Andrew Rollings and Ernest Adams on Game Design (New Riders Games)
Andrew Rollings, New Riders Games ISBN:1592730019, Edition: , 2003-05-11 Price: $64.99
- Main Page
- Table of content
- Copyright
- About the Authors
- About the Technical Reviewers
- Acknowledgments
- Tell Us What You Think
- Introduction
- From Idea to Design
- What This Book Is (and Isn't) About
- How This Book Is Organized
- Non-Computer Games, Too!
- A Word About Pronouns
- Part I: The Elements of Game Design
- Chapter 1. What Is Game Design?
- Art, Science, or Craft?
- The Anatomy of Game Design
- Documenting the Design
- Anatomy of a Game Designer
- Putting It Together
- Chapter 2. Game Concepts
- Getting an Idea
- The Elements of a Game
- Understanding Your Audience
- The Genres of Interactive Entertainment
- The Types of Game Machines
- Motivations That Influence Design
- Putting It Together
- Chapter 3. Game Settings and Worlds
- The Purpose of a Game Setting
- The Dimensions of a Game World
- Realism and Abstraction
- The Save-Game Issue
- Putting It Together
- Chapter 4. Storytelling and Narrative
- Stories in Games
- The Story Vehicle
- Putting It Together
- Chapter 5. Character Development
- Art-Driven Character Design
- Story-Driven Character Design
- Putting It Together
- Chapter 6. Creating the User Experience
- What Is the User Experience?
- The Human-Computer Interface
- Components of the User Experience
- Putting It Together
- Chapter 7. Gameplay
- Use of Language
- Defining Gameplay
- Putting It Together
- Chapter 8. The Internal Economy of Games and Game Balancing
- What Is Game Balance?
- Static Balance
- Dynamic Balance
- Tools for Balancing
- Putting It Together
- Part II: The Genres of Games
- Chapter 9. Action Games
- Action Game Genres
- Design Elements
- Special Design Considerations for Action Games
- Putting It Together
- Chapter 10. Strategy Games
- The Common Elements of Strategy Games
- Putting It Together
- Chapter 11. Role-Playing Games
- The Common Elements of Role-Playing Games
- Putting It Together
- Chapter 12. Sports Games
- The Common Elements of Sports Games
- Special Design Issues for Sports Games
- Putting It Together
- Chapter 13. Vehicle Simulations
- The Common Elements of Vehicle Simulations
- Other Vehicles
- Special Design Considerations for Vehicle Simulations
- Putting It Together
- Chapter 14. Construction and Management Simulations
- The Common Elements of CMSs
- Special Design Considerations for CMSs
- Putting It Together
- Chapter 15. Adventure Games
- What Is an Adventure Game?
- The Common Elements of Adventure Games
- User Interface Design
- Special Design Considerations
- Putting It Together
- Chapter 16. Artificial Life, Puzzle Games, and Other Genres
- Artificial Life Games
- Puzzle Games
- Games for Girls
- Putting It Together
- Chapter 17. Online Games
- Advantages of Online Games
- Disadvantages of Online Games
- Design Issues for Online Gaming
- Persistent Worlds
- Putting It Together
- Chapter 18. The Future of Gaming
- Gaming Hardware
- The Future of Game Programming
- Game Genres
- Broadband Networking
- The Distant Future
- Interactive Entertainment as an Art Form
- A Few Final Words
- Part III: Appendixes
- Appendix A. Sample Design Documents
- Creating and Using Design Documents
- The High-Concept Document
- The Game Treatment
- The Design Script
- Appendix B. Bibliography
- Game Design
- Game Theory
- History and Sociology of Video Games
- Architecture and Graphic Design
- Writing and Narrative
- Index
- Index SYMBOL
- Index A
- Index B
- Index C
- Index D
- Index E
- Index F
- Index G
- Index H
- Index I
- Index J
- Index K
- Index L
- Index M
- Index N
- Index O
- Index P
- Index Q
- Index R
- Index S
- Index T
- Index U
- Index V
- Index W
- Index X
- Index Y
- Index Z
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