Theory of Fun for Game Design

Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers.

Author: Raph Koster

Publisher: "O'Reilly Media, Inc."

ISBN: 9781449363178

Category: Computers

Page: 300

View: 829

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Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it’s the most vital element in any game. Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further. You’ll discover that: Games play into our innate ability to seek patterns and solve puzzles Most successful games are built upon the same elements Slightly more females than males now play games Many games still teach primitive survival skills Fictional dressing for modern games is more developed than the conceptual elements Truly creative designers seldom use other games for inspiration Games are beginning to evolve beyond their prehistoric origins
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Freemium Mobile Games Design and Monetization

The book frames this ongoing industry shift as the substitution of AAA publishing with HHH polishing and outlines for developers the new path to success.Freemium Mobile Games: Design & Monetization is also suitable for casual gamers who ...

Author: Dimitar Draganov

Publisher:

ISBN: 1512322172

Category:

Page: 226

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Freemium Mobile Games: Design & Monetization reveals the essence of what freemium games are and provides a framework of best practices and in-depth game design schematics for developers to follow. Although the interaction of brilliant game design and monetization mechanisms based on scientific psychological research has successfully stormed the top grossing mobile charts, the roadmap to success remains elusive... until now.Freemium Mobile Games: Design & Monetization is a detailed guide for the new wave of gaming industry professionals that have to embrace the overwhelming trend of games as a service. The free games that already dominate the billion mobile market, have stolen a lot of the industry's brightest away from console and desktop game production, but this new mobile playground also has new base rules. The book frames this ongoing industry shift as the substitution of AAA publishing with HHH polishing and outlines for developers the new path to success.Freemium Mobile Games: Design & Monetization is also suitable for casual gamers who enjoy playing Clash of Clans in the mornings, Puzzle & Dragons in the evenings and Candy Crush Saga in-between. Examples from these and many more iOS and Android games are employed, to illustrate both best practices and poor game design decisions that can make or break the user experience. Many of the psychological mechanisms exploited by freemium game design to keep casual gamers playing and spending are demystified, which allows users to identify and counteract exploitative biases such as priming, loss aversion, anchoring, sunk cost fallacy, and many others.
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Iterate

Sharp and Macklin have found that failure—often hidden, covered up, a source of embarrassment—is the secret ingredient of iterative creative process. In Iterate, they explain how to fail better.

Author: John Sharp

Publisher: MIT Press

ISBN: 9780262352130

Category: Design

Page: 320

View: 788

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How to confront, embrace, and learn from the unavoidable failures of creative practice; with case studies that range from winemaking to animation. Failure is an inevitable part of any creative practice. As game designers, John Sharp and Colleen Macklin have grappled with crises of creativity, false starts, and bad outcomes. Their tool for coping with the many varieties of failure: iteration, the cyclical process of conceptualizing, prototyping, testing, and evaluating. Sharp and Macklin have found that failure—often hidden, covered up, a source of embarrassment—is the secret ingredient of iterative creative process. In Iterate, they explain how to fail better. After laying out the four components of creative practice—intention, outcome, process, and evaluation—Sharp and Macklin describe iterative methods from a wide variety of fields. They show, for example, how Radiolab cohosts Jad Abumrad and Robert Krulwich experiment with radio as a storytelling medium; how professional skateboarder Amelia Bródka develops skateboarding tricks through trial and error; and how artistic polymath Miranda July explores human frailty through a variety of media and techniques. Whimsical illustrations tell parallel stories of iteration, as hard-working cartoon figures bake cupcakes, experiment with levitating office chairs, and think outside the box in toothbrush design (“let's add propellers!”). All, in their various ways, use iteration to transform failure into creative outcomes. With Iterate, Sharp and Macklin offer useful lessons for anyone interested in the creative process. Case Studies: Allison Tauziet, winemaker; Matthew Maloney, animator; Jad Abumrad and Robert Krulwich, Radiolab cohosts; Wylie Dufresne, chef; Nathalie Pozzi, architect, and Eric Zimmerman, game designer; Andy Milne, jazz musician; Amelia Bródka, skateboarder; Baratunde Thurston, comedian; Cas Holman, toy designer; Miranda July, writer and filmmaker
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Games as a Service

Games as a Service features: - Step-by-Step guide to ethical social and freemium game design principles - Product Design techniques to help create commercial games without compromising fun - The Role of the Player Lifecycle from Discovery, ...

