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Acknowledgments | p. ix |
Preface | p. xi |
Introduction | p. xiii |
Audience | p. 1 |
Zen Game Design | p. 3 |
Wise Blind Elephants | p. 3 |
What Is Game Design? | p. 3 |
What Is Zen Game Design? | p. 4 |
The First Tenet: There Is No Single Method to Design | p. 5 |
The Second Tenet: Game Design Reflects Needs | p. 8 |
Return to the Wise, Blind Elephants | p. 12 |
Designing for the Market | p. 13 |
Demographic Game Design | p. 14 |
Market Clusters and Audience Models | p. 15 |
Market Vectors | p. 23 |
Design Tools for Market Penetration | p. 26 |
Phases of Market Penetration | p. 30 |
Conclusion | p. 31 |
Endnotes | p. 32 |
Myers-Briggs Typology and Gamers | p. 33 |
The Myers-Briggs Dichotomies | p. 34 |
The Sixteen Types | p. 37 |
The Mass Market Audience | p. 40 |
Conclusion | p. 50 |
Endnotes | p. 51 |
The DGD1 Demographic Model | p. 53 |
The Research | p. 54 |
Analysis | p. 55 |
Play Style | p. 58 |
Distribution of Play Styles | p. 70 |
Conclusion | p. 76 |
Endnotes | p. 77 |
Player Abilities | p. 79 |
The Experience of Flow | p. 80 |
Types of Games | p. 84 |
Temperament Theory | p. 89 |
DGD1 Model and Temperament Skill Sets | p. 92 |
Conclusion | p. 100 |
Endnotes | p. 102 |
Design | p. 103 |
Foundations of Game Design | p. 105 |
The Phases of Development | p. 106 |
Examining the Design Process | p. 109 |
Tight Design | p. 109 |
Elastic Design | p. 113 |
Extensive Design | p. 116 |
The Presentation Dilemma | p. 120 |
Conclusion | p. 121 |
Principles of Interface Design | p. 123 |
Five Golden Rules | p. 125 |
Five Cautions | p. 127 |
Learning Curve | p. 130 |
Subjective Metrics of the Action Space | p. 133 |
Concept Models | p. 139 |
Immersive Menus | p. 141 |
Tutorials | p. 142 |
Conclusion | p. 146 |
Game World Abstraction | p. 149 |
Motivations for Abstraction | p. 150 |
Abstractions of World | p. 154 |
Conclusion | p. 176 |
Endnotes | p. 176 |
Avatar Abstractions | p. 177 |
Relationships between World, Avatar, and Player | p. 178 |
Abstractions of Avatar | p. 182 |
Conclusion | p. 198 |
Endnotes | p. 198 |
Game Structures | p. 199 |
Pathfinding and Housekeeping | p. 200 |
Environmental Progression | p. 203 |
Mechanisms of Progress | p. 205 |
Playground Worlds | p. 210 |
Breadcrumbing and Funneling | p. 211 |
Replay Features | p. 212 |
Save Game Functionality | p. 215 |
Conclusion | p. 220 |
Action Game Genres | p. 223 |
Describing Genres | p. 224 |
Genre Classification | p. 227 |
Action Games | p. 229 |
Conclusion | p. 261 |
Genres: Quest, Strategy, and Simulation | p. 263 |
Quest | p. 264 |
Strategy | p. 277 |
Simulation | p. 282 |
Miscellaneous | p. 290 |
Conclusion | p. 296 |
The Evolution of Games: Originality and Chreodes | p. 297 |
Chreodes | p. 298 |
The Creative Explosion | p. 300 |
The Underground | p. 302 |
Extinction | p. 303 |
Conservatism versus Originality | p. 305 |
Conclusion | p. 307 |
Glossary | p. 309 |
References | p. 313 |
Index | p. 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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