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E-raamat: Game Design Theory: A New Philosophy for Understanding Games [Taylor & Francis e-raamat]

  • Formaat: 188 pages
  • Ilmumisaeg: 27-Jul-2017
  • Kirjastus: CRC Press
  • ISBN-13: 9780429097027
  • Taylor & Francis e-raamat
  • Hind: 258,50 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 369,29 €
  • Säästad 30%
  • Formaat: 188 pages
  • Ilmumisaeg: 27-Jul-2017
  • Kirjastus: CRC Press
  • ISBN-13: 9780429097027
Despite the proliferation of video games in the twenty-first century, the theory of game design is largely underdeveloped, leaving designers on their own to understand what games really are. Helping you produce better games, Game Design Theory: A New Philosophy for Understanding Games presents a bold new path for analyzing and designing games. The author offers a radical yet reasoned way of thinking about games and provides a holistic solution to understanding the difference between games and other types of interactive systems. He clearly details the definitions, concepts, and methods that form the fundamentals of this philosophy. He also uses the philosophy to analyze the history of games and modern trends as well as to design games.Providing a robust, useful philosophy for game design, this book gives you real answers about what games are and how they work. Through this paradigm, you will be better equipped to create fun games.

Despite the proliferation of video games in the twenty-first century, the theory of game design is largely underdeveloped, leaving designers on their own to understand what games really are
Foreword ix
Introduction xi
The Death of Tetris xi
Our Story xv
My Story xv
Problem Statement xvii
On Game Design xviii
Game Design Theory Today xix
What This Book Is xxi
What This Book Is Not xxi
1 The Concept of Game
1(17)
Definitions
2(1)
Mapping Interactive Systems
3(5)
Thinking about Games
8(10)
2 On Game Design
18(45)
The Medium and the Message
19(5)
Understanding Design
24(3)
Establishing Standards
27(18)
Symmetry
45(3)
False Choices and Other Sins
48(3)
Take Nothing for Granted
51(2)
Becoming an Expert
53(4)
Related Disciplines
57(3)
Teaching Your Game
60(1)
Conclusion
61(2)
3 How We Got Here
63(32)
Ancient Board Games
63(5)
Sports in History
68(2)
Playing Card Evolution
70(1)
The 20th Century
71(4)
How Far Have We Come?
75(1)
Video-Game Generations and Other Developments
76(13)
Other Notable Areas
89(3)
Looking Back
92(3)
4 Through the Lens: Video Games
95(38)
Problems Common to Most Genres
95(4)
Brawlers
99(3)
3D Third-Person Action
102(1)
Real-Time Strategy
103(3)
Turn-Based Strategy
106(3)
Role-Playing Games
109(3)
Sports Games
112(2)
Racing Games
114(3)
Fighting Games
117(4)
FPS Games
121(3)
Platformers
124(4)
Other Genres
128(2)
Video "Games"
130(3)
5 Through the Lens: Board Games
133(18)
The Problem with Board Games
134(2)
Area-Control Games
136(1)
Bidding Games
137(2)
War Games
139(2)
Role-Playing Games
141(1)
Cooperative Games
142(1)
Role-Selection and Worker-Placement Games
143(2)
Card Games
145(1)
Abstract Games
145(2)
Other Genres
147(4)
6 Predictions
151(12)
The Resistance
152(1)
The Media
152(1)
Rise of the Indies
153(3)
Merging Worlds
156(2)
Renaissance
158(2)
Purpose
160(3)
Index 163
Keith Burgun is a game designer, writer, composer, and visual artist who has been developing games independently for nearly 20 years. He writes for Gamasutra, Destructoid, and several other popular websites, including his own blog at Dinofarm Games. He is a founding member of Dinofarm Games and produced its first commercial game 100 Rogues for the iOS platform. He also teaches game design and animation courses at local art schools.