CASUAL GAME DESIGN designing play for the gamer in all of us
"From Windows Solitaire to Bejeweled to Wii Tennis, casual games have radically changed the landscape of games. By simplifying gameplay and providing quick but intense blasts of engaging play, casual games have drawn in huge new audiences of players. To entertain and engage the casual player, g...
Autor principal: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
[Place of publication not identified]
CRC Press
2017.
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Edición: | First edition |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009701172206719 |
Tabla de Contenidos:
- Front Cover; Casual Game Design: Designing Play for the Gamer in All of Us; Copyright Page; Table of Contents; Acknowledgments; Introduction; Mechanics; Know Your Audience; Piggyback on Neuroses; Delivery Is Everything; Conceiving and Iterating; The Promise of Casual Games; The Value of Thinking Casual; Chapter 1. What Is Casual Gaming?; It Started in Solitude; Bedazzled; The Next Swing in Casual Gaming; Casual Queens versus Genre Kings; Why Now?; Summary; Chapter 2. The Game Mechanic at Work; The Role of the Game Designer; Video Game Designers; Board Game Designers
- The Responsibilities of the Game DesignerWork as Part of the Team; Generate the Concept; Craft the Rules; Be Concise and Exact; Be Firm; Can't vs. Must; Instructions Are Rules Too; Avoid Too Many Special Cases; State the Game's Goal Upfront; Tell the Rules Like a Story; Give Examples; Organize Play into Phases; Write Game and Software Specifications; General Summary; Table of Contents; Story/Theme Information; General Look and Feel; Summary of Gameplay; Information Architecture; Specifications for Specific Features; Guide the Implementation; Playtest the Game; Refine the Concept
- Design the LevelsBe Empathetic; If You Can't Beat Your Level, then It's Waaaaaaaay too Hard; Design for the General Audience, not the Hardcore; Ease Players into the Game; Don't Forget to Challenge Players; Build Levels Around a Central Concept; Teach Players to Play the Level; Give Players Room to Explore; Occasionally Break Your Own Rules ( With Care); Create a Plan; Vary Your Levels; Refine, Play and Refine; Playtest; Becoming a Game Designer; Becoming a Professional Game Designer; Why Be a Casual Game Designer; Summary; Chapter 3. Play Is the Thing; The Liminal Moment
- The Rush to ComplexityThe Push toward Simplicity; Patterns of Play; Tapping Play for Games; Physical Play; Playing with Others; Playing with Things; Playacting; Daredevilry/Push-Your-Luck; Defining Games; A Designers Definition; Intrinsic Qualities; Governed by Rules; Uncertain; Extrinsic Qualities; Voluntary; Boundaries; Summary; Chapter 4. Matching; Bejeweled: The Casual Ideal; LEGO Fever and Luxor: The Necessity of Constraints; Snood: Matching as Means to an End; Summary; Chapter 5. Sorting; Klondike Solitaire vs. Spider Solitaire: More Choices, More Complexity
- Drop 7: Foiled by RandomnessWurdle vs. Bookworm: The Replacements; Jojo's Fashion Show: Sorting the World Through Play; Summary; Chapter 6. Seeking; Mystery Case Files: Huntsville: Simple Seek-and-Find; Azada: Introducing Logic to Seeking; Summary; Chapter 7. Managing; Diner Dash: Spinning Plates; Cake Mania: Managing and Matching; Managing Attention; Insaniquarium: Overwhelming Yourself; Flight Control: Being Overwhelmed; Summary; Chapter 8. Hitting; Natural Feedback; Scaling with Skill; Whac-A-Mole: 30 Seconds of Primal Pleasure; Wii Tennis: The Swing Is the Thing; Summary
- Chapter 9. Chaining