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Cover image for Game design theory : a new philosophy for understanding games
Title:
Game design theory : a new philosophy for understanding games
Personal Author:
Publication Information:
Boca Raton, FL : A K Peters/CRC Press, c2013
Physical Description:
xxii, 165 p. : ill. ; 24 cm.
ISBN:
9781466554207
General Note:
Includes index
Abstract:
"This work looks at how digital games fit into the long history of games and offers solutions to some of video games toughest design challenges. It covers the art and craft of developing a set of rules to create a contest between players or other agents, targeted specifically at digital game designers. The author outlines a somewhat radical philosophy based on thousands of years of game design, illustrating how we must adhere to these ancient principles if we are to improve digital games in the future"-- Provided by publisher.

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30000010335268 QA76.76.C672 B875 2013 Open Access Book Book
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33000000001129 QA76.76.C672 B875 2013 Open Access Book Book
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Summary

Summary

Despite the proliferation of video games in the twenty-first century, the theory of game design is largely underdeveloped, leaving designers on their own to understand what games really are. Helping you produce better games, Game Design Theory: A New Philosophy for Understanding Games presents a bold new path for analyzing and designing games.

The author offers a radical yet reasoned way of thinking about games and provides a holistic solution to understanding the difference between games and other types of interactive systems. He clearly details the definitions, concepts, and methods that form the fundamentals of this philosophy. He also uses the philosophy to analyze the history of games and modern trends as well as to design games.

Providing a robust, useful philosophy for game design, this book gives you real answers about what games are and how they work. Through this paradigm, you will be better equipped to create fun games.


Author Notes

Keith Burgun is a game designer, writer, composer, and visual artist who has been developing games independently for nearly 20 years. He writes for Gamasutra, Destructoid, and several other popular websites, including his own blog at Dinofarm Games. He is a founding member of Dinofarm Games and produced its first commercial game 100 Rogues for the iOS platform. He also teaches game design and animation courses at local art schools.


Reviews 1

Choice Review

After many years of struggling for acceptance and respect in academia, the discipline of game studies has finally become mainstream. Professional associations, university departments, and faculty positions in game studies proliferate. It is thus inexplicable that Burgun, a game designer, writer, visual artist, and educator, has chosen to write a book entitled Game Design Theory: A New Philosophy for Understanding Games without a single citation to either the growing amount of academic literature on game studies or the founding philosophers of game studies such as Johan Huizinga and Mihaly Csikszentmihalyi. This volume cursorily touches on a wide range of topics relating to game play and game design and offers the author's individual opinion as fact. His recommendations for budding designers include the following: "If you want to become a great game designer, it's worth taking at least a brief look at related disciplines." He also makes broad generalizations sure to alienate some players: "... [PC gamers] are less lost than the gamers in the console world." The book provides very basic descriptions of game genres and some history of classic games; however, other books do so much more effectively and accurately. Readers may wish to consult Encyclopedia of Video Games, edited by Mark Wolf (CH, Feb'13, 50-3026). Summing Up: Not recommended. E. Bertozzi Long Island University


Table of Contents

Forewordp. ix
Introductionp. xi
The Death of Tetrisp. xi
Our Storyp. xv
My Storyp. xv
Problem Statementp. xvii
On Game Designp. xviii
Game Design Theory Todayp. xix
What This Book Isp. xxi
What This Book Is Notp. xxi
1 The Concept of Gamep. 1
Definitionsp. 2
Mapping Interactive Systemsp. 3
Thinking about Gamesp. 8
2 On Game Designp. 18
The Medium and the Messagep. 19
Understanding Designp. 24
Establishing Standardsp. 27
Symmetryp. 45
False Choices and Other Sinsp. 48
Take Nothing for Grantedp. 51
Becoming an Expertp. 53
Related Disciplinesp. 57
Teaching Your Gamep. 60
Conclusionp. 61
3 How We Got Herep. 63
Ancient Board Gamesp. 63
Sports in Historyp. 68
Playing Card Evolutionp. 70
The 20th Centuryp. 71
How Far Have We Come?p. 75
Video-Game Generations and Other Developmentsp. 76
Other Notable Areasp. 89
Looking Backp. 92
4 Through the Lens: Video Gamesp. 95
Problems Common to Most Genresp. 95
Brawlersp. 99
3D Third-Person Actionp. 102
Real-Time Strategyp. 103
Turn-Based Strategyp. 106
Role-Playing Gamesp. 109
Sports Gamesp. 112
Racing Gamesp. 114
Fighting Gamesp. 117
FPS Gamesp. 121
Platformersp. 124
Other Genresp. 128
Video "Games"p. 130
5 Through the Lens: Board Gamesp. 133
The Problem with Board Gamesp. 134
Area-Control Gamesp. 136
Bidding Gamesp. 137
War Gamesp. 139
Role-Playing Gamesp. 141
Cooperative Gamesp. 142
Role-Selection and Worker-Placement Gamesp. 143
Card Gamesp. 145
Abstract Gamesp. 145
Other Genresp. 147
6 Predictionsp. 151
The Resistancep. 152
The Mediap. 152
Rise of the Indiesp. 153
Merging Worldsp. 156
Renaissancep. 158
Purposep. 160
Indexp. 163
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