Fundamentals of Game Design (2nd Edition) 🔍
Adams, Ernest
New Riders Publishing, Game Design and Development Series, 2, 2009
英语 [en] · PDF · 23.6MB · 2009 · 📘 非小说类图书 · 🚀/lgli/lgrs/nexusstc/zlib · Save
描述
To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry's leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You'll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game's look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game's core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. "Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I've seen for thinking about the relationships between core mechanics, gameplay, and player-one that I've found useful for both teaching and research." - Michael Mateas, University of California at Santa Cruz, co-creator of Façade. Read more... Abstract: To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry's leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You'll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game's look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game's core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. "Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I've seen for thinking about the relationships between core mechanics, gameplay, and player-one that I've found useful for both teaching and research." - Michael Mateas, University of California at Santa Cruz, co-creator of Façade
备用文件名
lgli/Fundamentals of Game Design [2 ed] (2009).pdf
备用文件名
lgrsnf/Fundamentals of Game Design [2 ed] (2009).pdf
备用文件名
zlib/Computers/Hardware/Ernest Adams/Fundamentals of Game Design_5156437.pdf
备选作者
Ernest Adams, Andrew Rollings
备用出版商
Addison-Wesley Longman, Incorporated
备用出版商
Creative Media Partners, LLC
备用出版商
Longman Publishing
备用出版商
Adobe Press
备用版本
Voices that matter, 2nd ed, Place of publication not identified, ©2010
备用版本
Pearson Education (US), [Place of publication not identified], 2010
备用版本
Voices that matter, 2nd ed., Berkeley, CA, California, 2010
备用版本
Voices that matter, 2nd ed, Berkeley, Calif, 2009
备用版本
United States, United States of America
元数据中的注释
0
元数据中的注释
lg2859722
元数据中的注释
{"edition":"2","isbns":["0321643372","1271281341","9780321643377","9781271281343"],"last_page":700,"publisher":"New Riders Publishing","series":"Game Design and Development Series"}
元数据中的注释
Includes bibliographical references (p. 652-657) and index.
备用描述
Contents......Page 9
Introduction......Page 15
PART ONE: THE ELEMENTS OF GAME DESIGN......Page 21
What Is a Game?......Page 23
Conventional Games Versus Video Games......Page 36
How Video Games Entertain......Page 39
Summary......Page 48
An Approach to the Task......Page 50
The Key Components of Video Games......Page 56
The Structure of a Video Game......Page 60
The Stages of the Design Process......Page 65
The Game Design Team Roles......Page 73
The Game Design Documents......Page 75
The Anatomy of a Game Designer......Page 79
Summary......Page 83
Getting an Idea......Page 85
From Idea to Game Concept......Page 88
The Player’s Role......Page 89
Choosing a Genre......Page 91
Defining Your Target Audience......Page 93
Progression Considerations......Page 97
Types of Game Machines......Page 98
Summary......Page 103
What Is a Game World?......Page 105
The Dimensions of a Game World......Page 106
Realism......Page 131
Summary......Page 132
Self-Defining Play......Page 136
Creative Play......Page 140
Storytelling Play......Page 144
Game Modifications......Page 145
Summary......Page 146
The Goals of Character Design......Page 148
The Relationship Between Player and Avatar......Page 149
Visual Appearances......Page 155
Character Depth......Page 163
Audio Design......Page 170
Summary......Page 173
Why Put Stories in Games?......Page 176
Key Concepts......Page 179
The Storytelling Engine......Page 187
Linear Stories......Page 189
Nonlinear Stories......Page 190
Granularity......Page 200
Mechanisms for Advancing the Plot......Page 201
Emotional Limits of Interactive Stories......Page 204
Scripted Conversations and Dialog Trees......Page 205
When to Write the Story......Page 213
Other Considerations......Page 214
Summary......Page 218
What Is the User Interface?......Page 221
Player-Centric Interface Design......Page 222
The Design Process......Page 228
Managing Complexity......Page 232
Interaction Models......Page 235
Camera Models......Page 236
Visual Elements......Page 244
Audio Elements......Page 251
Input Devices......Page 254
Navigation Mechanisms......Page 262
Allowing for Customization......Page 267
Summary......Page 268
Making Games Fun......Page 272
The Hierarchy of Challenges......Page 274
Skill, Stress, and Absolute Difficulty......Page 280
Commonly Used Challenges......Page 282
Actions......Page 297
Saving the Game......Page 300
Summary......Page 304
What Are the Core Mechanics?......Page 307
Key Concepts......Page 312
The Internal Economy......Page 321
Core Mechanics and Gameplay......Page 329
Core Mechanics Design......Page 331
Random Numbers and the Gaussian Curve......Page 338
Summary......Page 342
What Is a Balanced Game?......Page 345
Avoiding Dominant Strategies......Page 347
Incorporating the Element of Chance......Page 353
Making PvP Games Fair......Page 354
Making PvE Games Fair......Page 358
Managing Difficulty......Page 359
