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Book The Unpredictability of Gameplay

Download or read book The Unpredictability of Gameplay written by Mark R. Johnson and published by Bloomsbury Publishing USA. This book was released on 2018-12-27 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Unpredictability of Gameplay explores the many forms of unpredictability in games and proposes a comprehensive theoretical framework for understanding and categorizing non-deterministic game mechanics. Rather than viewing all game mechanics with unpredictable outcomes as a single concept, Mark R. Johnson develops a three-part typology for such mechanics, distinguishing between randomness, chance, and luck in gameplay, assessing games that range from grand strategy and MMORPGs to slot machines and card games. He also explores forms of unanticipated unpredictability, where elements of games fail to function as intended and create new forms of gameplay in the process. Covering a range of game concepts using these frameworks, The Unpredictability of Gameplay then explores three illustrative case studies: 1) procedural generation, 2) replay value and grinding, and 3) player-made practices designed to reduce the level of luck in non-deterministic games. Throughout, Johnson demonstrates the importance of looking more deeply at unpredictability in games and game design and the various ways in which unpredictability manifests while offering an invaluable tool for game scholars and game designers seeking to integrate unpredictability into their work.

Book The Unpredictability of Gameplay

Download or read book The Unpredictability of Gameplay written by Mark R. Johnson and published by Bloomsbury Publishing USA. This book was released on 2018-12-27 with total page 259 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Unpredictability of Gameplay explores the many forms of unpredictability in games and proposes a comprehensive theoretical framework for understanding and categorizing non-deterministic game mechanics. Rather than viewing all game mechanics with unpredictable outcomes as a single concept, Mark R. Johnson develops a three-part typology for such mechanics, distinguishing between randomness, chance, and luck in gameplay, assessing games that range from grand strategy and MMORPGs to slot machines and card games. He also explores forms of unanticipated unpredictability, where elements of games fail to function as intended and create new forms of gameplay in the process. Covering a range of game concepts using these frameworks, The Unpredictability of Gameplay then explores three illustrative case studies: 1) procedural generation, 2) replay value and grinding, and 3) player-made practices designed to reduce the level of luck in non-deterministic games. Throughout, Johnson demonstrates the importance of looking more deeply at unpredictability in games and game design and the various ways in which unpredictability manifests while offering an invaluable tool for game scholars and game designers seeking to integrate unpredictability into their work.

Book Game Mechanics

    Book Details:
  • Author : Ernest Adams
  • Publisher : New Riders
  • Release : 2012-06-18
  • ISBN : 0132946688
  • Pages : 442 pages

Download or read book Game Mechanics written by Ernest Adams and published by New Riders. This book was released on 2012-06-18 with total page 442 pages. Available in PDF, EPUB and Kindle. Book excerpt: This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what you’ve learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, you’ll learn how to: * Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics—from a library in this book—to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play. "I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG “Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!” -- Raph Koster, author of A Theory of Fun for Game Design.

Book Life Is a Game

    Book Details:
  • Author : Edward Castronova
  • Publisher : Bloomsbury Publishing USA
  • Release : 2020-09-17
  • ISBN : 1501359177
  • Pages : 233 pages

Download or read book Life Is a Game written by Edward Castronova and published by Bloomsbury Publishing USA. This book was released on 2020-09-17 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: What if life is a game? Are you winning? Have you even decided what 'winning' is? Game design could be defined in many ways, but here the term is used to denote the practice of creating choices. Designing a game, in this sense, involves crafting limits, rewards, incentives, and risks in such a way that the person who interacts with the game – the player – makes choices that have consequences. Edward Castronova urges readers to think about the fundamentals of the human condition and compare them to different games that we all know. In some ways, life is like an idle game: providing unchallenging distractions that fit easily into a person's daily routine. In other ways, life is like the game Minesweeper: You poke in different places to learn about what you don't know, taking care to avoid big explosions. Or, life is like a role-playing game: You adopt a persona and speak your part, always seeking adventure. Bringing together questions relating to diverse fields – such as politics, economics, sociology and philosophy - Castronova persuades readers to broaden the scope of game design to answer questions about life's everyday obstacles. The object of this book is to take seriously the idea that life is a game. The goal is not to make readers wealthier or healthier. Its goal is to go on a journey into the human condition, with game design as a guide.

