The art of game design : a book of lenses

著者

    • Schell, Jesse

書誌事項

The art of game design : a book of lenses

Jesse Schell

Elsevier, Morgan Kaufmann, 2008

  • : [pbk.]

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注記

Description based on 2010 reprinting

Includes bibliographical references (p. 477-479) and index

内容説明・目次

内容説明

Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.

目次

  • Introduction
  • The History of Games
  • The Most Important Skill
  • Holographic Design
  • The Cycle of Design
  • Excerpt: Lehman and Witty: The Psychology of Play (1927)
  • The Psychology of Play
  • The Spectrum of Humanity
  • Excerpt: Julian Jaynes: The Orgin of Consciousness in the Breakdown of the Bicameral Mind, Chapter One: The Consciousness of Consciousness
  • The Subconscious Mind Part I: The Player
  • Excerpt: Salvador Dali: Fifty Secrets of Magic Craftsmanship: Secret Number Three: Slumber With a Key
  • The Subconscious Mind Part II: The Designer
  • Essay: Greg Costikyan: I Have No Words and I Must Design
  • What is a Game?
  • The Elements of Game Mechanics
  • Toy Design
  • State and State Change
  • Skill and Chance
  • Decisions
  • Feedback- The Heart of Interactivity
  • Interfaces
  • Patterns of Rewards
  • Game Balancing
  • Case Study: Deconstructing Pac-Man
  • Essay: Scott Kim: What is a Puzzle?
  • Puzzle Principles
  • The Psychology of Story
  • Interactive Stories: The Promise and the Problem
  • Story and Gameplay- The Conflict and Solution
  • Story and Game Worlds
  • Lessons from Tabletop RPGs
  • Essay: Henry Jenkins: Transmedia Worlds
  • Transmedia Worlds
  • Excerpt: Scott McCloud: The Vocabulary of Comics (from Understanding Comics)
  • Characters in Games
  • Excerpts: (various) Christopher Alexander: A Pattern Language
  • Architecture in Games (Level Design)
  • Elegance
  • Character in Games
  • Essay: Brian Moriarty: The Point
  • Social Principles in Multiplayer Games
  • Online Communities
  • Technology
  • Iteration
  • Playtesting
  • Brainstorming
  • Team Communication
  • Design Documents
  • Business
  • The Art of the Pitch
  • Excerpt: Mills Penny Arcade (1920)
  • Location Based Entertainment
  • Serious Games
  • The Ethics of Games
  • The Deepest Theme
  • The Future
  • Your Secret Responsibility

「Nielsen BookData」 より

詳細情報

  • NII書誌ID(NCID)
    BB02969702
  • ISBN
    • 9780123694966
  • LCCN
    2008298798
  • 出版国コード
    us
  • タイトル言語コード
    eng
  • 本文言語コード
    eng
  • 原本言語コード
    eng
  • 出版地
    Amsterdam ; Tokyo
  • ページ数/冊数
    xxx, 489 p.
  • 大きさ
    24 cm
  • 分類
  • 件名
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