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21st Century Game Design

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ISBN-10: 1584504293

ISBN-13: 9781584504290

Edition: 2006

Authors: Chris Bateman, Richard Boon

List price: $31.95
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21st Century Game Design is not just a book about game design. It?s an answer to two important questions: who are we designing games for and how do we do it best? Written by industry pros, the book teaches designers how to design better games from a why perspective. All good designers know the fundamentals of how to design a game, but learning to design games that really satisfy your players takes more than technical skill. To do this successfully, you need to know your intended audience and understand their needs. Throughout the book you?ll learn about defining and investigating player needs. A model of play styles is then presented that was developed by applying psychological metrics to…    
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Book details

List price: $31.95
Copyright year: 2006
Publisher: Charles River Media
Publication date: 8/29/2005
Binding: Paperback
Pages: 332
Size: 7.40" wide x 9.25" long x 0.71" tall
Weight: 1.540
Language: English

Chris Bateman is Managing Director of International Hobo, a specialist company in the field of market-oriented game design and narrative, and a noted game designer and writer. His games include Discworld Noir, Ghost Master and, Bratz: Rock Angels. He sits on the executive panel of the IGDA Game Writers� special interest group, and is also co-author of 21st Century Game Design.

Acknowledgments
Preface
Introduction
Audience
Zen Game Design
Wise Blind Elephants
What Is Game Design?
What Is Zen Game Design?
The First Tenet: There Is No Single Method to Design
The Second Tenet: Game Design Reflects Needs
Return to the Wise, Blind Elephants
Designing for the Market
Demographic Game Design
Market Clusters and Audience Models
Market Vectors
Design Tools for Market Penetration
Phases of Market Penetration
Conclusion
Endnotes
Myers-Briggs Typology and Gamers
The Myers-Briggs Dichotomies
The Sixteen Types
The Mass Market Audience
Conclusion
Endnotes
The DGD1 Demographic Model
The Research
Analysis
Play Style
Distribution of Play Styles
Conclusion
Endnotes
Player Abilities
The Experience of Flow
Types of Games
Temperament Theory
DGD1 Model and Temperament Skill Sets
Conclusion
Endnotes
Design
Foundations of Game Design
The Phases of Development
Examining the Design Process
Tight Design
Elastic Design
Extensive Design
The Presentation Dilemma
Conclusion
Principles of Interface Design
Five Golden Rules
Five Cautions
Learning Curve
Subjective Metrics of the Action Space
Concept Models
Immersive Menus
Tutorials
Conclusion
Game World Abstraction
Motivations for Abstraction
Abstractions of World
Conclusion
Endnotes
Avatar Abstractions
Relationships between World, Avatar, and Player
Abstractions of Avatar
Conclusion
Endnotes
Game Structures
Pathfinding and Housekeeping
Environmental Progression
Mechanisms of Progress
Playground Worlds
Breadcrumbing and Funneling
Replay Features
Save Game Functionality
Conclusion
Action Game Genres
Describing Genres
Genre Classification
Action Games
Conclusion
Genres: Quest, Strategy, and Simulation
Quest
Strategy
Simulation
Miscellaneous
Conclusion
The Evolution of Games: Originality and Chreodes
Chreodes
The Creative Explosion
The Underground
Extinction
Conservatism versus Originality
Conclusion
Glossary
References
Index