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E-grāmata: Players Making Decisions: Game Design Essentials and the Art of Understanding Your Players

4.35/5 (37 ratings by Goodreads)
  • Formāts: 480 pages
  • Izdošanas datums: 26-Nov-2015
  • Izdevniecība: New Riders Publishing
  • Valoda: eng
  • ISBN-13: 9780134394626
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  • Formāts: 480 pages
  • Izdošanas datums: 26-Nov-2015
  • Izdevniecība: New Riders Publishing
  • Valoda: eng
  • ISBN-13: 9780134394626
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This is the first introductory game design textbook that's 100% focused on practical application and the needs of today's game students, reflects the field's most authoritative research, and includes detailed coverage of player decision-making. Written by long-time game designer Zack Hiwiller, department chair for Full Sail University's pioneering Game Design degree program,Game Design: Beyond Platforms brings together reliable information on the topics most widely covered in modern game design classes. Hiwiller focuses on knowledge that will be useful for years to come, not tips and tricks that will become obsolete long before students can use them. He addresses the needs of both digital and analog game designers, and offers many references as jumping-off points for further exploration and learning. Coverage includes:

  • A clear introduction to the discipline of game design, what game designers actually do, and how they fit into game development teams and the game development process
  • A full section on prototyping and playtesting, from paper prototypes to intellectual property protection issues
  • A detailed discussion of cognitive biases and human decision making as it pertains to games - an important discipline largely ignored in game design texts
  • Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics
  • Practical coverage of using simulation tools to decode the magic of game balance
  • A full section on the game design business, and how to create a sustainable lifestyle within it
Preface xii
Who Is This Book For? xv
How Is This Book Organized? xvi
Part 1 Getting Started 2(46)
1 What Is a Game Designer?
4(15)
Responsibilities of a Game Designer
5(3)
Attributes of a Game Designer
8(3)
Make Things
11(2)
Cultivate Your Gardens
13(2)
On Ontology and Dogma
15(1)
Formalism
15(3)
Summary
18(1)
2 Problem Statements
19(9)
Defining the Problem
20(2)
Low-Hanging Fruit
22(2)
Functional Fixedness
24(1)
Brainstorming
25(2)
Summary
27(1)
3 Development Structures
28(10)
Production Methodologies
29(6)
Scope
35(2)
Summary
37(1)
4 Starting Practices
38(10)
Analog Games
39(1)
Theme and Mechanics
40(2)
Next Steps
42(1)
Designing for Others
42(2)
Opening Questions
44(3)
Summary
47(1)
Part 2 Prototypes and Playtesting 48(36)
5 Paper Prototyping Development Techniques
50(13)
Software and Materials
51(2)
Art
53(1)
Cards
54(2)
InDesign Data Merge
56(6)
Summary
62(1)
6 Playtesting
63(10)
Playtesting Goals
64(1)
Playtesting Benefits
65(1)
Listening to Feedback
66(4)
Finding Playtesters
70(1)
Iterating
71(1)
Summary
72(1)
7 Playtesting Methods
73(7)
The Testing Environment
74(1)
Keep Playtesters Talking
74(3)
A/B Testing
77(1)
Self-Playtesting
77(2)
Summary
79(1)
8 Prototypes and Intellectual Property
80(4)
Do I Need an NDA?
81(2)
Ideas and Value
83(1)
Summary
83(1)
Part 3 Meaningful Decisions 84(50)
9 Flow and the Fundamental Game Design Directive
86(15)
Game Flow
87(5)
Interest Curves
92(5)
Learning Curves
97(2)
Individual Differences
99(1)
Summary
100(1)
10 Decision-Making
101(16)
Player Agency
102(1)
Anatomy of a Choice
103(2)
Less-Interesting Decision-Making
105(11)
More-Interesting Decision-Making Summary
116(1)
11 Randomness
117(7)
Completely Random Games
118(1)
Completely Skill-Based Games
119(1)
Fairness and Mitigating Randomness
120(3)
Summary
123(1)
12 Goals
124(10)
How Players Determine Game Goals
125(3)
Criteria for Goals
128(2)
Solving Goal Problems
130(3)
Summary
133(1)
Part 4 Describing Game Elements 134(82)
13 Mechanics, Dynamics, and Aesthetics (MDA)
136(15)
What Are Games About?
137(1)
MDA
138(7)
More Dynamics
145(5)
Summary
150(1)
14 Milieu
151(12)
What Is Milieu?
152(3)
Polish
155(1)
Player Types
156(2)
Motivation
158(3)
Milieu as Design Focus
161(1)
Summary
162(1)
15 Rules and Verbs
163(7)
Rules
164(1)
Qualities of Rules
165(1)
Types of Rules
166(1)
Verbs
167(2)
Summary
169(1)
16 Balance
170(13)
Symmetry
171(1)
Self-Balancing Mechanisms
172(2)
Progression and Numeric Relationships
174(7)
Balance Heuristics
181(1)
Summary
182(1)
17 Feedback Loops
183(10)
Positive Feedback Loops
184(1)
Negative Feedback Loops
185(2)
Feedback Loops in Action
187(3)
Fixing Problems
190(2)
Summary
192(1)
18 Puzzle Design
193(23)
What Is a Puzzle?
