Game Design

(Elliott) #1

Contents



  • Chapter 1 What Players Want....................... Contents Summary

  • Chapter 2 Interview: Sid Meier......................

    • and Story .......................... Chapter 3 Brainstorming a Game Idea: Gameplay, Technology,



  • Chapter 4 Game Analysis:Centipede ..................

  • Chapter 5 Focus.............................

  • Chapter 6 Interview: Ed Logg ......................

  • Chapter 7 The Elements of Gameplay .................

  • Chapter 8 Game Analysis:Tetris ....................

  • Chapter 9 Artificial Intelligence.....................

  • Chapter 10 Interview: Steve Meretzky .................

  • Chapter 11 Storytelling.........................

  • Chapter 12 Game Analysis:Loom ...................

  • Chapter 13 Multi-Player ........................

  • Chapter 14 Interview: Chris Crawford .................

  • Chapter 15 Getting the Gameplay Working ..............

  • Chapter 16 Game Analysis:Myth: The Fallen Lords...........

  • Chapter 17 Game Development Documentation............

  • Chapter 18 Interview: Jordan Mechner.................

  • Chapter 19 The Design Document...................

  • Chapter 20 Game Analysis:The Sims..................

  • Chapter 21 Designing Design Tools...................

  • Chapter 22 Interview: Will Wright ...................

  • Chapter 23 Level Design........................

  • Chapter 24 Game Analysis:Grand Theft Auto III ............

  • Chapter 25 Playtesting.........................

  • Chapter 26 Interview: Doug Church ..................

  • Conclusion ...............................

  • Appendix A Sample Design Document:Atomic Sam...........

  • Appendix B Sample Design Document:The Suffering..........

  • Glossary.................................

  • Selected Bibliography..........................

  • Index ..................................

  • Chapter 1 What Players Want..................... Introduction..................................xx

    • Why Do Players Play?.............................

      • Players Want a Challenge..........................

      • Players Want to Socialize..........................

      • Players Want a Dynamic Solitary Experience...............

      • Players Want Bragging Rights.......................

      • Players Want an Emotional Experience..................

      • Players Want to Explore..........................

      • Players Want to Fantasize .........................

      • Players Want to Interact..........................



    • What Do Players Expect?...........................

      • Players Expect a Consistent World ....................

      • Players Expect to Understand the Game-World’s Bounds........

      • Players Expect Reasonable Solutions to Work..............

      • Players Expect Direction.........................

      • Players Expect to Accomplish a Task Incrementally...........

      • Players Expect to Be Immersed .....................

      • Players Expect Some Setbacks......................

      • Players Expect a Fair Chance.......................

      • Players Expect to Not Need to Repeat Themselves...........

      • Players Expect to Not Get Hopelessly Stuck ..............

      • Players Expect to Do, Not to Watch ...................

        • It Is Missing................................ Players Do Not Know What They Want, but They Know When





    • A Never-Ending List.............................



  • Chapter 2 Interview: Sid Meier....................

    • and Story............................. Chapter 3 Brainstorming a Game Idea: Gameplay, Technology,

      • Starting Points ................................

        • Starting with Gameplay..........................

        • Starting with Technology.........................

        • Starting with Story ............................



      • Working with Limitations...........................

        • Odyssey: The Legend of Nemesis ....................

        • Damage Incorporated...........................



      • Centipede 3D ...............................

      • The Suffering ...............................



    • Embrace Your Limitations..........................

      • Established Technology..........................

      • The Case of the Many Mushrooms....................

      • The Time Allotted.............................



    • If You Choose Not to Decide, You Still Have Made a Choice........



  • Chapter 4 Game Analysis:Centipede ................

    • Classic Arcade Game Traits .........................

    • Input......................................

    • Interconnectedness..............................

    • Escalating Tension..............................

    • One Person, One Game............................



  • Chapter 5 Focus ...........................

    • Establishing Focus..............................

      • An Example: Winter Carnival Whirlwind.................

      • The Function of the Focus.........................



    • Maintaining Focus ..............................

      • Fleshing Out the Focus..........................

