Game Design Theory and Practice [2nd edition] 9781556227356, 1-55622-735-3

One of the most important but least discussed elements of a computer game is the gameplay that makes a game compelling a

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Table of contents :
Cover......Page 1
Contents......Page 9
Introduction......Page 17
CH01 - What Player's Want......Page 23
CH02 - Interview: Sid Meier......Page 42
CH03 - Brainstorming a Game Idea......Page 64
CH04 - Game Analysis: Centipede......Page 81
CH05 - Focus......Page 95
CH06 - Interview: Ed Logg......Page 115
CH07 - The Elements of Gameplay......Page 143
CH08 - Game Analysis: Tetris......Page 168
CH09 - Artificial Intelligence......Page 180
CH10 - Interview: Steve Meretzky......Page 201
CH11 - Storytelling......Page 236
CH12 - Game Analysis: Loom......Page 258
CH13 - Getting the Gameplay Working......Page 270
CH14 - Interview: Chris Crawford......Page 285
CH15 - Game Development Documentation......Page 313
CH16 - Game Analysis: Myth: The Fallen Lords......Page 326
CH17 - The Design Document......Page 338
CH18 - Interview: Jordan Mechner......Page 368
CH19 - Designing Design Tools......Page 400
CH20 - Game Analysis: The Sims......Page 417
CH21 - Level Design......Page 428
CH22 - Interview: Will Wright......Page 456
CH23 - Playtesting......Page 494
Conclusion......Page 511
APPENDIX - Sample Design Document: Atomic Sam......Page 515
Glossary......Page 568
Selected Bibliography......Page 584
Index......Page 587
About the Companion CD......Page 607

Game Design Theory and Practice [2nd edition]
 9781556227356, 1-55622-735-3

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