Rules.of.Play.Game.Design.Fundamentals [Electronic resources] نسخه متنی

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Rules.of.Play.Game.Design.Fundamentals [Electronic resources] - نسخه متنی

Katie Salen, Eric Zimmerman

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Table of Contents

BackCover

Rules of Play - Game Design Fundamentals

Foreword

Preface

Chapter 1: What Is This Book About?

Establishing a Critical Discourse

Ways of Looking

Game Design Schemas

Game Design Fundamentals

Further Readings

Further Reading

Chapter 2: The Design Process

Commissions

Game Design Exercises

Further Reading

The Design and Testing of the Board Game- Lord of the Rings

Design Process

Scripted Game System

Playtesting

More Changes

The Road Goes Ever On

Unit 1: Core Concepts

Chapter 3: Meaningful Play

Introducing Meaningful Play

Meaning and Play

Two Kinds of Meaningful Play

Summary

Chapter 4: Design

Some Definitions of Design

Design and Meaning

Semiotics: A Brief Overview

Four Semiotic Concepts

A Sign Represents Something Other Than Itself

Signs Are Interpreted

Meaning Results When a Sign Is Interpreted

Context Shapes Interpretation

Summary

Chapter 5: Systems

The Elements of a System

Framing Systems

Open and Closed Systems

Summary

Chapter 6: Interactivity

Defining Interactivity

A Multivalent Model of Interactivity

But Is it " Designed " Interaction?

Interaction and Choice

Choice Molecules

Anatomy of a Choice

Space of Possibility

Further Reading

Summary

Chapter 7: Defining Games

Play and Game

Comparing Definitions

A Comparison

Our Definition

The Puzzle of Puzzles

Role-Playing Games

Further Reading

Summary

Chapter 8: Defining Digital Games

The Computer Is Not a Computer

What Can It Do?

Integration

Summary

Chapter 9: The Magic Circle

Boundaries

Enter In

Temporary Worlds

The Lusory Attitude

Further Reading

Summary

Chapter 10: The Primary Schemas

What Is a Schema?

RULES: Formal Schemas

PLAY: Experiential Schemas

CULTURE: Contextual Schemas

Summary

Commissioned Game 1 - Richard Garfield

Scoring

Design Notes

Unit 2: Rules

Chapter 11: Defining Rules

A Deck of Cards

Other Kinds of Rules

Qualities of Rules

Rules in Context

Summary

Chapter 12: Rules on Three Levels

Tic-Tac-What?

Under the Hood

Being a Good Sport

Three Kinds of Rules

The Rules of Chutes and Ladders

The Identity of a Game

Specificity of Rules

Designing Elegant Rules

Further Reading

Summary

Chapter 13: The Rules of Digital Games

So What Are the Rules?

The Rules of Tetris

Rules and Not Rules

Wheels Within Wheels

Why Rules?

Summary

Chapter 14: Games as Emergent Systems

Complexity

Messengers and Buildings

Simple Complexity

What Complexity Is Not

Four Kinds of Systems

Two Horrible Games

Emergence

Parts and the Whole

Object Interactions

Life, the Game

Bottom-Up Behaviors

Emergence in Games

Designing Surprise

Engine Tuning

Second-Order Design

Further Reading

Summary

Chapter 15: Games as Systems of Uncertainty

Introducing Uncertainty

Certainty, Uncertainty, and Risk

The Feeling of Randomness

Probability in Games

Dice Probability

Chance and Game Play

Case Study One: Thunderstorm

Case Study Two: Pig

Breakdowns in Uncertainty

Meaningful Chance

Further Reading

Summary

Chapter 16: Games as Information Theory Systems

Information Theory

Probability and Guesswork

Noise in the Channel

Redundancy in the System

Balancing Act

Further Reading

Summary

Chapter 17: Games as Systems of Information

Perfect and Imperfect Information

Enchanted Information

Each turn, Enchanted

Hiding and Revealing Systems

Summary

Chapter 18: Games as Cybernetic Systems

Elements of a Cybernetic System

Feedback Systems in Games

Positive and Negative Basketball

Racing Loops

Positive Feedback in a Game

Dynamic Difficulty Adjustment

A Simple Die Roll

Putting Feedback to Use

Afterword: Don't Forget the Participant

Further Reading

Summary

Chapter 19: Games as Game Theory Systems

Decision Trees

Strategies in Game Theory

Game Theory Games

Cake Division

Playing for Pennies

The Prisoner's Dilemma

Game Theory and Game Design

Further Reading

Summary

Chapter 20: Games as Systems of Conflict

Conflict Case Studies

Competition and Cooperation

New Games

The Goal of a Game

The Level Playing Field of Conflict

Pig Redux

Further Reading

Summary

Chapter 21: Breaking the Rules

Kinds of Rule-Breaking

Standard Players

Dedicated Players

Degenerate Strategies

Degenerate Strategy Ecosystems

Cheats and Spoil-Sports

Five Player Types Compared

Sanctioned Violations: Professional Sports

Sanctioned Cheating: Illuminati

Hacks, Cheats, and Mods: Digital Rule-Breaking

Rule-Breaking as a Game Design Practice

Further Reading

Summary

Commissioned Game 2 - Ironclad

Rules

Playing Ironclad: The Spectacle of Mechanical Destruction

Playing Ironclad: The Technique of Scholarly Discourse

Design Notes

Unit 3: Play

Chapter 22: Defining Play

What Is Play?

