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Game Design: Theory and Practice (With CD-ROM)

✍ Scribed by Richard Rouse


Publisher
Wordware Publishing, Inc.
Year
2001
Tongue
English
Leaves
608
Category
Library

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No coin nor oath required. For personal study only.

✦ Synopsis


One of the most important but least discussed elements of a computer game is the gameplay that makes a game compelling and entertaining. Game Design: Theory & Practice focuses on this elusive topic and how you can ensure your title has the best gameplay possible. Richard Rouse discusses in detail key game design topics including game balancing, storytelling, non-linearity, player motivations, input/output, artificial intelligence, level design, and playtesting. This book delves into the entire breadth of interactive games, covering computer, console, and arcade titles, and spanning a variety of gaming genres including strategy, adventure, simulation, action, role-playing, sports, and wargames.
Follow the entire game development process, from brainstorming a game idea, establishing the focus, and determining the storytelling mode to getting the gameplay working, documenting the design, and playtesting. Learn the techniques of top game designers through in-depth interviews:
Chris Crawford, Balance of Power, Eastern Front (1941)
Ed Logg, Asteroids, Centipede, Gauntlet
Jordan Mechner, Prince of Persia, Karateka, The Last Express
Sid Meier, Civilization, Pirates!, Railroad Tycoon, Gettysburg!
Steve Meretzky, The Hitchhiker’s Guide to the Galaxy, Planetfall
Will Wright, SimCity, The Sims
Understand the elements that make a game successful through detailed analysis of Centipede, Tetris, Loom, Myth: The Fallen Lords, and The Sims.
Find out how to most effectively document your game ideas, including the use of the focus, design document, story bible, script, and technical specification. A complete sample design document in the appendix illustrates the principles of good game development documentation


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