Sitemap 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 |