The Game Design Reader: A Rules of Play Anthology

Katie Salen, Eric Zimmerman

  • 出版商: The MIT Press
  • 出版日期: 2005-11-23
  • 定價: $1,650
  • 售價: 6.0$990
  • 語言: 英文
  • 頁數: 960
  • 裝訂: Hardcover
  • ISBN: 0262195364
  • ISBN-13: 9780262195362
  • 相關分類: Game-design 遊戲設計

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Description

The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players.

Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play?

Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings.

Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.

Katie Salen is a game designer, interactive designer, animator, and Director of Graduate Studies in Design and Technology, Parsons School of Design. She has taught at universities including MIT, the University of Texas, Parsons School of Design, New York University, Rhode Island School of Design, and School of Visual Arts.

Eric Zimmerman is a game designer, game design theorist, and co-founder and CEO of gameLab. He has taught at universities including MIT, the University of Texas, Parsons School of Design, New York University, Rhode Island School of Design, and the School of Visual Arts.

Table of Contents:

Foreword
Warren Spector
x
Preface
Katie Salen and Eric Zimmerman
xvi
interstitial: How to Win "Super Mario Bros"
Topic Essays by Katie Salen and Eric Zimmerman 1
The Player Experience 3
The Rules of a Game 9
Gaming the Game 15
The Game Design Process 21
Player and Character 27
Games and Narrative 33
Game Communities 39
Speaking of Games 45
Game Design Models 53
Game Economies 59
Game Spaces 65
Cultural Representation 71
What is a Game? 77
What is Play? 83
interstitial: Cosplay
Texts: Bibliography 91
Chart of Texts and Topics 93
interstitial: Urban Invasion
Nature and Significance of Play as a Cultural Phenomenon (1955)
Johan Huizinga
96
The Definition of Play: The Classification of Games (1962)
Roger Caillois
122
Shoot Club: The DOOM 3 Review (2004)
Tom Chick
156
interstitial: Collateral Romance
Construction of a Definition (1990)
Bernard Suits
172
I Have No Words & I Must Design (1994)
Greg Costikyan
192
The Cabal: Valve's Design Process for Creating Half-Life (1999)
Ken Birdwell
212
interstitial: Urban Games
Semiotic Domains: Is Playing Video Games a "Waste of Time?" (2003)
James Gee
228
The Evil Summoner FAQ v1.0: How to Be a Cheap Ass (2001)
Mochan
268
Play and Ambiguity (2001)
Brian Sutton-Smith
296
A Theory of Play and Fantasy (1972)
Gregory Bateson
314
"Complete Freedom of Movement": Video Games as Gendered Play Spaces (1998)
Henry Jenkins
330
interstitial: DDR Step Charts
Formal Abstract Design Tools (1999)
Doug Church
366
Game Theory (1992)
William Poundstone
382
Games and Design Patterns (2005)
Staffan Bjork and Jussi Holopainen
410
Tools for Creating Dramatic Game Dynamics (2005)
Marc LeBlanc
438
Game Analysis: Centipede (2001)
Richard Rouse III
460
interstitial: Indie Game Jam
Unwritten Rules (1999)
Stephen Sniderman
476
Beyond the Rules of the Game: Why Are Rooie Rules Nice? (1983)
Linda Hughes
504
Changing the Game (1978)
Bernard DeKoven
518
The Design Evolution of Magic: The Gathering (1993 | 2004)
Richard Garfield
538
interstitial: Blast Theory
Eyeball and Cathexis (1983)
David Sudnow
558
Frames and Games (1983)
Gary Alan Fine
578
Bow, Nigger (2004)
always_ black
602
Cultural Models: Do You Want to Be the Blue Sonic or the Dark Sonic? (2003)
James Gee
610
interstitial: Red vs. Blue
Interaction and Narrative (2000 | 2005)
Michael Mateas and Andrew Stern
642
Game Design as Narrative Architecture (2004)
Henry Jenkins
670
Adventure as a Video Game: Adventure for the Atari 2600 (1983-84)
Warren Robinett
690
Eastern Front (1941) (2003)
Chris Crawford
714
interstitial: Serious Games
The Lessons of Lucasfilm's Habitat (1990)
F. Randall Farmer and Chip Morningstar
728
Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs (1996)
Richard Bartle
754
Declaring the Rights of Players (2000)
Raph Koster
788
Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier (2001)
Edward Castronova
814
interstitial: Painstation
Coda: Piercing the Spectacle (2005)
Brenda Laurel
866
interstitial: Le Parkour
Interstitial Credits 872
Index 876
Final Word
Katie Salen and Eric Zimmerman