Cover....1
Endorsements Page....2
Half Title....4
Title Page....6
Copyright Page....7
Table of Contents....8
Foreword....21
Preface....23
Acknowledgments....25
Image Credits and Copyright Notices....28
Introduction....31
Part 1 Game Design Basics....34
Chapter 1 The Role of the Game Designer....36
An Advocate for the Player....36
Playtesters....37
Passions and Skills....39
Communication....39
Teamwork....40
Process....41
Inspiration....41
Becoming a Better Player....43
Creativity....44
A Playcentric Design Process....45
Setting Player Experience Goals....46
Prototyping and Playtesting....46
Designers You Should Know....47
Iteration....50
The Iterative Design Process....53
Prototypes and Playtesting in the Industry....56
Designing for Innovation....58
Conclusion....58
Designer Perspective: Christina Norman....59
Designer Perspective: Warren Spector....62
Further Reading....64
End Notes....65
Chapter 2 The Structure of Games....66
Go Fish versus Quake....66
Go Fish....67
Quake....67
Comparison....68
Engaging the Player....74
Challenge....74
Play....74
Premise....75
What is a Puzzle?....76
Character....81
Story....81
Dramatic Elements....82
The Sum of the Parts....82
Defining Games....83
Beyond Definitions....84
Conclusion....86
Designer Perspective: Jane McGonigal....87
Designer Perspective: Randy Smith....90
Further Reading....92
End Notes....92
Chapter 3 Working with Formal Elements....93
Players....93
Invitation to Play....94
Number of Players....94
Roles of Players....95
Player Interaction Patterns....96
Persuasive Games....102
Objectives....105
Summary....111
Procedures....111
Connect Four....112
Super Mario Bros....112
Comparison....112
System Procedures....112
Defining Procedures....113
Rules....114
Rules Defining Objects and Concepts....115
Rules Restricting Actions....116
Rules Determining Effects....117
Defining Rules....117
Resources....117
Lives....118
Units....119
Health....119
Currency....119
Actions....120
Power-Ups....121
Inventory....121
Special Terrain....122
Time....122
Conflict....123
Obstacles....124
Opponents....124
Dilemmas....124
Boundaries....125
The Mechanic is the Message....126
Outcome....129
Conclusion....130
Designer Perspective: Derek Yu....131
Further Reading....133
End Notes....133
Chapter 4 Working with Dramatic Elements....134
Challenge....135
A Challenging Activity That Requires Skill....136
The Merging of Action and Awareness....136
Clear Goals and Feedback....136
Concentration on the Task at Hand....137
The Paradox of Control....138
The Loss of Self-Consciousness....138
The Transformation of Time....138
Experience Becomes an End in Itself....139
Play....140
The Nature of Play....140
Types of Players....141
Levels of Engagement....142
Premise....142
Character....146
Story....150
Directing Games for Emotion....152
World Building....155
The Dramatic Arc....156
Crafting Emotional Beats in The Last of Us....162
Conclusion....165
Further Reading....166
End Notes....166
Chapter 5 Working with System Dynamics....167
Games as Systems....167
Objects....168
Properties....168
Behaviors....169
Relationships....170
System Dynamics....171
Deconstructing Set....172
Tic-Tac-Toe....175
Chess....176
Mastermind versus Clue....177
Economies....179
Simple Bartering....180
Complex Bartering....181
Simple Market....182
Complex Market....183
Meta Economy....184
Emergent Systems....187
Interacting with Systems....189
Information Structure....189
Control....190
Feedback....192
Interaction Loops and Arcs....194
Tuning Game Systems....200
Conclusion....201
Designer Perspective: Mary Flanagan....202
Designer Perspective: Frank Lantz....205
Further Reading....207
End Notes....207
Part 2 Designing a Game....208
Chapter 6 Ideation....210
Where Do Ideas Come From?....210
Constraints and Creativity....213
Brainstorming....216
Brainstorming Best Practices....217
Alternative Methods....219
List Creation....219
Idea Cards....220
Mind Map....220
Stream of Consciousness....220
Electronic Arts Preproduction Workshop....221
Shout It Out....225
Cut It Up....225
Surrealist Games....225
Research....226
Editing and Refining....227
Aligned with Goals....227
Technical Feasibility....227
Market Opportunity....227
Artistic Considerations....228
Business/Cost Restrictions....228
A Conversation with Will Wright....229
Turning Ideas into a Game....233
Focus on the Formal Elements....234
Writing a Treatment....235
Logline....236
Key Art....236
Practice, Practice, Practice....237
Feature Design....238
Feature Storyboards....238
Getting the Most out of Focus Groups....239
Experimental Gameplay....242
Ideas vs. Designs....246
Conclusion....246
Designer Perspective: Josh Holmes....247