A General Definition of Play

Transformative Play

Being Playful

Ludic Activities

Game Play

Summary

Chapter 23: Games as the Play of Experience

Qualities of Experience

Designing Interactive Experiences

The Core Mechanic

Core Mechanics in Context

Breaking Out of Breakout

Variations on a Core Mechanic

Putting It All Together

Further Reading

Summary

Chapter 24: Games as the Play of Pleasure

Rule-Bound

Autotelic Play

Enter. Play. Stay.

Typologies of Pleasure

Game Flow

Sculpting Desire

Patterns of Pleasure

The Role of the Goal

Goals Within Goals

Conditioned Pleasure

Rewards and Schedules

Boredom and Anxiety: Flow Redux

Anxiety and Boredom on the High Seas

Meaningful Pleasure

Against " Addiction

Further Reading

Summary

Chapter 25: Games as the Play of Meaning

Two Kinds of Representation

Systems of Meaning

System and Context

Emergent Representations

The Context of Meaning

Down the Rabbit Hole

In the Queen's Court

Framing Play

Metacommunication and Play

Captured by the Game

Further Reading

Summary

Chapter 26: Games as Narrative Play

Introducing Narrative Play

Narrative Tensions

A Framework for " Narrative

Thunderstorm

Two Structures for Narrative Play

Narrative Goals

Confict

Uncertainty

Core Mechanics

Narrative Space

Digital Game Spaces

Spaces of Adventure

Narrative Descriptors

Worlds and Stories

Crafting Game Narratives

Games as Narrative Systems

Cutscenes

Retelling Game Stories

The Replay

Recams

Games Within Games

Further Reading

Summary

Chapter 27: Games as the Play of Simulation

Defining " Simulation

Game and Non-Game Simulations

Meaningful Play and Simulation

Procedural Representation

Represented Conflict

Procedural Characters

Designing Simulations

Learning from Wargames

The Field of Battle

Simulation in Context

A Balanced Approach

The Value of Reality

Framing the Simulation

The Immersive Fallacy

Metacommunicative

Remediating Games

The Character of Character

Hacking the Holodeck

Further Reading

Summary

Chapter 28: Games as Social Play

Social Relations

Player Roles

Three Emergent Social Games

Bounded Communities

Contract for Artifice

Knowing the Rules

Transformative Social Play

Ideal and Real Foursquare

When Players Won't Be " Nice

Forbidden Play

Metagame: the Larger Social Context

A Metagame Model

Designing the Metagame

The Limits of Social Play

Further Reading

Summary

Commissioned Game 3 - Sneak

Rules

Design Diary

Unit 4: Culture

Chapter 29: Defining Culture

Introducing Culture

Culture: A Framework

Cultural Structures: A List

Cultural Meanings: A Few Examples

Cultural Texts: Trafficking in Signs

Redefinition: Locating Design

Summary

Chapter 30: Games as Cultural Rhetoric

What is Rhetoric?

Seven Rhetorics of Play

Two Examples

Rhetorics of Gender

Boy Games

Flipping the Gender Bit

Transforming Spaces

Battling Toys

Further Reading

Summary

Chapter 31: Games as Open Culture

Inventing Jenny

Player-as-Producer

Meaningful Production

Open Source Games

Game Systems

Escape from the Dungeon

Telefragging Monster Movies

Circle Back

Further Reading

Summary

Chapter 32: Games as Cultural Resistance

Introducing Cultural Resistance

DIY Gaming

Resistant Strategies

Additional Lines of Resistance

Friction on the Playground

Resist!

Further Reading

Summary

Chapter 33: Games as Cultural Environment

Introducing Cultural Environment

Back to Basics

Shall We Play a Game?

The Invisible Playground

Ideological Environment

Game Design Fundamentals

The Artificial Question

Final Framings

Further Reading

Summary

Commissioned Game 4 - Caribbean Star

Rules

Design Notes

Bibliography

List of Games Cited

Index

Index_B

Index_C

Index_D

Index_E

Index_F

Index_G

Index_H

Index_I

Index_J

Index_K

Index_L

Index_M

Index_N

Index_O

Index_P

Index_Q

Index_R

Index_S

Index_T

Index_U

Index_V

Index_W

Index_Y

Index_Z

List of Figures

List of Tables

List of Sidebars


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