Game Mechanics
Advanced Game Design
(Sprache: Englisch)
This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You'll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game...
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Produktinformationen zu „Game Mechanics “
This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You'll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you'll practice what you've learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment.
Klappentext zu „Game Mechanics “
Game mechanics--the rules and systems that govern the functional behavior of a game--lie at the heart of all game design. The mechanics implement the living world of the game; they generate active challenges for players to solve in the game world and they determine the effects of the players' actions on that world.Here to teach game designers and students the essentials of game mechanics are two leading authorities in game design. Readers will learn how to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. They'll learn how to visualize and simulate game mechanics in order to design better games and learn at what stages to prototype, test, and implement mechanics in games.
This in-depth resource also comes with hands-on lessons and readers can download a free simulation tool in order to follow along with exercises in the book.
Inhaltsverzeichnis zu „Game Mechanics “
Introduction Who Is This Book For? How Is This Book Organized? Companion Website. Chapter 1 Designing Game Mechanics Rules Define Games Discrete Mechanics vs. Continuous Mechanics Mechanics and the Game Design Process Prototyping Techniques Summary Exercises Chapter 2 Emergence and Progression The History of Emergence and Progression Comparing Emergence and Progression Games of Emergence Games of Progression Structural Differences Emergence and Progression Integration Summary Exercise Chapter 3 Complex Systems and the Structure of Emergence Gameplay as an Emergent Property of Games Structural Qualities of Complex Systems Harnessing Emergence in Games Summary Exercises Chapter 4 Internal Economy Elements of Internal Economies Economic Structure Uses for Internal Economies in Games Summary Exercises Chapter 5 Machinations The Machinations Framework Machinations Diagram Basic Elements Advanced Node Types Modeling Pac-Man Summary Exercises Chapter 6 Common Mechanisms More Machinations Concepts Feedback Structures in Games Randomness vs. Emergence Example Mechanics Summary Exercises Chapter 7 Design Patterns Introducing Design Patterns Machinations Design Pattern Language Leveraging Patterns for Design Summary Exercises Chapter 8 Simulating and Balancing Games Simulated Play Tests Playing with Monopoly Balancing SimWar From Model to Game Summary Exercises Chapter 9 Building Economies Economy-Building Games Analyzing Caesar III Designing Lunar Colony Summary Exercises Chapter 10 Integrating Level Design and Mechanics From Toys to Playgrounds Missions and Game Spaces Learning to Play Summary Exercises Chapter 11 Progression Mechanisms Lock-and-Key Mechanisms Emergent Progression Summary Exercises Chapter 12 Meaningful Mechanics Serious Games Communication Theory The Semiotics of Games and Simulations Multiple Layers of Meaning Summary Exercises Appendix A Machinations Quick Reference Appendix B Design Pattern Library Static Engine Dynamic Engine Converter Engine Engine
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Building Static Friction Dynamic Friction Stopping Mechanism Attrition Escalating Challenge Escalating Complexity Arms Race Playing Style Reinforcement Multiple Feedback Trade Worker Placement Slow Cycle Appendix C Getting Started with Machinations References Index
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Autoren-Porträt von Ernest Adams, Joris Dormans
Ernest Adams' experience includes over 12 years in the game industry as a lead designer, producer, and software engineer. More than 8 of those years were spent working on the very successful Electronic Arts (EA) Madden franchise. In addition to being a founder of the International Game Developer's Association, a former Director of the Game Developer's Conference, Adams writes a well-respected game design column for the popular game industry portal, gamasutra.com. As a high-profile member of the game industry, Adams speaks regularly at the Game Developer's Conference and has been profiled in many publications including The New York Times.
Bibliographische Angaben
- Autoren: Ernest Adams , Joris Dormans
- 2012, 368 Seiten, mit Abbildungen, Maße: 18,7 x 23,1 cm, Kartoniert (TB), Englisch
- Verlag: New Riders
- ISBN-10: 0321820274
- ISBN-13: 9780321820273
Sprache:
Englisch
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