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Table Of Contents

Players Want to Socialize
Players Want a Dynamic Solitaire Experience
Players Want Bragging Rights
Players Want an Emotional Experience
Players Want to Fantasize
What Do Players Expect?
Players Expect a Consistent World
Players Expect to Understand the Game-World’s Bounds
Players Expect Reasonable Solutions to Work
Players Expect Direction
Players Expect to Accomplish a Task Incrementally
Players Expect to Be Immersed
Players Expect to Fail
Players Expect a Fair Chance
Players Expect to Not Need to Repeat Themselves
Players Expect to Not Get Hopelessly Stuck
Players Expect to Do, Not to Watch
Players Do Not Know What They Want, But They Know It When They See It
A Never-Ending List
Starting Points
Starting with Gameplay
Starting with Technology
Starting with Story
Working with Limitations
Odyssey: The Legend of Nemesis
Damage Incorporated
Centipede 3D
Embrace Your Limitations
Established Technology
The Case of the Many Mushrooms
The Time Allotted
If You Choose Not to Decide, You Still Have Made a Choice
Classic Arcade Game Traits
Input
Interconnectedness
Escalating Tension
One Person, One Game
Establishing Focus
An Example: Snow Carnage Derby
The Function of the Focus
Maintaining Focus
Fleshing Out the Focus
Changing Focus
Sub-Focuses
Using Focus
Unique Solutions
Anticipatory versus Complex Systems
Emergence
Non-Linearity
Types of Non-Linearity
Implementation
The Purpose of Non-Linearity
Modeling Reality
Teaching the Player
Rewards
Input/Output
Controls and Input
Output and Game-World Feedback
Basic Elements
Puzzle Game or Action Game?
Tetris as a Classic Arcade Game
The Technology
Simplicity and Symmetry
Ten Years On, Who Would Publish Tetris?
Goals of Game AI
Challenge the Player
Not Do Dumb Things
Be Unpredictable
Assist Storytelling
Create a Living World
The Sloped Playing Field
How Real is Too Real?
AI Agents and Their Environment
How Good is Good Enough?
Scripting
Artificial Stupidity
Designer’s Story Versus Player’s Story
Places for Storytelling
Out-of-Game
In-Game
External Materials
Frustrated Linear Writers
Game Stories
Working with the Gameplay
The Dream
Focused Game Mechanics
User Interface
The Drafts System
Difficulty
Story
Loom as an Adventure Game
The Organic Process
Too Much Too Soon
Keep It Simple
Building the Game
Core Technology
Incremental Steps
A Fully Functional Area
Going Through Changes
Programming
When is It Fun?
Document Your Game
Concept Document or Pitch Document or Proposal
Flowcharts
Story Bible
Script
Art Bible
Technical Design Document
No Standard Documentation
The Benefits of Documentation
Use of Technology
Game Focus
Introduction/Overview or Executive Summary
Game Mechanics
Game Elements: Characters, Items, and Objects/Mechanisms
Story Overview
Game Progression
System Menus
One Man’s Opinion
Inauspicious Design Documents
The Wafer-Thin or Ellipsis Special Document
The Back-Story Tome
The Overkill Document
Documentation is Only the Beginning
Desired Functionality
Visualizing the Level
The Big Picture
Jumping into the Game
Editing the World
Scripting Languages and Object Behaviors
Us Versus Them
The Best of Intentions
A Game Editor for All Seasons
Abdicating Authorship
Familiar Subject Matter
Safe Experimentation
Depth and Focus
Interface
Controlled Versus Autonomous Behavior
A Lesson to Be Learned
Levels in Different Games
Level Separation
Level Order
The Components of a Level
Action
Exploration
Puzzle Solving
Aesthetics
Balancing It All
Level Flow
Elements of Good Levels
Player Cannot Get Stuck
Sub-Goals
sub-goals
Landmarks
Critical Path
Limited Backtracking
Success the First Time
Navigable Areas Clearly Marked
Choices
A Personal List
The Process
step 1. Preliminary
step 2. Conceptual and Sketched Outline
step 3. Base Architecture
step 4. Refine Architecture Until It is Fun
step 5. Base Gameplay
step 6. Refine Gameplay Until It is Fun
step 7. Refine Aesthetics
step 8. Playtesting
Process Variations
Who Does Level Design?
Collaboration
Finding the Right Testers
Who Should Test
Who Should Not Test
When to Test
How to Test
Guided and Unguided Testing
Balancing
Your Game is Too Hard
The Artistic Vision
Conclusion
The Medium
The Motive
Atomic Sam: Focus
Design Document
Table of Contents
I. Overview
II. Game Mechanics
Overview
Camera
In-Game GUI
Replaying and Saving
Control Summary
General Movement
Flying Movement
Surfaces
Picking Up Objects
Throwing Projectiles
Electric Piranha
Actions
Interactive Combat Environments
Looking
Friends
Speaking
Cut-Scenes
Levels
III. Artificial Intelligence
Enemy AI
Player Detection
Motion
Flying
Pathfinding
Taking Damage
Combat Attacks
Evading
Special Actions
Trash Talking
Falling into Traps
Non-Combatant Agents
IV. Game Elements
Items
Characters
V. Story Overview
VI. Game Progression
Setting
Introduction
Gargantuopolis
The Electric Priestess’ Bubble Home
Benthos
Benthos
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Game Design Theory & Practice - Fly

Game Design Theory & Practice - Fly

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Published by Willem Erasmus

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Published by: Willem Erasmus on Feb 12, 2009
Copyright:Attribution Non-commercial

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02/15/2012

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