Author: Oscar Clark

Publisher: Focal Press

ISBN: 0415732506

Category: Computers

Page: 298

View: 143

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"The games industry is serious business and the role of a games designer has dramatically changed over just the last few years. Developers now have to rethink everything they know about the creative, technical and business challenges to adapt to the transition to games as a service. Games as a Service: How Free to Play Design Can Make Better Games has been written to help designers overcome many of the fears and misconceptions surrounding freemium and social games. It provides a framework to deliver better games rather than the 'evil' or 'manipulative' experiences some designers fear with the move away from wasteful Products to sustainable, trustworthy Services. Games as a Service features: - Step-by-Step guide to ethical social and freemium game design principles - Product Design techniques to help create commercial games without compromising fun - The Role of the Player Lifecycle from Discovery, Learning, Engaging, and Churning - End-of-chapter exercises providing a design framework for Game As A Service - Companion website (www.GamesAsAService.net) for designers to share ideas Oscar Clark is a consultant and Evangelist for Everyplay from Applifier. He has been a pioneer in online, mobile and console social games services since 1998 including Wireplay (British Telecom), Hutchison Whampoa (3UK) and PlayStation
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Fun Taste Games

Fun also has baggage—it seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games, John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and appreciating play and games.

Author: John Sharp

Publisher: MIT Press

ISBN: 9780262039352

Category: Games & Activities

Page: 256

View: 253

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Reclaiming fun as a meaningful concept for understanding games and play. “Fun” is somewhat ambiguous. If something is fun, is it pleasant? Entertaining? Silly? A way to trick students into learning? Fun also has baggage—it seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games, John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and appreciating play and games. They position fun at the heart of the aesthetics of games. As beauty was to art, they argue, fun is to play and games—the aesthetic goal that we measure our experiences and interpretations against. Sharp and Thomas use this fun-centered aesthetic framework to explore a range of games and game issues—from workplace bingo to Meow Wolf, from basketball to Myst, from the consumer marketplace to Marcel Duchamp. They begin by outlining three elements for understanding the drive, creation, and experience of fun: set-outsideness, ludic forms, and ambiguity. Moving from theory to practice and back again, they explore the complicated relationships among the titular fun, taste, and games. They consider, among other things, the dismissal of fun by game journalists and designers; the seminal but underinfluential game Myst, and how tastes change over time; the shattering of the gamer community in Gamergate; and an aesthetics of play that goes beyond games.
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Eurogames

This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists experience the play of such games.

Author: Stewart Woods

Publisher: McFarland

ISBN: 9780786467976

Category: Games

Page: 262

View: 628

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"This book chronicles the evolution of tabletop hobby gaming, explores why hobbyists play eurogames, how players balance the structure of competitive play with the demands of an intimate social gathering, and to what extent the social context of the gameencounter shapes the playing experience. This innovative work highlights a popular alternative trend in the gaming community"--
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The Art of Game Design

New to this edition: many great examples from new VR and AR platforms as well as examples from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more.

Author: Jesse Schell

Publisher: A K PETERS

ISBN: 1138632058

Category: Computer games

Page: 600

View: 416

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Presents over 100 sets of questions, or different lenses, for viewing a game's design. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. New to this edition: many great examples from new VR and AR platforms as well as examples from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more.
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Game Design Workshop

A Playcentric Approach to Creating Innovative Games, Fourth Edition Tracy Fullerton ... You can teach yourself about design by playing as many games as you can, reading about their history and development, and analyzing their systems.

