Cover image for 21st century game design
Title:
21st century game design
Personal Author:
Publication Information:
Hingham, MA : Charles River Media, 2006
ISBN:
9781584504290
Added Author:

Available:*

Library
Item Barcode
Call Number
Material Type
Item Category 1
Status
Searching...
30000010100622 GV1230 B37 2006 Open Access Book Book
Searching...

On Order

Summary

Summary

21st Century Game Design is not just a book about game design. It's an answer to two important questions: who are we designing games for and how do we do it best? Written by industry pros, the book teaches designers how to design better games from a why perspective. All good designers know the fundamentals of how to design a game, but learning to design games that really satisfy your players takes more than technical skill. To do this successfully, you need to know your intended audience and understand their needs. Throughout the book you'll learn about defining and investigating player needs. A model of play styles is then presented that was developed by applying psychological metrics to survey data and case studies. This model identifi es some of the core themes in player needs as represented by four player types-- Conqueror, Manager, Wanderer, and Participant. In addition to discussing player needs, the book also explores how games can reach wider audiences by appealing to the interests of the core gaming community, and it 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 does not attempt to present an absolute view of the craft of game design, but rather it 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.


Author Notes

Chris Bateman is the managing director of International Hobo Ltd


Table of Contents

Ernest W. Adams
Acknowledgmentsp. ix
Prefacep. xi
Introductionp. xiii
Part I Audiencep. 1
1 Zen Game Designp. 3
Wise Blind Elephantsp. 3
What Is Game Design?p. 3
What Is Zen Game Design?p. 4
The First Tenet: There Is No Single Method to Designp. 5
The Second Tenet: Game Design Reflects Needsp. 8
Return to the Wise, Blind Elephantsp. 12
2 Designing for the Marketp. 13
Demographic Game Designp. 14
Market Clusters and Audience Modelsp. 15
Market Vectorsp. 23
Design Tools for Market Penetrationp. 26
Phases of Market Penetrationp. 30
Conclusionp. 31
Endnotesp. 32
3 Myers-Briggs Typology and Gamersp. 33
The Myers-Briggs Dichotomiesp. 34
The Sixteen Typesp. 37
The Mass Market Audiencep. 40
Conclusionp. 50
Endnotesp. 51
4 The DGD1 Demographic Modelp. 53
The Researchp. 54
Analysisp. 55
Play Stylep. 58
Distribution of Play Stylesp. 70
Conclusionp. 76
Endnotesp. 77
5 Player Abilitiesp. 79
The Experience of Flowp. 80
Types of Gamesp. 84
Temperament Theoryp. 89
DGD1 Model and Temperament Skill Setsp. 92
Conclusionp. 100
Endnotesp. 102
Part II Designp. 103
6 Foundations of Game Designp. 105
The Phases of Developmentp. 106
Examining the Design Processp. 109
Tight Designp. 109
Elastic Designp. 113
Extensive Designp. 116
The Presentation Dilemmap. 120
Conclusionp. 121
7 Principles of Interface Designp. 123
Five Golden Rulesp. 125
Five Cautionsp. 127
Learning Curvep. 130
Subjective Metrics of the Action Spacep. 133
Concept Modelsp. 139
Immersive Menusp. 141
Tutorialsp. 142
Conclusionp. 146
8 Game World Abstractionp. 149
Motivations for Abstractionp. 150
Abstractions of Worldp. 154
Conclusionp. 176
Endnotesp. 176
9 Avatar Abstractionsp. 177
Relationships between World, Avatar, and Playerp. 178
Abstractions of Avatarp. 182
Conclusionp. 198
Endnotesp. 198
10 Game Structuresp. 199
Pathfinding and Housekeepingp. 200
Environmental Progressionp. 203
Mechanisms of Progressp. 205
Playground Worldsp. 210
Breadcrumbing and Funnelingp. 211
Replay Featuresp. 212
Save Game Functionalityp. 215
Conclusionp. 220
11 Action Game Genresp. 223
Describing Genresp. 224
Genre Classificationp. 227
Action Gamesp. 229
Conclusionp. 261
12 Genres: Quest, Strategy, and Simulationp. 263
Questp. 264
Strategyp. 277
Simulationp. 282
Miscellaneousp. 290
Conclusionp. 296
13 The Evolution of Games: Originality and Chreodesp. 297
Chreodesp. 298
The Creative Explosionp. 300
The Undergroundp. 302
Extinctionp. 303
Conservatism versus Originalityp. 305
Conclusionp. 307
Glossaryp. 309
Referencesp. 313
Indexp. 317