21st Century Game Design

Chris Bateman, Richard Boon

  • 出版商: Charles River Media
  • 出版日期: 2005-08-29
  • 售價: $1,345
  • 貴賓價: 9.5$1,278
  • 語言: 英文
  • 頁數: 352
  • 裝訂: Paperback
  • ISBN: 1584504293
  • ISBN-13: 9781584504290
  • 相關分類: Game-design 遊戲設計

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Description

21st Century Game Design teaches designers how to design better games, not from a how-to perspective, but from a why perspective. Good designers know the fundamentals of how to design a game, but learning how to study and understand their intended audience helps make games that truly satisfy players. Understanding the players’ needs also provides the missing link between the process of design and the players, developers, and publishers of games. By applying psychological metrics to survey data and case studies, a framework was produced which identifies some of the core themes in player needs and is represented by four player types - Conqueror, Manager,Wanderer, and Participant. In addition to discussing how a game reaches a wider audience by appealing to the core gaming community, the book considers the fundamental principles of game design. Methods such as interface design, structural elements, and game world abstractions are discussed in relation to the needs of the audience. The book demonstrates how an audience model can inform the design process and take the games industry forward at a time when it is facing a schism between the games that the audience would like to play, and the games the development community would like to make. Game designers, producers, marketing executives, and anyone who wishes to understand the relationship between a game and its audience will find much to learn from 21st Century Game Design.

KEY FEATURES

  • Teaches the “why” behind game design versus the “how-to”
  • Provides designers with an insightful approach to game design that teaches them how to understand their audiences
  • Covers fundamental principles of game design, including interface design, structural elements, and game world abstractions as they relate to the audience
  • Details an audience model that can help the games industry move forward from the schism between games players want to play, and the games the community wants to make
  • Includes fresh insights for all levels of designers from newcomers to grizzled veterans

 

Table of Contents

Part 1: Basics

Chapter 1: Zen Game Design

Chapter 2: Designing for the Market

Chapter 3: Game Genres

Part 2: Principles

Chapter 4: The Foundations of Game Design

Chapter 5: Game World Abstraction

Chapter 6: Video Game Structure

Chapter 7: Principles of Interface Design

Chapter 8: Video Game Narrative

Chapter 9: Foundations of Interactive Storytelling

Part 3:Models

Chapter 10: Myers-Briggs Typology & Gamers

Chapter 11: The New Demographic Model

Chapter 12: The Evolution of Games: Originality & Chreodes

Index