Game Design: Theory and Practice, Second Edition: Theory and Practice, Second EditionJones & 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
1 | |
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 |
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Common terms and phrases
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