000 | 03601cam a2200385Ia 4500 | ||
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001 | 825100622 | ||
003 | OCoLC | ||
005 | 20250203140546.0 | ||
008 | 121106t20132013caua b 001 0 eng d | ||
015 |
_aGBB2B4309 _2bnb |
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019 | _a811600308 | ||
020 | _a0321902491 (pbk.) | ||
035 |
_a(OCoLC)825100622 _z(OCoLC)811600308 |
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040 |
_aNLE _beng _cNLE _dUAB _dYDXCP _dBTCTA _dUKMGB _dCDX _dCUD _dOCLCO _dMNY _dOKN _dUtOrBLW |
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049 | _aEY8Z | ||
050 | 4 |
_aQA76.76.C672 _bA15 2013 |
|
245 | 0 | 0 |
_a100 principles of game design / _cWendy Despain, editor ; Keyvan Acosta [and others]. |
246 | 3 | _aOne hundred principles of game design. | |
264 | 1 |
_aBerkeley, Calif. : _bNew Riders, _c[2013] |
|
264 | 4 | _c©2013 | |
300 |
_a223 pages : _billustrations (some color) ; _c26 cm |
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336 |
_atext _btxt _2rdacontent |
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337 |
_aunmediated _bn _2rdamedia |
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338 |
_avolume _bnc _2rdacarrier |
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504 | _aIncludes bibliographical references and index. | ||
505 | 0 | _a1. UNIVERSAL PRINCIPLES FOR GAME INNOVATION -- A/symmetric play and synchronicity -- Aces high, jokers wild -- Bartle's player types -- Cooperative vs. oppositional -- Fairness -- Feedback loops -- Gardner's multiple intelligences -- Howard's law of occult game design -- Information -- Koster's theory of fun -- Lazzaro's four keys to fun -- Magic circle -- Making moves -- MDA: mechanics, dynamics, and aesthetics -- Memory vs. skill -- Minimax and maximin -- Nash equilibrium -- Outcomes: Pareto optimality -- Payoffs -- Prisoner's dilemma -- Puzzle development -- Rock, paper, scissors -- Seven universal emotions -- Skinner box -- Social ties -- Tragedy of the commons -- Transparency -- VandenBerghe's five domains of play -- Volunteer's dilemma -- 2. UNIVERSAL PRINCIPLES FOR GAME CREATION -- The 80/20 rule -- Brainstorming methods -- Consumer surplus -- Core gameplay loop -- Define the problem -- Design by committee -- Environmental storytelling -- Experience design -- Flow -- Four ways to be creative -- Game genres -- Game pillars -- Game tropes -- Gestalt -- House rules -- Iteration -- Magic wand -- Metagames -- Objects, attributes, states -- Ooh, shiny! -- Paper prototyping -- Pick two: fast, cheap, good -- Play testing -- Problem-solving obstacles -- Prototyping -- Risk assessment -- Supply and demand -- Synergy -- Theme -- Time and money -- User-centered design -- Wayfinding -- 3. UNIVERSAL PRINCIPLES FOR GAME BALANCING -- Addition pathways -- Attention vs. perception -- Balancing and tuning -- Details -- Doubling and halving -- Economies of scale -- Errors players make -- Errors without punishment -- Hick's law -- Interest curve -- Learning curve -- Loss aversion -- Maslow's hierarchy of needs -- Min/maxing -- Punishment -- Sandbox vs. on rails -- Ten minutes of sustained attention -- Variable rewards -- 4. UNIVERSAL PRINCIPLES FOR TROUBLESHOOTING -- Advance organizers -- Affordance cues -- The Buster principle -- Cognitive biases -- Dominant strategy -- Fitts' law -- Fundamental attribution error -- Golden ratio -- Griefing -- Hype -- Instant vs. delayed gratification -- Krug's first law of usability -- Music and dopamine -- Pacing -- Problem-solving approaches -- Satisficing vs. optimizing -- Sense of accomplishment -- Spatial awareness -- Time dilation -- Working memory -- Zero-sum game. | |
596 | _a1 | ||
650 | 0 |
_aVideo games _xDesign. _93939 |
|
650 | 0 |
_aVideo games _xProgramming. _93794 |
|
700 | 1 |
_aDespain, Wendy. _91478 |
|
700 | 1 |
_aAcosta, Keyvan. _91789 |
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948 | _au365931 | ||
949 |
_aQA76.76 .C672 A15 2013 _wLC _c1 _hEY8Z _i33039001312890 |
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903 | _a24714 | ||
999 |
_c24714 _d24714 |