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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.
Ernest Adams is a game design consultant, teacher, and the author of the classic Fundamentals of Game Design, Second Edition, the companion volume to this title. He has worked in the game industry for 23 years, eight of them at Electronic Arts. He is also the founder and first chairman of the International Game Developers' Association. His professional website is at www.designersnotebook.com. Joris Dormans is a game design lecturer and researcher based in Amsterdam with eight years of experience in higher education. For the past four years he has been researching formal tools and methods to design game mechanics. As an independent, freelance game designer he published and worked on several video games and board games, including story-driven adventure games, physical platform games, and a satirical political card game. His professional website is at www.jorisdormans.nI.
Table of Contents
Who Is This Book For?
How Is This Book Organized?
Designing Game Mechanics
Rules Define Games
Discrete Mechanics vs. Continuous Mechanics
Mechanics and the Game Design Process
Emergence and Progression
The History of Emergence and Progression
Comparing Emergence and Progression
Games of Emergence
Games of Progression
Emergence and Progression Integration
Complex Systems and the Structure of Emergence
Gameplay as an Emergent Property of Games
Structural Qualities of Complex Systems
Harnessing Emergence in Games
Elements of Internal Economies
Uses for Internal Economies in Games
The Machinations Framework
Machinations Diagram Basic Elements
Advanced Node Types
More Machinations Concepts
Feedback Structures in Games
Randomness vs. Emergence
Introducing Design Patterns
Machinations Design Pattern Language
Leveraging Patterns for Design
Simulating and Balancing Games
Simulated Play Tests
Playing with Monopoly
From Model to Game
Analyzing Caesar III
Designing Lunar Colony
Integrating Level Design and Mechanics
From Toys to Playgrounds
Missions and Game Spaces
Learning to Play
The Semiotics of Games and Simulations
Multiple Layers of Meaning
Machinations Quick Reference
Design Pattern Library
Playing Style Reinforcement
Getting 5tarted with Machinations
Table of Contents provided by Ingram. All Rights Reserved.