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21st Century Game Design

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Acknowledgmentsp. ix
Prefacep. xi
Introductionp. xiii
Audiencep. 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
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
Myers-Briggs Typology and Gamersp. 33
The Myers-Briggs Dichotomiesp. 34
The Sixteen Typesp. 37
The Mass Market Audiencep. 40
Conclusionp. 50
Endnotesp. 51
The DGD1 Demographic Modelp. 53
The Researchp. 54
Analysisp. 55
Play Stylep. 58
Distribution of Play Stylesp. 70
Conclusionp. 76
Endnotesp. 77
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
Designp. 103
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
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
Game World Abstractionp. 149
Motivations for Abstractionp. 150
Abstractions of Worldp. 154
Conclusionp. 176
Endnotesp. 176
Avatar Abstractionsp. 177
Relationships between World, Avatar, and Playerp. 178
Abstractions of Avatarp. 182
Conclusionp. 198
Endnotesp. 198
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
Action Game Genresp. 223
Describing Genresp. 224
Genre Classificationp. 227
Action Gamesp. 229
Conclusionp. 261
Genres: Quest, Strategy, and Simulationp. 263
Questp. 264
Strategyp. 277
Simulationp. 282
Miscellaneousp. 290
Conclusionp. 296
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
Table of Contents provided by Ingram. All Rights Reserved.

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'21st Century Game Design' teaches designers how to design better games, not from a how-to perspective, but from a why perspective. Good designers know the fundamentals of how to design a game, but learning how to study and understand their intended audience helps make games that truly satisfy players.

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