Game Design: Theory and Practice, Second EditionJones & Bartlett Publishers, 2004 M08 30 - 704 pages “Both burgeoning game designers and devoted gamers should consider [Game Design: Theory & Practice] an essential read.” — Computer Gaming World “Ultimately, in both theory and practice, Rouse’s Game Design bible gets the job done. Let us pray.” - Next Generation magazine In the second edition to the acclaimed Game Design: Theory & Practice, designer Richard Rouse III balances a discussion of the essential concepts behind game design with an explanation of how you can implement them in your current project. Detailed analysis of successful games is interwoven with concrete examples from Rouse’s own experience. This second edition thoroughly updates the popular original with new chapters and fully revised text. |
Contents
What Players Want | |
Players Want to Socialize | |
Sid Meier | |
Gameplay Technology and Story | |
Centipede | |
Focus | |
Myth The Fallen Lords | |
Game Development Documentation | |
Document Your Game | |
Flowcharts | |
Jordan Mechner | |
The Design Document | |
Artificial Intelligence | |
Characters Items and ObjectsMechanisms | |
The Design Document | |
Ed Logg | |
The Elements of Gameplay | |
Tetris | |
Artificial Intelligence | |
Steve Meretzky | |
Storytelling | |
Loom | |
MultiPlayer | |
Chris Crawford | |
Getting the Gameplay Working | |
Keep It Simple | |
A Matter of Weight | |
The Sims | |
Will Wright | |
Level Design | |
Grand Theft Auto III | |
Doug Church | |
Conclusion | |
The Suffering | |
Glossary | |
Selected Bibliography | |
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