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Situational Game Design [Hardback]

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  • Formāts: Hardback, 119 pages, height x width: 234x156 mm, weight: 400 g, 2 Tables, black and white; 16 Illustrations, black and white
  • Izdošanas datums: 02-Nov-2017
  • Izdevniecība: CRC Press
  • ISBN-10: 1138305189
  • ISBN-13: 9781138305182
  • Hardback
  • Cena: 184,76 €
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  • Formāts: Hardback, 119 pages, height x width: 234x156 mm, weight: 400 g, 2 Tables, black and white; 16 Illustrations, black and white
  • Izdošanas datums: 02-Nov-2017
  • Izdevniecība: CRC Press
  • ISBN-10: 1138305189
  • ISBN-13: 9781138305182
Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. While these tools provide a fresh perspective on familiar design challenges as well as those overlooked by more transactional design paradigms.

Key Features

Introduces a new methodology of game design that concentrates on moment-to-moment player experience

Provides practical design heuristics for designing playful situations in all types of games Offers groundbreaking techniques for designing non-interactive play spaces Teaches designers how to create games that function as performances Provides a roadmap for the evolution of games as an art form.
Acknowledgments v
Author vii
Chapter 1 Introduction
1(10)
The Problem With Winning
3(2)
What Is Situational Game Design?
5(2)
Making Meaning With Games
7(2)
Summary
9(2)
Chapter 2 Situations, Constraints, And Moves
11(14)
Constraints
12(3)
Moves
15(1)
The Game As Understood
16(3)
Pre-Existing Constraints
19(2)
Interpretive Moves
21(2)
Summary
23(2)
Chapter 3 Playfulness
25(20)
Choice
26(3)
Variety
29(4)
Consequence
33(3)
Predictability
36(2)
Uncertainty
38(3)
Satisfaction
41(2)
Summary
43(2)
Chapter 4 Anticipation
45(14)
Characteristics Of Anticipatory Play
46(3)
Cuing Closure
49(2)
The Result Of Anticipatory Play
51(2)
Cruxes
53(3)
Summary
56(3)
Chapter 5 Goals
59(12)
Coherence Play
61(3)
Expansion Play
64(3)
Closure Play
67(2)
Summary
69(2)
Chapter 6 Methods
71(14)
Designing Moves
74(2)
Designing Situations And Constraints
76(2)
Designing Games
78(5)
Summary
83(2)
Chapter 7 Narrative
85(16)
Narrative Constraints And Situations
86(4)
Narrative Play
90(6)
Games As Stories
96(2)
Summary
98(3)
Chapter 8 Meaning
101(16)
The Ludic Sign
102(2)
The Epistemological Cycle
104(4)
Ludic Semiosis
108(4)
How Games Make Meaning
112(4)
Summary
116(1)
Index 117
Brian Upton is 20-year veteran of the game industry. He was one of the founders of Red Storm Entertainment where he designed the original Rainbow Six and Ghost Recon. From 2002 to 2016 he worked as a senior game designer at Sonys Santa Monica Studio, where he collaborated with external teams on innovative indie titles such as Fat Princess, Warhawk, Sorcery, Everybody Has Gone to the Rapture, Bound,and Here They Lie. He currently is lead world designer at Tangent Games.