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Summary
Summary
Understanding games--whether computer games, card games, board games, or sports--by analyzing certain common traits.
Characteristics of Games offers a new way to understand games: by focusing on certain traits--including number of players, rules, degrees of luck and skill needed, and reward/effort ratio--and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing.
Characteristics of Games --written by three of the most prominent game designers working today--will serve as an essential reference for game designers and game players curious about the inner workings of games. It includes exercises (which can also serve as the basis for discussions) and examples chosen from a wide variety of games. There are occasional mathematical digressions, but these can be skipped with no loss of continuity. Appendixes offer supplementary material, including a brief survey of the two main branches of mathematical game theory and a descriptive listing of each game referred to in the text.
Author Notes
Skaff Elias is Vice President of Three Donkeys LLC, a game design, development, and consulting company. Richard Garfield, mathematics professor and game designer, is the creator of many card games, including Magic: The Gathering, as well as the board game RoboRally. K. Robert Gutschera is Lead Designer at Secret Identity Studios.
Reviews 1
Choice Review
Many books have been written on the subject of game design over the years, but Characteristics of Games is one of the few that forgoes breadth for depth and takes readers to the next logical step in game design thinking and study. It belongs somewhere between the theoretical rigor of a foundational tome like Rules of Play, by David Leheny (CH, Nov'03, 41-1612), and the practicality of a fundamentals book like Level Up!, by Scott Rogers (2010). Experienced game designers Elias, Garfield, and Gutschera provide an approachable framework for game analysis through the study of specific game traits. Each section contains challenging exercises that encourage asking the right questions and provides direct application opportunities. Additionally, helpful appendixes give those not familiar with certain game references a proper footing. Instructors and students looking for a deeper intermediate game design textbook or a supplemental text to bolster analytical skills will find this a useful resource. It would also be a great addition to any professional game designer's reference library. Summing Up: Highly recommended. Upper-division undergraduate and graduate students in game design, researchers/faculty, and professionals/practitioners. A. Chen Cogswell College
Table of Contents
Foreword | p. ix |
Preface | p. xiii |
Acknowledgments | p. xvii |
Introduction | p. 1 |
1 Basics | p. 11 |
1.1 Characteristic: Length of Playtime | p. 11 |
1.2 Characteristic: Number of Players | p. 21 |
1.3 Characteristic: Heuristics | p. 29 |
2 Multiplayer Games | p. 37 |
2.1 Characteristic: Player Elimination | p. 38 |
2.2 Characteristic: Interactivity | p. 44 |
2.3 Characteristic: Politics | p. 48 |
2.4 Characteristic: Kingmaking | p. 56 |
2.5 Characteristic: Teamwork | p. 61 |
3 Infrastructure | p. 71 |
3.1 Characteristic: Rules | p. 71 |
3.2 Characteristic: Standards | p. 76 |
3.3 Characteristic: Outcomes | p. 82 |
3.4 Characteristic: Ending Conditions | p. 86 |
3.5 Characteristic: Positional Asymmetry | p. 92 |
3.6 Characteristic: Sensory Feedback | p. 96 |
4 Games as Systems | p. 101 |
4.1 Characteristic: Abstract Subgames and Essential Games- | p. 101 |
4.2 Characteristic: Snowball and Catch-Up | p. 106 |
4.3 Characteristic: Complexity Tree Growth and Game Arc | p. 120 |
4.4 Characteristic: Game Balance and Strategic Collapse | p. 129 |
5 Indeterminacy | p. 137 |
5.1 Characteristic: Randomness | p. 137 |
5.2 Characteristic: Luck and Skill | p. 150 |
5.3 Characteristic: Hidden Information | p. 161 |
6 Player Effort | p. 167 |
6.1 Characteristic: Costs | p. 167 |
6.2 Characteristic: Rewards | p. 174 |
6.3 Characteristic: Downtime | p. 178 |
6.4 Characteristic: Busywork | p. 183 |
6.5 Characteristic: Reward/Effort Ratio | p. 189 |
7 Superstructure | p. 203 |
7.1 Characteristic: Metagame | p. 203 |
7.2 Characteristic: Conceit/Motif | p. 212 |
7.3 Characteristic: Spectation | p. 220 |
7.4 Characteristic: Game Customization | p. 226 |
7.5 Characteristic: Misbehavior | p. 231 |
7.6 Characteristic: Play Lifetime | p. 238 |
8 Appendixes | p. 245 |
Appendix A Von Neumann Came Theory | p. 245 |
Appendix B Combinatorial Game Theory | p. 255 |
Appendix C List of Games | p. 271 |
Bibliography | p. 301 |
Index | p. 305 |