Author: Tracy Fullerton

Publisher: CRC Press

ISBN: 9781351597692

Category: Computers

Page: 522

View: 460

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Game Design Workshop is a truly great book, and has become, in my opinion, the de facto standard text for beginner- to intermediate-level game design education. This updated new edition is extremely relevant, useful and inspiring to all kinds of game designers. — Richard Lemarchand, Interactive Media & Games Division, School of Cinematic Arts, University of Southern California ——————————————————————————————————————————————————— This is the perfect time for a new edition. The updates refresh elements of the book that are important as examples, but don't radically alter the thing about the book that is great: a playcentric approach to game design. — Colleen Macklin, Associate Professor, Parsons The New School for Design ——————————————————————————————————————————————————— Tracy Fullerton’s Game Design Workshop covers pretty much everything a working or wannabe game designer needs to know. She covers game theory, concepting, prototyping, testing and tuning, with stops along the way to discuss what it means to a professional game designer and how to land a job. When I started thinking about my game studies course at the University of Texas at Austin, this was one book I knew I had to use. — Warren Spector, Studio Director, OtherSide Entertainment ——————————————————————————————————————————————————— "Create the digital games you love to play." Discover an exercise-driven, non-technical approach to game design, without the need for programming or artistic expertise with Game Design Workshop, Fourth Edition. Tracy Fullerton demystifies the creative process with clear and accessible analysis of the formal and dramatic systems of game design. Using examples of popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game. Game Design Workshop puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. These skills will provide the foundation for your career in any facet of the game industry including design, producing, programming, and visual design. Tracy Fullerton is an award-winning game designer and educator with over 20 years of professional experience, most recently winning the Games for Change Game of the Year Award for her independent game Walden, a game. She has also been awarded the 2016 GDC Ambassador Award, the 2015 Games for Change Game Changer Award, and the IndieCade 2013 Trailblazer award for her pioneering work in the independent games community. Tracy is a Professor of Interactive Media & Games at the USC School of Cinematic Arts and the Director of the USC Games Program, the #1 game design program in North America as ranked by the Princeton Review. Key Features Provides step-by-step introduction to the art of game designing, prototyping and playtesting innovative games A design methodology used in the USC Interactive Media program, a cutting edge program with hands-on exercises that demonstrate key concepts and the design methodology Insights from top industry game designers presented through interview format
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The Infinite Playground

A deep look into the subversive history of games , play , and art . Deep Play by Diane Ackerman ( Vintage Books , 1999 ) . A consideration of play as a way of being in the moment and awakening creativity . The Game Design Reader ...

Author: Bernard De Koven

Publisher: MIT Press

ISBN: 9780262044073

Category: Games & Activities

Page: 208

View: 290

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A play-centered invitation to experience the power and delight unlocked by imagination. Bernard De Koven (1941–2018) was a pioneering designer of games and theorist of fun. He studied games long before the field of game studies existed. For De Koven, games could not be reduced to artifacts and rules; they were about a sense of transcendent fun. This book, his last, is about the imagination: the imagination as a playground, a possibility space, and a gateway to wonder. The Infinite Playground extends a play-centered invitation to experience the power and delight unlocked by imagination. It offers a curriculum for playful learning. De Koven guides the readers through a series of observations and techniques, interspersed with games. He begins with the fundamentals of play, and proceeds through the private imagination, the shared imagination, and imagining the world—observing, “the things we imagine can become the world.” Along the way, he reminisces about playing ping-pong with basketball great Bill Russell; begins the instructions for a game called Reception Line with “Mill around”; and introduces blathering games—Blather, Group Blather, Singing Blather, and The Blather Chorale—that allow the player's consciousness to meander freely. Delivered during the last months of his life, The Infinite Playground has been painstakingly cowritten with Holly Gramazio, who worked together with coeditors Celia Pearce and Eric Zimmerman to complete the project as Bernie De Koven's illness made it impossible for him to continue writing. Other prominent game scholars and designers influenced by De Koven, including Katie Salen Tekinbaş, Jesper Juul, Frank Lantz, and members of Bernie's own family, contribute short interstitial essays. Contributors Ian Bogost, Stephen Conway, Adriaan de Jongh, Elyon De Koven, Rocky De Koven, Mary Flanagan, Gonzalo Frasca, Tracy Fullerton, Holly Gramazio, Catherine Herdlick, Jesper Juul, Frank Lantz, Colleen Macklin, Celia Pearce, Sebastian Quack, Lee Rush, Katie Salen Tekinbaş, John Sharp, Tassos Stevens, Akira Thompson, Greg Trefry, Douglas Wilson, Zach Wood, Eric Zimmerman
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Architectonics of Game Spaces

or Games, Design and Play, are appropriate for undergraduate students. Computer science is a possible entry point for game design, but there has been a tendency to dissociate the work of game design from game development, ...

Author: Andri Gerber

Publisher: transcript Verlag

ISBN: 9783839448021

Category: Architecture

Page: 346

View: 913

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What consequences does the design of the virtual yield for architecture and to what extent can the nature of architecture be used productively to turn game-worlds into sustainable places - over here, in »reality«? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with the design of architecture. Due to their often simulatory nature, games reveal constructions of reality while positively impacting spatial ability and allowing for alternative avenues to complex topics and processes of negotiation. Granting insight into the merging of the design of real and virtual environments, this volume offers an invaluable platform for further debate.
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