Richard Rouse9781556227356, 1-55622-735-3
One of the most important but least discussed elements of a computer game is the gameplay that makes a game compelling and entertaining. Game Design: Theory & Practice focuses on this elusive topic and how you can ensure your title has the best gameplay possible. Richard Rouse discusses in detail key game design topics including game balancing, storytelling, non-linearity, player motivations, input/output, artificial intelligence, level design, and playtesting. This book delves into the entire breadth of interactive games, covering computer, console, and arcade titles, and spanning a variety of gaming genres including strategy, adventure, simulation, action, role-playing, sports, and wargames. Follow the entire game development process, from brainstorming a game idea, establishing the focus, and determining the storytelling mode to getting the gameplay working, documenting the design, and playtesting. Learn the techniques of top game designers through in-depth interviews: Chris Crawford, Balance of Power, Eastern Front (1941) Ed Logg, Asteroids, Centipede, Gauntlet Jordan Mechner, Prince of Persia, Karateka, The Last Express Sid Meier, Civilization, Pirates!, Railroad Tycoon, Gettysburg! Steve Meretzky, The Hitchhiker’s Guide to the Galaxy, Planetfall Will Wright, SimCity, The Sims Understand the elements that make a game successful through detailed analysis of Centipede, Tetris, Loom, Myth: The Fallen Lords, and The Sims. Find out how to most effectively document your game ideas, including the use of the focus, design document, story bible, script, and technical specification. A complete sample design document in the appendix illustrates the principles of good gamedevelopment documentation. Author Biography: Richard Rouse III is a computer game designer, programmer, and writer at Surreal Software. Among his credits are Centipede 3D, Odyssey: The Legend of Nemesis, Damage Incorporated, and the PlayStation 2 version of Drakan. Rouse has written extensively about game design for publications including Game Developer, SIGGRAPH Computer Graphics, Gamasutra, and Inside Mac Games. |
Table of contents : Cover……Page 1 Contents……Page 9 Introduction……Page 17 CH01 – What Player’s Want……Page 23 CH02 – Interview: Sid Meier……Page 42 CH03 – Brainstorming a Game Idea……Page 64 CH04 – Game Analysis: Centipede……Page 81 CH05 – Focus……Page 95 CH06 – Interview: Ed Logg……Page 115 CH07 – The Elements of Gameplay……Page 143 CH08 – Game Analysis: Tetris……Page 168 CH09 – Artificial Intelligence……Page 180 CH10 – Interview: Steve Meretzky……Page 201 CH11 – Storytelling……Page 236 CH12 – Game Analysis: Loom……Page 258 CH13 – Getting the Gameplay Working……Page 270 CH14 – Interview: Chris Crawford……Page 285 CH15 – Game Development Documentation……Page 313 CH16 – Game Analysis: Myth: The Fallen Lords……Page 326 CH17 – The Design Document……Page 338 CH18 – Interview: Jordan Mechner……Page 368 CH19 – Designing Design Tools……Page 400 CH20 – Game Analysis: The Sims……Page 417 CH21 – Level Design……Page 428 CH22 – Interview: Will Wright……Page 456 CH23 – Playtesting……Page 494 Conclusion……Page 511 APPENDIX – Sample Design Document: Atomic Sam……Page 515 Glossary……Page 568 Selected Bibliography……Page 584 Index……Page 587 About the Companion CD……Page 607 |
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