Understanding Positive Feedback......Page 370
Other Balance Considerations......Page 374
Design to Make Tuning Easy......Page 375
Summary......Page 376
What Is Level Design?......Page 380
Key Design Principles......Page 381
Layouts......Page 386
The Level Design Process......Page 397
Pitfalls of Level Design......Page 405
Summary......Page 408
PART TWO: THE GENRES OF GAMES......Page 411
What Are Action Games?......Page 413
Action Game Subgenres......Page 414
Game Features......Page 421
Summary......Page 437
What Are Strategy Games?......Page 440
Game Features......Page 441
Core Mechanics......Page 449
The Game World......Page 463
The Presentation Layer......Page 465
Artificial Opponents......Page 467
Summary......Page 471
What Are Role-Playing Games?......Page 474
Game Features......Page 477
Core Mechanics......Page 484
The Game World and Story......Page 493
The Presentation Layer......Page 497
Summary......Page 500
What Are Sports Games?......Page 503
Game Features......Page 504
Core Mechanics......Page 512
The Game World......Page 518
The Presentation Layer......Page 521
Summary......Page 524
What Are Vehicle Simulations?......Page 528
Game Features......Page 529
Core Mechanics......Page 533
Other Vehicles......Page 535
The Presentation Layer......Page 539
Summary......Page 545
What Are Construction and Management Simulations?......Page 548
Game Features......Page 549
Core Mechanics......Page 559
The Game World......Page 562
The Presentation Layer......Page 563
Summary......Page 564
What Are Adventure Games?......Page 567
Game Features......Page 570
The Presentation Layer......Page 585
Summary......Page 591
Artificial Life Games......Page 594
Puzzle Games......Page 604
Summary......Page 610
Advantages of Online Games......Page 612
Disadvantages of Online Games......Page 615
Design Issues for Online Gaming......Page 617
Persistent Worlds......Page 626
Summary......Page 638
Reaching Adult Women......Page 640
Designing for Children......Page 642
Games for Girls......Page 644
Accessibility Issues......Page 649
A......Page 654
C......Page 655
D......Page 657
E......Page 658
F......Page 659
G......Page 660
H......Page 661
I......Page 662
M......Page 663
N......Page 664
P......Page 665
R......Page 667
S......Page 668
T......Page 670
V......Page 671
W......Page 672
References......Page 673
A......Page 679
B......Page 680
C......Page 681
D......Page 683
F......Page 684
G......Page 685
H......Page 686
I......Page 687
M......Page 688
N......Page 689
P......Page 690
R......Page 691
S......Page 692
T......Page 694
U......Page 695
Z......Page 696
Introduction......Page 15
PART ONE: THE ELEMENTS OF GAME DESIGN......Page 21
What Is a Game?......Page 23
Conventional Games Versus Video Games......Page 36
How Video Games Entertain......Page 39
Summary......Page 48
An Approach to the Task......Page 50
The Key Components of Video Games......Page 56
The Structure of a Video Game......Page 60
The Stages of the Design Process......Page 65
The Game Design Team Roles......Page 73
The Game Design Documents......Page 75
The Anatomy of a Game Designer......Page 79
Summary......Page 83
Getting an Idea......Page 85
From Idea to Game Concept......Page 88
The Player’s Role......Page 89
Choosing a Genre......Page 91
Defining Your Target Audience......Page 93
Progression Considerations......Page 97
Types of Game Machines......Page 98
Summary......Page 103
What Is a Game World?......Page 105
The Dimensions of a Game World......Page 106
Realism......Page 131
Summary......Page 132
Self-Defining Play......Page 136
Creative Play......Page 140
Storytelling Play......Page 144
Game Modifications......Page 145
Summary......Page 146
The Goals of Character Design......Page 148
The Relationship Between Player and Avatar......Page 149
Visual Appearances......Page 155
Character Depth......Page 163
Audio Design......Page 170
Summary......Page 173
Why Put Stories in Games?......Page 176
Key Concepts......Page 179
The Storytelling Engine......Page 187
Linear Stories......Page 189
Nonlinear Stories......Page 190
Granularity......Page 200
Mechanisms for Advancing the Plot......Page 201
Emotional Limits of Interactive Stories......Page 204
Scripted Conversations and Dialog Trees......Page 205
When to Write the Story......Page 213
Other Considerations......Page 214
Summary......Page 218
What Is the User Interface?......Page 221
Player-Centric Interface Design......Page 222
The Design Process......Page 228
Managing Complexity......Page 232
Interaction Models......Page 235
Camera Models......Page 236
Visual Elements......Page 244
Audio Elements......Page 251
Input Devices......Page 254
Navigation Mechanisms......Page 262
Allowing for Customization......Page 267
Summary......Page 268
Making Games Fun......Page 272
The Hierarchy of Challenges......Page 274
Skill, Stress, and Absolute Difficulty......Page 280
Commonly Used Challenges......Page 282
Actions......Page 297
Saving the Game......Page 300
Summary......Page 304
What Are the Core Mechanics?......Page 307
Key Concepts......Page 312
The Internal Economy......Page 321
Core Mechanics and Gameplay......Page 329
Core Mechanics Design......Page 331
Random Numbers and the Gaussian Curve......Page 338
Summary......Page 342