      • Changing Focus..............................



    • Sub-Focuses..................................

    • Using Focus..................................



  • Chapter 6 Interview: Ed Logg ....................

  • Chapter 7 The Elements of Gameplay ...............

    • Unique Solutions ..............................

      • Anticipatory versus Complex Systems.................

      • Emergence................................



    • Non-Linearity................................

      • Types of Non-Linearity..........................

      • Implementation..............................

      • The Purpose of Non-Linearity......................



    • Modeling Reality...............................

    • Teaching the Player.............................

      • Tutorials .................................



    • Input/Output.................................

      • Controls and Input............................

      • Output and Game-World Feedback ...................



    • Basic Elements ...............................



  • Chapter 8 Game Analysis:Tetris ..................

    • Puzzle Game or Action Game?.......................

    • Tetris as a Classic Arcade Game ......................

    • The Technology...............................

    • Artificial Intelligence ............................

    • Escalating Tension..............................

    • Simplicity and Symmetry..........................

    • Fifteen Years On, Who Would Publish Tetris?...............



  • Chapter 9 Artificial Intelligence...................

    • Goals of Game AI..............................

      • Challenge the Player...........................

      • Not Do Dumb Things ..........................

      • Be Unpredictable.............................

      • Assist Storytelling............................

      • Create a Living World..........................



    • The Sloped Playing Field..........................

      • How Real Is Too Real?..........................



    • AI Agents and Their Environment.....................

    • How Good Is Good Enough?........................

    • Scripting...................................

    • Artificial Stupidity..............................



  • Chapter 10 Interview: Steve Meretzky ...............

  • Chapter 11 Storytelling.......................

    • Designer’s Story Versus Player’s Story ..................

    • Places for Storytelling............................

      • Out-of-Game...............................

      • In-Game..................................

      • External Materials............................



    • Linear Writing Pitfalls............................

      • Player Character Personality ......................



    • Game Stories ................................

      • Non-Linearity...............................

      • Working with the Gameplay.......................



    • TheDream..................................



  • Chapter 12 Game Analysis:Loom..................

    • Focused Game Mechanics..........................

    • User Interface................................

    • The Drafts System .............................

    • Difficulty...................................

    • Story.....................................

    • Loom as an Adventure Game........................



  • Chapter 13 Multi-Player.......................

    • Motivations .................................

    • TheForms..................................

      • Single System Multi-Player.......................

      • Online Multi-Player ...........................



    • Design Considerations ...........................

      • Playing to Strengths...........................

      • Protect Newbies.............................

      • Socialization ...............................



    • Development Issues.............................

      • Playtesting and User Feedback .....................



    • A World of Their Own............................



  • Chapter 14 Interview: Chris Crawford ...............

  • Chapter 15 Getting the Gameplay Working ............

    • The Organic Process ............................

      • Too Much Too Soon ...........................

      • Keep It Simple..............................



    • Building the Game..............................

      • Core Technology.............................

      • Incremental Steps ............................

      • A Fully Functional Area .........................

      • Going Through Changes.........................



    • Programming ................................

    • When Is It Fun?...............................



  • Chapter 16 Game Analysis:Myth: The Fallen Lords ........

    • Use of Technology..............................

    • Game Focus.................................

    • Storytelling .................................

    • Hard-Core Gaming .............................

    • Multi-Player.................................

    • A Cohesive Whole..............................



  • Chapter 17 Game Development Documentation..........

    • Document Your Game............................

      • Concept Document, Pitch Document, or Proposal...........

      • Competitive Analysis...........................

      • Design Document ............................

      • Flowcharts................................

      • Story Bible................................

      • Script...................................

      • Art Bible .................................

      • The Game Minute............................

      • Storyboards................................

      • Technical Design Document.......................

      • Schedules and Business/Marketing Documents ............

      • No Standard Documentation.......................



    • The Benefits of Documentation.......................



  • Chapter 18 Interview: Jordan Mechner...............

  • Chapter 19 The Design Document .................

    • The Writing Style..............................

    • The Sections.................................

      • Table of Contents.............................

