Preface |
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xii | |
Who Is This Book For? |
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xv | |
How Is This Book Organized? |
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xvi | |
Part 1 Getting Started |
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2 | (46) |
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1 What Is a Game Designer? |
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4 | (15) |
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Responsibilities of a Game Designer |
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5 | (3) |
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Attributes of a Game Designer |
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8 | (3) |
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11 | (2) |
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13 | (2) |
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15 | (1) |
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15 | (3) |
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18 | (1) |
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19 | (9) |
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20 | (2) |
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22 | (2) |
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24 | (1) |
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25 | (2) |
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27 | (1) |
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28 | (10) |
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29 | (6) |
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35 | (2) |
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37 | (1) |
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38 | (10) |
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39 | (1) |
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40 | (2) |
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42 | (1) |
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42 | (2) |
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44 | (3) |
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47 | (1) |
Part 2 Prototypes and Playtesting |
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48 | (36) |
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5 Paper Prototyping Development Techniques |
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50 | (13) |
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51 | (2) |
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53 | (1) |
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54 | (2) |
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56 | (6) |
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62 | (1) |
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63 | (10) |
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64 | (1) |
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65 | (1) |
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66 | (4) |
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70 | (1) |
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71 | (1) |
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72 | (1) |
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73 | (7) |
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74 | (1) |
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74 | (3) |
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77 | (1) |
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77 | (2) |
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79 | (1) |
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8 Prototypes and Intellectual Property |
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80 | (4) |
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81 | (2) |
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83 | (1) |
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83 | (1) |
Part 3 Meaningful Decisions |
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84 | (50) |
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9 Flow and the Fundamental Game Design Directive |
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86 | (15) |
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87 | (5) |
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92 | (5) |
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97 | (2) |
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99 | (1) |
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100 | (1) |
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101 | (16) |
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102 | (1) |
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103 | (2) |
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Less-Interesting Decision-Making |
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105 | (11) |
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More-Interesting Decision-Making Summary |
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116 | (1) |
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117 | (7) |
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118 | (1) |
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Completely Skill-Based Games |
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119 | (1) |
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Fairness and Mitigating Randomness |
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120 | (3) |
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123 | (1) |
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124 | (10) |
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How Players Determine Game Goals |
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125 | (3) |
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128 | (2) |
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130 | (3) |
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133 | (1) |
Part 4 Describing Game Elements |
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134 | (82) |
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13 Mechanics, Dynamics, and Aesthetics (MDA) |
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136 | (15) |
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137 | (1) |
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138 | (7) |
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145 | (5) |
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150 | (1) |
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151 | (12) |
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152 | (3) |
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155 | (1) |
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156 | (2) |
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158 | (3) |
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161 | (1) |
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162 | (1) |
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163 | (7) |
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164 | (1) |
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165 | (1) |
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166 | (1) |
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167 | (2) |
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169 | (1) |
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170 | (13) |
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171 | (1) |
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Self-Balancing Mechanisms |
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172 | (2) |
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Progression and Numeric Relationships |
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174 | (7) |
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181 | (1) |
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182 | (1) |
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183 | (10) |
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184 | (1) |
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185 | (2) |
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187 | (3) |
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190 | (2) |
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192 | (1) |
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193 | (23) |
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194 | (2) |
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196 | (1) |
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197 | (3) |
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Features of Ineffective Puzzles |
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200 | (5) |
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205 | (6) |
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211 | (4) |
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215 | (1) |
Part 5 Game Theory and Rational Decision-Making |
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216 | (46) |
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19 Equilibria in Normal Form Games |
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218 | (17) |
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219 | (1) |
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Solving Games Using Strict Dominance |
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220 | (3) |
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Using (and Abusing) Dominance |
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223 | (3) |
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226 | (1) |
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Stag Hunt and Coordination |
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226 | (2) |
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Determining Nash Equilibria in a Larger Matrix |
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228 | (2) |
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230 | (3) |
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233 | (1) |
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234 | (1) |