What Is a Balanced Game?......Page 345
Avoiding Dominant Strategies......Page 347
Incorporating the Element of Chance......Page 353
Making PvP Games Fair......Page 354
Making PvE Games Fair......Page 358
Managing Difficulty......Page 359
Understanding Positive Feedback......Page 370
Other Balance Considerations......Page 374
Design to Make Tuning Easy......Page 375
Summary......Page 376
What Is Level Design?......Page 380
Key Design Principles......Page 381
Layouts......Page 386
The Level Design Process......Page 397
Pitfalls of Level Design......Page 405
Summary......Page 408
PART TWO: THE GENRES OF GAMES......Page 411
What Are Action Games?......Page 413
Action Game Subgenres......Page 414
Game Features......Page 421
Summary......Page 437
What Are Strategy Games?......Page 440
Game Features......Page 441
Core Mechanics......Page 449
The Game World......Page 463
The Presentation Layer......Page 465
Artificial Opponents......Page 467
Summary......Page 471
What Are Role-Playing Games?......Page 474
Game Features......Page 477
Core Mechanics......Page 484
The Game World and Story......Page 493
The Presentation Layer......Page 497
Summary......Page 500
What Are Sports Games?......Page 503
Game Features......Page 504
Core Mechanics......Page 512
The Game World......Page 518
The Presentation Layer......Page 521
Summary......Page 524
What Are Vehicle Simulations?......Page 528
Game Features......Page 529
Core Mechanics......Page 533
Other Vehicles......Page 535
The Presentation Layer......Page 539
Summary......Page 545
What Are Construction and Management Simulations?......Page 548
Game Features......Page 549
Core Mechanics......Page 559
The Game World......Page 562
The Presentation Layer......Page 563
Summary......Page 564
What Are Adventure Games?......Page 567
Game Features......Page 570
The Presentation Layer......Page 585
Summary......Page 591
Artificial Life Games......Page 594
Puzzle Games......Page 604
Summary......Page 610
Advantages of Online Games......Page 612
Disadvantages of Online Games......Page 615
Design Issues for Online Gaming......Page 617
Persistent Worlds......Page 626
Summary......Page 638
Reaching Adult Women......Page 640
Designing for Children......Page 642
Games for Girls......Page 644
Accessibility Issues......Page 649
A......Page 654
C......Page 655
D......Page 657
E......Page 658
F......Page 659
G......Page 660
H......Page 661
I......Page 662
M......Page 663
N......Page 664
P......Page 665
R......Page 667
S......Page 668
T......Page 670
V......Page 671
W......Page 672
References......Page 673
A......Page 679
B......Page 680
C......Page 681
D......Page 683
F......Page 684
G......Page 685
H......Page 686
I......Page 687
M......Page 688
N......Page 689
P......Page 690
R......Page 691
S......Page 692
T......Page 694
U......Page 695
Z......Page 696
备用描述
<p><p>to Create A Great Video Game, You Must Start With A Solid Game Design: A Well-designed Game Is Easier To Build, More Entertaining, And Has A Better Chance Of Succeeding In The Marketplace. Here To Teach You The Essential Skills Of Player-centric Game Design Is One Of The Industry’s Leading Authorities, Who Offers A First-hand Look Into The Process, From Initial Concept To Final Tuning.<p>now In Its Second Edition, This Updated Classic Reference By Ernest Adams Offers A Complete And Practical Approach To Game Design, And Includes Material On Concept Development, Gameplay Design, Core Mechanics, User Interfaces, Storytelling, And Balancing. In An Easy-to-follow Approach, Adams Analyzes The Specific Design Challenges Of All The Major Game Genres And Shows You How To Apply The Principles Of Game Design To Each One. You’ll Learn How To:<br><ul><li>define The Challenges And Actions At The Heart Of The Gameplay.<li>write A High-concept Document, A Treatment, And A Full Design Script.<li>understand The Essentials Of User Interface Design And How To Define A Game’s Look And Feel.<li>design For A Variety Of Input Mechanisms, Including The Wii Controller And Multi-touch Iphone.<li>construct A Game’s Core Mechanics And Flow Of Resources (money, Points, Ammunition, And More).<br><li>develop Appealing Stories, Game Characters, And Worlds That Players Will Want To Visit, Including Persistent Worlds.<li>work On Design Problems With Engaging End-of-chapter Exercises, Design Worksheets, And Case Studies.<li>make Your Game Accessible To Broader Audiences Such As Children, Adult Women, People With Disabilities, And Casual Players. </ul><br>“ernest Adams Provides Encyclopedic Coverage Of Process And Design Issues For Every Aspect Of Game Design, Expressed As Practical Lessons That Can Be Immediately Applied To A Design In-progress. He Offers The Best Framework I’ve Seen For Thinking About The Relationships Between Core Mechanics, Gameplay, And Player—one That I’ve Found Useful For Both Teaching And Research.” — Michael Mateas, University Of California At Santa Cruz, Co-creator Of Façade</p>
备用描述
In this second edition, Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. The author analyzes the specific design challenges of all the major games genres and shows you how to apply the principles of game design to each one.--[back cover]
开源日期
2014-06-29
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