access to game creation. Her first book, Rise of the Videogame Zinesters, is an autobiography / manifesto / DIY guide. She's radical.

 

Naomi Clark has been designing and producing games for more than two decades, ever since she started creating text-based virtual worlds as a teenager. Shes worked on multiplayer web games (Sissyfight 2000), casual downloadable games (Miss Management), Flash games for kids (LEGO Junkbot). and Facebook games (Dreamland) while working with companies like Gamelab, LEGO, Rebel Monkey, and Fresh Planet. Naomi has also taught classes and workshops at Parsons School of Design, the NYU Game Center, and the New York Film Academy, and written game analysis and feminist critique for Feministe. She is currently developing an independent game with the Brooklyn Game Ensemble.