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20 Sequential and Iterated Games |
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235 | (12) |
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236 | (4) |
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Promises and Commitment Problems |
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240 | (2) |
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242 | (1) |
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Experimenting with Strategies |
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243 | (1) |
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244 | (2) |
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246 | (1) |
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21 Problems with Game Theory |
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247 | (8) |
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248 | (1) |
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249 | (1) |
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The "Guess Two-Thirds" Game |
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250 | (2) |
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252 | (2) |
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254 | (1) |
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22 Marginal Decision Analysis |
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255 | (7) |
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256 | (3) |
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259 | (2) |
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261 | (1) |
Part 6 Human Behavior in Games |
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262 | (62) |
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23 Behaviorism and Schedules of Reinforcement |
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264 | (11) |
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265 | (1) |
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Schedules of Reinforcement |
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266 | (3) |
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Anticipation and Uncertainty |
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269 | (4) |
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Ethical and Practical Concerns |
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273 | (1) |
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274 | (1) |
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24 Learning and Constructivism |
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275 | (12) |
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276 | (1) |
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277 | (2) |
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279 | (3) |
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Expertise Reversal Effect |
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282 | (1) |
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283 | (2) |
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Tutorials and Learning Design |
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285 | (1) |
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286 | (1) |
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287 | (9) |
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288 | (1) |
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What's the Problem with Rewards? |
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288 | (2) |
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Self-Determination Theory and Challenges |
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290 | (1) |
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Competition and Motivation |
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291 | (1) |
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292 | (1) |
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293 | (2) |
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295 | (1) |
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296 | (15) |
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297 | (1) |
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297 | (2) |
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Misunderstanding Randomness |
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299 | (3) |
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302 | (2) |
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Understanding Value in Uncertain Situations |
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304 | (3) |
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307 | (1) |
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308 | (2) |
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310 | (1) |
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311 | (13) |
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312 | (5) |
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317 | (1) |
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Helping with Memory Limitations |
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318 | (1) |
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319 | (4) |
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323 | (1) |
Part 7 Game Design Tools |
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324 | (100) |
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28 Documentation and Written Communication |
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326 | (17) |
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327 | (4) |
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331 | (5) |
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336 | (1) |
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Documentation for Tabletop Games |
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337 | (1) |
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338 | (4) |
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342 | (1) |
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343 | (18) |
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Probability Is Fancy Counting |
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344 | (6) |
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350 | (3) |
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353 | (2) |
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355 | (5) |
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360 | (1) |
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30 Spreadsheets for Simulation |
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361 | (24) |
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362 | (1) |
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362 | (3) |
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365 | (11) |
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Goal Seek and Solver in Excel |
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376 | (6) |
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382 | (2) |
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384 | (1) |
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31 Monte Carlo Simulation |
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385 | (20) |
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Answering Design Questions |
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386 | (2) |
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388 | (2) |
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390 | (6) |
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396 | (6) |
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402 | (2) |
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404 | (1) |
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405 | (19) |
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406 | (1) |
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407 | (2) |
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409 | (2) |
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411 | (1) |
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412 | (1) |
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413 | (2) |
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Example: State of Mobile Games 2014 |
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415 | (3) |
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418 | (1) |
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419 | (2) |
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421 | (2) |
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423 | (1) |
Part 8 The Game Design Business |
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424 | (22) |
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33 Profit, Loss, and Metrics |
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426 | (12) |
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427 | (2) |
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429 | (2) |
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431 | (5) |
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436 | (1) |
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437 | (1) |
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34 Sustainable Lifestyles |
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438 | (8) |
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Life in AAA Digital Game Development |
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439 | (2) |
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Life as an Independent Developer of Digital Games |
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441 | (2) |
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Life in Tabletop Game Development |
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443 | (1) |
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444 | (1) |
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445 | (1) |
Conclusion |
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446 | (4) |
Ludography |
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450 | (5) |
Index |
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455 | |