Game Design: Theory and Practice, Second Edition: Theory and Practice, Second Edition

Front Cover
Jones & Bartlett Learning, 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

Chapter 1 What Players Want
1
Sid Meier
20
Gameplay Technology and Story
40
Centipede
57
Chapter 5 Focus
69
Ed Logg
87
Chapter 7 The Elements of Gameplay
115
Tetris
141
Jordan Mechner
320
Chapter 19 The Design Document
355
The Sims
382
Chapter 21 Designing Design Tools
392
Will Wright
408
Chapter 23 Level Design
449
Grand Theft Auto III
475
Chapter 25 Playtesting
483

Chapter 9 Artificial Intelligence
151
Steve Meretzky
172
Chapter 11 Storytelling
202
Loom
227
Chapter 13 MultiPlayer
237
Chris Crawford
257
Chapter 15 Getting the Gameplay Working
281
Myth The Fallen Lords
296
Chapter 17 Game Development Documentation
306
Doug Church
500
Conclusion
532
Atomic Sam
535
The Suffering
579
Glossary
655
Selected Bibliography
672
Index
677
Copyright

Other editions - View all

Common terms and phrases

About the author (2004)

Design Director, Surreal Software

Bibliographic information