      • Introduction/Overview or Executive Summary.............

      • Game Mechanics.............................

      • Artificial Intelligence...........................

      • Game Elements: Characters, Items, and Objects/Mechanisms ....

      • Story Overview..............................

      • Game Progression............................

      • System Menus..............................



    • One Man’s Opinion .............................

    • Inauspicious Design Documents......................

      • The Wafer-Thin or Ellipsis Special Document .............

      • The Back-Story Tome..........................

      • The Overkill Document.........................

      • The Pie-in-the-Sky Document......................

      • The Fossilized Document........................



    • A Matter of Weight .............................

      • Getting It Read..............................



    • Documentation Is Only the Beginning...................



  • Chapter 20 Game Analysis:The Sims................

    • Abdicating Authorship............................

    • Familiar Subject Matter...........................

    • Safe Experimentation............................

    • Depth and Focus...............................

    • Interface...................................

    • Controlled Versus Autonomous Behavior .................

    • A Lesson to Be Learned ..........................



  • Chapter 21 Designing Design Tools.................

    • Desired Functionality............................

      • Visualizing the Level...........................

      • The Big Picture..............................

      • Jumping into the Game..........................

      • Editing the World.............................



    • Scripting Languages and Object Behaviors ................

    • Us Versus Them...............................

      • The Best of Intentions..........................



    • A Game Editor for All Seasons.......................



  • Chapter 22 Interview: Will Wright .................

  • Chapter 23 Level Design ......................

    • Levels in Different Games .........................

      • Level Separation.............................

      • Level Order................................



    • The Components of a Level.........................

      • Action...................................

      • Exploration................................

      • Puzzle Solving ..............................

      • Storytelling................................

      • Aesthetics ................................

      • Balancing It All..............................



    • Level Flow..................................

    • Elements of Good Levels..........................

      • Players Cannot Get Stuck........................

      • Sub-Goals.................................

      • Landmarks................................

      • Critical Path................................

      • Limited Backtracking ..........................

      • Success the First Time..........................

      • Navigable Areas Clearly Marked ....................

      • Choices..................................

      • A Personal List..............................



    • The Process.................................

      • Step 1. Preliminary............................

      • Step 2. Conceptual and Sketched Outline................

      • Step 3. Base Architecture/Block Out..................

      • Step 4. Refine Architecture Until It Is Fun...............

      • Step 5. Base Gameplay..........................

      • Step 6. Refine Gameplay Until It Is Fun.................

      • Step 7. Refine Aesthetics ........................

      • Step 8. Playtesting............................

      • Process Variations............................



    • Who Does Level Design?..........................

    • Collaboration.................................



  • Chapter 24 Game Analysis:Grand Theft Auto III..........

    • Believable Game-World...........................

    • A Living City.................................

    • Actions and Consequences.........................

    • Storytelling .................................



  • Chapter 25 Playtesting .......................

    • Finding the Right Testers..........................

      • Who Should Test.............................

        • Who Should Not Test...........................



      • When to Test.................................

      • HowtoTest.................................

      • Guided and Unguided Testing........................

      • Balancing...................................

        • Your Game Is Too Hard .........................



      • The Artistic Vision .............................





  • Chapter 26 Interview: Doug Church ................

    • Conclusion ..........................

      • Art......................................

      • The Medium.................................

      • The Motive .................................





  • Appendix A Sample Design Document:Atomic Sam ........

    • I. Overview .................................

    • II. Game Mechanics.............................

    • III. Artificial Intelligence ..........................

    • IV. Game Elements .............................

    • V. Story Overview..............................

    • VI. Game Progression............................

    • VII. Bibliography ..............................



  • Appendix B Sample Design Document:The Suffering........

    • Section I: Introduction............................

    • Section II: Game Mechanics ........................

      • Controls Overview............................



    • Section III: Resources............................

    • Section IV: NPCs ..............................

    • Section V: Story...............................

    • Section VI: Gameflow............................

    • Section VIII: Menus.............................

    • Glossary ...........................

    • Selected Bibliography ....................

    • Index.............................



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