Table of Contents

Acknowledgments

About the Author

Preface

Who Is This Book For?

How Is This Book Organized?

Part 1: Getting Started

1. What Is a Game Designer?

Responsibilities of a Game Designer

Attributes of a Game Designer

Make Things

Cultivate Your Gardens

On Ontology and Dogma

Formalism

Summary

2. Problem Statements

Defining the Problem

Low-Hanging Fruit

Functional Fixedness

Brainstorming

Summary

3. Development Structures

Production Methodologies

Scope

Summary

4. Starting Practices

Analog Games

Theme and Mechanics

Next Steps

Designing for Others

Opening Questions

Summary

Part 2: Prototypes and Playtesting

5. Paper Prototyping Development Techniques

Software and Materials

Art

Cards

InDesign Data Merge

Summary

6. Playtesting

Playtesting Goals

Playtesting Benefits

Listening to Feedback

Finding Playtesters

Iterating

Summary

7. Scientific Playtesting

Designers Making Decisions

Sampling

The Testing Environment

Keep Playtesters Talking

Scientific Testing

Self-Playtesting

Summary

8. Prototypes and Intellectual Property

Do I Need an NDA?

Ideas and Value

Summary

Part 3: Meaningful Decisions

9. Flow and the Fundamental Game Design Directive

Game Flow

Interest Curves

Learning Curves

Individual Differences

Summary

10. Decision-Making

Player Agency

Anatomy of a Choice

Less-Interesting Decision-Making

More-Interesting Decision-Making

Summary

11. Randomness

Completely Random Games

Completely Skill-Based Games

Fairness and Mitigating Randomness

Summary

12. Goals

How Players Determine Game Goals

Criteria for Goals

Solving Goal Problems

Summary

Part 4: Describing Game Elements

13. Mechanics, Dynamics, and Aesthetics (MDA)

What Are Games About?

MDA

More Dynamics

Summary

14. Milieu

What Is Milieu?

Polish

Player Types

Motivation

Milieu as Design Focus

Summary

15. Rules and Verbs

Rules

Qualities of Rules

Types of Rules

Verbs

Summary

16. Balance

Symmetry

Self-Balancing Mechanisms

Progression and Numeric Relationships

Balance Heuristics

Summary

17. Feedback Loops

Positive Feedback Loops

Negative Feedback Loops

Feedback Loops in Action

Fixing Problems

Summary

18. Puzzle Design

What Is a Puzzle?

Possibility Space

Breadcrumbs

Features of Ineffective Puzzles

Types of Puzzles

Other Puzzle Types

Summary

Part 5: Game Theory and Rational Decision-Making

19. Equilibria in Normal-Form Games

The Prisoner’s Dilemma

Solving Games Using Strict Dominance

Using (and Abusing) Dominance

Zero-Sum Games

Stag Hunt and Coordination

Determining Nash Equilibria in a Larger Matrix

Mixed Strategies

Stag Hunt Redux

Summary

20. Sequential and Iterated Games

Game Trees

Promises and Commitment Problems

Iterated Games

Experimenting with Strategies

Successful Strategies

Summary

21. Problems with Game Theory

Rational Actors

The Dollar Auction

The “Guess Two-Thirds” Game

Second-Price Auctions

Summary

22. Marginal Decision Analysis

Marginal Nuggets

Balance on Margins

Summary

Part 6: Human Behavior in Games

23. Behaviorism and Schedules of Reinforcement

Operant Conditioning

Schedules of Reinforcement

Anticipation and Uncertainty

Ethical and Practical Concerns

Summary

24. Learning and Constructivism

Historic Approaches

Novices and Experts

Cognitive Load

Expertise Reversal Effect

Split-Attention Effect

Tutorials and Learning Design

Summary

25. Motivation

Two Types of Motivation

What’s the Problem with Rewards?

Self-Determination Theory and Challenges

Competition and Motivation

Personality

Other Motivation Effects

Summary

26. Human Decision-Making

Mental Shortcuts

Attribution Errors

Misunderstanding Randomness

Anchoring and Priming

Understanding Value

Loss

Availability and Estimation

Overconfidence

Summary

27. Attention and Memory

Attention

Memory

Helping with Memory Limitations

Perception

Summary

Part 7: Game Design Tools

28. Documentation and Written Communication

The Game Design Document

The GDD Creation Process

References

Documentation for Tabletop Games

States and Flowcharts

Summary

29. Probability

Probability Is Counting

Adding Die Rolls

Example: The H/T Game

Being Careful

Summary

30. Spreadsheets for Simulation

Why Use Spreadsheets?

Basics

Formulas

Goal Seek and Solver in Excel

One-Way Data Tables

Summary

31. Monte Carlo Simulation

Answering Design Questions

Hot Hand

Monty Hall

Once Around the Board

Martingale Betting

Summary

32. Presenting Ideas

The Thesis

Text on Slides

Data-Ink

Do Not Waste Time

Documentation

Acquiring Images

Example: State of Mobile Games 2014

Risk

Risk Analysis

Pitch Questions

Summary

Part 8: The Game Design Business

33. Metrics

Profit and Loss

Metrics

Cash Flow

Summary

34. Personal Care and Development

Life in AAA

Independence

Tabletop

Personal Care

Market Luck

Summary

Conclusion

Appendix A. Ludography

Digital Games

Board, Card, Tabletop, and Physical Games

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