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.............................
- Why Do Players Play?.............................
- 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 ...............................
- Starting Points ................................
- 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........
- and Story............................. Chapter 3 Brainstorming a Game Idea: Gameplay, Technology,
- 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..................................
- Establishing 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 ...............................
- Unique Solutions ..............................
- 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..............................
- Goals of Game AI..............................
- 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?...............................
- The Organic Process ............................
- 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.......................
- Document Your Game............................
- 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.......................
- Desired Functionality............................
- 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.................................
- Levels in Different Games .........................
- 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 .............................
- Who Should Test.............................
- Finding the Right Testers..........................
- Chapter 26 Interview: Doug Church ................
- Conclusion ..........................
- Art......................................
- The Medium.................................
- The Motive .................................
- Conclusion ..........................
- 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.............................