Book Video Game Level Design

Download or read book Video Game Level Design written by Michael Salmond and published by Bloomsbury Publishing. This book was released on 2021-07-15 with total page 192 pages. Available in PDF, EPUB and Kindle. Book excerpt: Level design connects the player to the game through challenges, experiences, and emotions. This book is an invaluable introduction to the evolving practices of Level Designers across the games industry. The increasingly complex role of the Level Designer requires technical and creative skill as it brings together architecture, art, player psychology, interaction design, usability, and experience design. This book explores in detail the principles designers employ when planning levels and building engaging spaces for the player. As well as practical approaches to level design, the book delves into the theoretical underpinnings of the processes and charts a path towards thinking like a Level Designer. Throughout the book you will be guided through the fundamentals of level design: each chapter builds on the types of research, ideation, best practices, and methodologies Level Designers employ when creating prototypes and shipped games. A series of interviews with designers and case studies from game studios examine the application of industry-wide expertise used to create triple-A and indie game titles. By the end of this book you will have gained valuable insight into the role of a Level Designer and be able to devise, plan, and build your own engaging and entertaining game levels.

Book Learning by Playing

    Book Details:
  • Author : Fran Blumberg
  • Publisher : Oxford University Press, USA
  • Release : 2014
  • ISBN : 019989664X
  • Pages : 386 pages

Download or read book Learning by Playing written by Fran Blumberg and published by Oxford University Press, USA. This book was released on 2014 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.

Book Uncertainty in Games

Download or read book Uncertainty in Games written by Greg Costikyan and published by MIT Press. This book was released on 2013 with total page 150 pages. Available in PDF, EPUB and Kindle. Book excerpt: How uncertainty in games -- from Super Mario Bros. to Rock/Paper/Scissors -- engages players and shapes play experiences.

Book Video Game Design

    Book Details:
  • Author : Michael Salmond
  • Publisher : Bloomsbury Publishing
  • Release : 2017-07-06
  • ISBN : 1474255450
  • Pages : 518 pages

Download or read book Video Game Design written by Michael Salmond and published by Bloomsbury Publishing. This book was released on 2017-07-06 with total page 518 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video Game Design is a visual introduction to integrating core design essentials, such as critical analysis, mechanics and aesthetics, prototyping, level design, into game design. Using a raft of examples from a diverse range of leading international creatives and award-winning studios, this is a must-have guide for budding game designers. Industry perspectives from game industry professionals provide fascinating insights into this creative field, and each chapter concludes with a workshop project to help you put what you've learnt into practice to plan and develop your own games. With over 200 images from some of the best-selling, most creative games of the last 30 years, this is an essential introduction to industry practice, helping readers develop practical skills for video game creation. This book is for those seeking a career making video games as part of a studio, small team or as an independent creator. It will guide you from understanding how games engage, entertain and communicate with their audience and take you on a journey as a designer towards creating your own video game experiences. Interviewees include: James Portnow, CEO at Rainmaker Games Brandon Sheffield, Gamasutra.com/Game Developer magazine Steve Gaynor, co-founder The Fullbright Company (Gone Home) Kate Craig, Environment Artist. The Fullbright Company (Gone Home) Adam Saltsman, creator of Canabalt & Gravity Hook Jake Elliott & Tamas Kemenczy, Cardboard Computer (Kentucky Route Zero) Tyson Steele, User Interface Designer, Epic Games Tom Francis, Game Designer, Gunpoint & Floating Point Kareem Ettouney, Art Director, Media Molecule. Little Big Planet 1 & 2, Tearaway. Kenneth Young, Head of Audio, Media Molecule Rex Crowle, Creative Lead, Media Molecule

Book Rules of Play

    Book Details:
  • Author : Katie Salen Tekinbas
  • Publisher : MIT Press
  • Release : 2003-09-25
  • ISBN : 9780262240451
  • Pages : 680 pages

Download or read book Rules of Play written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2003-09-25 with total page 680 pages. Available in PDF, EPUB and Kindle. Book excerpt: An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Book Creating Emotion in Games

Download or read book Creating Emotion in Games written by David Freeman and published by New Riders Publishing. This book was released on 2004 with total page 596 pages. Available in PDF, EPUB and Kindle. Book excerpt: Master the future in game development and design by learning how to create emotional immersion in games, known as emotioneering. - Packed with 150 hands-on techniques that can be applied immediately to any game in development. - Author is highly sort after and works with companies including Microsoft, Sony, Activision, and Midway and also speaks regularly at the Game Developers Conference and DICE. - Foreword by Wil Wright, the creator of The Sims.