Further Reading....250
End Notes....250
Chapter 7 Prototyping....251
Methods of Prototyping....251
Physical Prototypes....252
Battleship Prototype....252
More Examples....254
Up the River Prototype....255
Prototyping a First-Person Shooter....258
Catastrophic Prototyping and Other Stories....259
Perspective on Physical Prototyping....264
Prototyping Your Original Game Idea....265
Visualizing Core Gameplay....265
Building the Physical Prototype....268
The Design Evolution of Magic: The Gathering....269
Refining Your Visualization....283
Making the Physical Prototype Better....283
Beyond the Physical Prototype....283
Conclusion....284
Designer Perspective: James Ernest....285
Designer Perspective: Katie Salen....287
Further Reading....289
Chapter 8 Digital Prototyping....290
Types of Digital Prototypes....290
Prototyping Game Mechanics....291
Prototyping Aesthetics....293
Prototyping Kinesthetics....295
Prototyping Technology....296
Using Software Prototypes in Game Design....297
Prototyping Cloud....301
Designing Control Schemes....304
Selecting Viewpoints....306
Overhead View....306
Prototyping for Game Feel....307
Side View....310
Isometric View....310
First-Person View....311
Third-Person View....311
Effective Interface Design....314
Form Follows Function....314
Metaphors....314
Visualization....315
Grouping Features....316
Consistency....316
Feedback....316
Prototyping Tools....317
Programming Languages....317
Game Engines....317
Popular Creation Tools....318
Conclusion....320
Designer Perspective: David Perry....321
Designer Perspective: Elan Lee....323
Further Reading....325
End Notes....325
Chapter 9 Playtesting....326
Playtesting and Iterative Design....327
Recruiting Playtesters....328
Self-Testing....328
Playtesting with Confidants....329
Playtesting with People You Do Not Know....329
Finding the Ideal Playtesters....330
Playtesting with Your Target Audience....330
Conducting a Playtesting Session....331
Why We Play Games....332
Introduction (2–3 Minutes)....334
Warm-Up Discussion (5 Minutes)....335
Play Session (15–20 Minutes)....335
Discussion of Game Experience (15–20 Minutes)....335
Wrap-Up....336
Methods of Playtesting....338
How Feedback from Typical Gamers Can Help Avoid Disappointing Outcomes....339
A Primer for Playtesting: Don’t Follow These Rules!....343
The Play Matrix....348
Taking Notes....350
Basic Usability Techniques....352
Do Not Lead....352
Remind Testers to Think Out Loud....352
Quantitative Data....352
Metrics in Game Design....353
Data Gathering....356
Test Control Situations....358
Rapid Iterative Testing and Evaluation....358
Playtesting Practice....360
Connect Four....360
Final Analysis....361
Conclusion....361
Further Reading....362
End Notes....362
Chapter 10 Functionality, Completeness, and Balance....363
What Are You Testing For?....363
Foundation....364
Structure....364
Formal Details....364
Refinement....365
Is Your Game Functional?....366
Is Your Game Internally Complete?....366
Solution #1....367
Solution #2....367
Solution #3....367
Solution #4....368
Discussion....368
Loopholes....368
Loopholes versus Features....369
Dead Ends....373
Wrapping Up Completeness....373
Is Your Game Balanced?....374
Balancing Variables....374
Balancing the Dynamics....375
Reinforcing Relationships....375
Dominant Objects....376
Dominant Strategies....378
Balancing Positions....379
Symmetrical Games....379
Asymmetrical Games....380
Asymmetrical Objectives....381
Ticking Clock....381
Protection....382
Combination....382
Individual Objectives....382
Complete Asymmetry....383
Balancing for Skill....383
Balancing for the Median Skill Level....385
Balancing Dynamically....385
Balancing Computer-Controlled Characters....386
Techniques for Balancing Your Game....387
Think Modular....387
Purity of Purpose....387
A Conversation with Rob Pardo....388
One Change at a Time....394
Spreadsheets....394
Conclusion....395
Designer Perspective: Shawn Alexander Allen....396
Designer Perspective: Heather Kelley....401
Further Reading....403
End Notes....403
Chapter 11 Fun and Accessibility....404
Is Your Game Fun?....405
Challenge....405
Play....407
Story....409
Analyzing Appeal....410
Improving Player Choices....411
Types of Decisions....412
Dilemmas....413
Cake-Cutting Scenario....414
The Prisoner’s Dilemma....415
Puzzles....417
Rewards and Punishments....419
Anticipation....420
Surprise....421
Progress....422
The End....423
Fun Killers....423
Micromanagement....423
Stagnation....424
Tuning and Balance: Us vs . It....425
Insurmountable Obstacles....430
Arbitrary Events....432
Predictable Paths....432
Beyond Fun....433
Is Your Game Accessible?....433
Using Audio as a Game Feedback Device....435
Conclusion....439
Designer Perspective: Wren Brier....440
Further Reading....443
End Notes....443
Part 3 Working as a Game Designer....444
Chapter 12 Team Structures....446
Team Structure....447
Publisher versus Developer....447
Developer’s Team....448
Game Designer....449
Producer....449
Programmers....450
Building Inclusive Design Teams....451
Visual Artists....456
QA Engineers....457
Specialized Media....458
Level Designer....459
Publisher’s Team....460
Producer....460
Marketing Team....461
Executives....461
QA Engineers....462
Usability Specialists....463
User Research and Metrics....464
Team Profile....464
All Contribute to the Design....465
Team Building....465
Team Communication....466
Conducting Meetings....466
Agile Development....467
Unions in the Game Industry....467
Conclusion....468
Designer Perspective: Nahil Sharkasi....469
Designer Perspective: Elizabeth Lapensée....472
Designer Perspective: Jenova Chen....476
Further Reading....479
End Note....479
Chapter 13 Stages and Methods of Development....480
Stages Defined....481
From Concept to Contract....482
Preproduction....484
Production....485
From Classroom to Console: Producing flOw for the PlayStation 3....486
Postproduction and Quality Assurance....488
Maintenance and Updates....489
Using Agile Development....489
Agile Project Planning....490
Goals....491
Priorities....491
Schedule....491
Budget....494
Scoping and Revising....495
Milestones and Approvals....495
Opportunities for Indie Gamemakers....496
Conclusion....499
Designer Perspective: Michael John....500
Further Reading....501
Chapter 14 Communicating Your Designs....502
Visualization....503
Flowcharts....504
Tables and Spreadsheets....506
Concept Art....506
Description....507
Artificial Intelligence & the Creative Process....508
Virtual Reality and Beyond....511
Formats for Design Documents....516
Contents....516
Design Macros....522
Conclusion....524
Designer Perspective: Anna Anthropy....525
Designer Perspective: Rob Daviau....527
Further Reading....528
End Notes....528
Chapter 15 Understanding the New Game Industry....529
The Size of the Game Industry....530
Platforms for Distribution....531
Consoles....531
Computer (PC and Mac)....532
Mobile (Phone and Tablet)....532
Virtual Reality and Alternate Reality....533
Immersive Entertainment....533
Board Games....533
Genres of Gameplay....534
Action Games....534
Strategy Games....534
Mobile Game Design and Zombies, Run!....535
Role-Playing Games....537
Sports Games....538
Racing/Driving Games....538
Simulation/Building Games....538
Flight and Other Simulations....538
Adventure and Action Adventure Games....538
Educational Games....539
Children’s Games....539
Casual Games....539
Experimental Games....539
Publishers....540
Play Beyond Screens....541
Developers....543
The Business of Game Publishing....544
Development....544
Licensing....545
Marketing....547
Distribution....547
Conclusion....548
Designer Perspective: Neil Jones....549
Designer Perspective: Graeme Bayless....552
Further Reading....555
End Notes....555
Chapter 16 Selling Yourself and Your Ideas to the Game Industry....556
Getting a Job at a Publisher or Developer....556
Educate Yourself....557
Academic Programs....557
Portfolio....557
Play Games....558
Design Games and Levels....558
Know the Industry....559
Networking....559
Organizations....559
Conferences....559
Game Jams....560
Internet and E-mail....560
Starting at the Bottom....561
Interning....561
QA....561
Pitching Your Original Ideas....562
Pitch Process....562
Pitch Materials....563
What Happens after the Pitch....564
Independent Production....565
Conclusion....566
Designer Perspective: Erin Reynolds....567
Designer Perspective: Matt Korba....570
Designer Perspective: Asher Vollmer....572
Further Reading....573
End Note....573
Conclusion....574
Index....576
This book helps you to create the digital games you love to play, using a non-technical approach to game design without the need for programming or artistic experience.
Award-winning author Tracy Fullerton demystifies the creative process with clear and accessible guidance on the formal, dramatic, and dynamic systems of game design. Using examples of classic and popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function, the book gives you the skills and tools necessary to create a compelling and engaging game.
This updated 5th edition brings deeper coverage of playcentric design techniques, including setting emotion-focused experience goals and managing the design process to meet them. It includes a host of new diverse perspectives from top industry game designers.