194(2)
Possibility Space
196(1)
Breadcrumbs
197(3)
Features of Ineffective Puzzles
200(5)
Types of Puzzles
205(6)
Other Puzzle Types
211(4)
Summary
215(1)
Part 5 Game Theory and Rational Decision-Making 216(46)
19 Equilibria in Normal Form Games
218(17)
The Prisoner's Dilemma
219(1)
Solving Games Using Strict Dominance
220(3)
Using (and Abusing) Dominance
223(3)
Zero-Sum Games
226(1)
Stag Hunt and Coordination
226(2)
Determining Nash Equilibria in a Larger Matrix
228(2)
Mixed Strategies
230(3)
Stag Hunt Redux
233(1)
Summary
234(1)
20 Sequential and Iterated Games
235(12)
Game Trees
236(4)
Promises and Commitment Problems
240(2)
Iterated Games
242(1)
Experimenting with Strategies
243(1)
Successful Strategies
244(2)
Summary
246(1)
21 Problems with Game Theory
247(8)
Rational Actors
248(1)
The Dollar Auction
249(1)
The "Guess Two-Thirds" Game
250(2)
Second-Price Auctions
252(2)
Summary
254(1)
22 Marginal Decision Analysis
255(7)
Marginal Nuggets
256(3)
Balance on Margins
259(2)
Summary
261(1)
Part 6 Human Behavior in Games 262(62)
23 Behaviorism and Schedules of Reinforcement
264(11)
Operant Conditioning
265(1)
Schedules of Reinforcement
266(3)
Anticipation and Uncertainty
269(4)
Ethical and Practical Concerns
273(1)
Summary
274(1)
24 Learning and Constructivism
275(12)
Historic Approaches
276(1)
Novices and Experts
277(2)
Cognitive Load
279(3)
Expertise Reversal Effect
282(1)
Split-Attention Effect
283(2)
Tutorials and Learning Design
285(1)
Summary
286(1)
25 Motivation
287(9)
Two Types of Motivation
288(1)
What's the Problem with Rewards?
288(2)
Self-Determination Theory and Challenges
290(1)
Competition and Motivation
291(1)
Personality
292(1)
Other Motivation Effects
293(2)
Summary
295(1)
26 Human Decision-Making
296(15)
Mental Shortcuts
297(1)
Attribution Errors
297(2)
Misunderstanding Randomness
299(3)
Anchoring and Adjustment
302(2)
Understanding Value in Uncertain Situations
304(3)
Loss
307(1)
Framing Decisions
308(2)
Summary
310(1)
27 Attention and Memory
311(13)
Attention
312(5)
Memory
317(1)
Helping with Memory Limitations
318(1)
Perception
319(4)
Summary
323(1)
Part 7 Game Design Tools 324(100)
28 Documentation and Written Communication
326(17)
The Game Design Document
327(4)
The GDD Creation Process
331(5)
References
336(1)
Documentation for Tabletop Games
337(1)
States and Flowcharts
338(4)
Summary
342(1)
29 Probability
343(18)
Probability Is Fancy Counting
344(6)
Adding Die Rolls
350(3)
Example: The H/T Game
353(2)
Being Careful
355(5)
Summary
360(1)
30 Spreadsheets for Simulation
361(24)
Why Use Spreadsheets?
362(1)
Basics
362(3)
Formulas
365(11)
Goal Seek and Solver in Excel
376(6)
One-Way Data Tables
382(2)
Summary
384(1)
31 Monte Carlo Simulation
385(20)
Answering Design Questions
386(2)
Hot Hand
388(2)
Monty Hall
390(6)
Once Around the Board
396(6)
Martingale Betting
402(2)
Summary
404(1)
32 Presenting Ideas
405(19)
The Thesis
406(1)
Text on Slides
407(2)
Data-Ink
409(2)
Do Not Waste Time
411(1)
Documentation
412(1)
Acquiring Images
413(2)
Example: State of Mobile Games 2014
415(3)
Risk
418(1)
Risk Analysis
419(2)
Pitch Questions
421(2)
Summary
423(1)
Part 8 The Game Design Business 424(22)
33 Profit, Loss, and Metrics
426(12)
Profit and Loss
427(2)
Metrics
429(2)
Virality
431(5)
Cash Flow
436(1)
Summary
437(1)
34 Sustainable Lifestyles
438(8)
Life in AAA Digital Game Development
439(2)
Life as an Independent Developer of Digital Games
441(2)
Life in Tabletop Game Development
443(1)
Market Luck
444(1)
Summary
445(1)
Conclusion 446(4)
Ludography 450(5)
Index 455
Zack Hiwiller is a game designer, educator, and writer living in Orlando, Florida. He is a department chair for the Game Design degree program at Full Sail University and does consultant work for many large and small companies. Previously, in addition to independent projects, he was a designer at Gameloft and Electronic Arts. He holds a Bachelors degree in Information Systems from Carnegie Mellon University and a Masters degree in Modeling and Simulation from the University of Central Florida. His writings at hiwiller.com have been reposted by Kotaku, GameSetWatch, and others and have reached over two million readers.