Book AI and Artificial Life in Video Games

Download or read book AI and Artificial Life in Video Games written by Guy W. Lecky-Thompson and published by Charles River Media. This book was released on 2008 with total page 360 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Course technology Cengage learning"--Cover.

Book Actionable Gamification

    Book Details:
  • Author : Yu-kai Chou
  • Publisher : Packt Publishing Ltd
  • Release : 2019-12-03
  • ISBN : 183921077X
  • Pages : 500 pages

Download or read book Actionable Gamification written by Yu-kai Chou and published by Packt Publishing Ltd. This book was released on 2019-12-03 with total page 500 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key FeaturesExplore what makes a game fun and engagingGain insight into the Octalysis Framework and its applicationsDiscover the potential of the Core Drives of gamification through real-world scenariosBook Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learnDiscover ways to use gamification techniques in real-world situationsDesign fun, engaging, and rewarding experiences with OctalysisUnderstand what gamification means and how to categorize itLeverage the power of different Core Drives in your applicationsExplore how Left Brain and Right Brain Core Drives differ in motivation and design methodologiesExamine the fascinating intricacies of White Hat and Black Hat Core DrivesWho this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.

Book Game Design

    Book Details:
  • Author : Richard Rouse
  • Publisher : Jones & Bartlett Publishers
  • Release : 2004
  • ISBN :
  • Pages : 750 pages

Download or read book Game Design written by Richard Rouse and published by Jones & Bartlett Publishers. This book was released on 2004 with total page 750 pages. Available in PDF, EPUB and Kindle. Book excerpt: 456 Puzzle Solving p.

Book The Art of Game Design

    Book Details:
  • Author : Jesse Schell
  • Publisher : CRC Press
  • Release : 2008-08-04
  • ISBN : 0123694965
  • Pages : 522 pages

Download or read book The Art of Game Design written by Jesse Schell and published by CRC Press. This book was released on 2008-08-04 with total page 522 pages. Available in PDF, EPUB and Kindle. Book excerpt: Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.

Book AI for Game Developers

    Book Details:
  • Author : David M. Bourg
  • Publisher : "O'Reilly Media, Inc."
  • Release : 2004
  • ISBN : 9780596005559
  • Pages : 398 pages

Download or read book AI for Game Developers written by David M. Bourg and published by "O'Reilly Media, Inc.". This book was released on 2004 with total page 398 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the author of "Physics for Game Developers," comes a new, non-threatening introduction to the complex subject of game programming.

Book Transgression in Games and Play

Download or read book Transgression in Games and Play written by Kristine Jorgensen and published by MIT Press. This book was released on 2019-02-05 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt: Contributors from a range of disciplines explore boundary-crossing in videogames, examining both transgressive game content and transgressive player actions. Video gameplay can include transgressive play practices in which players act in ways meant to annoy, punish, or harass other players. Videogames themselves can include transgressive or upsetting content, including excessive violence. Such boundary-crossing in videogames belies the general idea that play and games are fun and non-serious, with little consequence outside the world of the game. In this book, contributors from a range of disciplines explore transgression in video games, examining both game content and player actions. The contributors consider the concept of transgression in games and play, drawing on discourses in sociology, philosophy, media studies, and game studies; offer case studies of transgressive play, considering, among other things, how gameplay practices can be at once playful and violations of social etiquette; investigate players' emotional responses to game content and play practices; examine the aesthetics of transgression, focusing on the ways that game design can be used for transgressive purposes; and discuss transgressive gameplay in a societal context. By emphasizing actual player experience, the book offers a contextual understanding of content and practices usually framed as simply problematic. Contributors Fraser Allison, Kristian A. Bjørkelo, Kelly Boudreau, Marcus Carter, Mia Consalvo, Rhys Jones, Kristine Jørgensen, Faltin Karlsen, Tomasz Z. Majkowski, Alan Meades, Torill Elvira Mortensen, Víctor Navarro-Remesal, Holger Pötzsch, John R. Sageng, Tanja Sihvonen, Jaakko Stenros, Ragnhild Tronstad, Hanna Wirman

Book Game Feel

    Book Details:
  • Author : Steve Swink
  • Publisher : CRC Press
  • Release : 2008-10-13
  • ISBN : 1482267330
  • Pages : 377 pages

Download or read book Game Feel written by Steve Swink and published by CRC Press. This book was released on 2008-10-13 with total page 377 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe