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Table Of Contents

Chapter One
BOARD GAMES
CARD GAMES
ATHLETIC GAMES
CHILDREN'S GAMES
COMPUTER GAMES
REPRESENTATION
Formal
System
Subjectively Represents
Games versus Simulations
Subset of Reality
Summary of Representation
INTERACTION
Games versus Puzzles
Games versus Stories
Games versus Toys
Significance of Interaction
Nature of Interaction
CONFLICT
Games without conflict?
Summary of Conflict
SAFETY
Summary of Safety
Chapter Two
Fantasy/Exploration
Nose-Thumbing
Proving Oneself
Social Lubrication
Exercise
Need for Acknowledgment
Summary
MOTIVATION VERSUS SELECTION
Game Play
Sensory Gratification
Chapter Three
SKILL-AND-ACTION GAMES
Combat Games
Maze Games
Sports Games
Paddle Games
Race Games
Miscellaneous Games
STRATEGY GAMES
Adventures
D&D Games
Wargames
Games of Chance
Educational and Children’s Games
Interpersonal Games
Chapter Four
GAME TECHNOLOGIES
COMPUTERS
DESIGN PRECEPTS FOR COMPUTER GAMES
PRECEPT #1: GO WITH THE GRAIN
Case In Point: Hexgrids
PRECEPT #2: DON’T TRANSPLANT
PRECEPT #3: DESIGN AROUND THE I/O
PRECEPT #4: KEEP IT CLEAN
PRECEPT #5: STORE LESS AND PROCESS MORE
PRECEPT #6: MAINTAIN UNITY OF DESIGN EFFORT
CONCLUSION
Chapter Five
CHOOSE A GOAL AND A TOPIC
RESEARCH AND PREPARATION
DESIGN PHASE
I/O Structure
Game Structure
Program Structure
Evaluation of the Design
PRE-PROGRAMMING PHASE
PROGRAMMING PHASE
PLAYTESTING PHASE
POST-MORTEM
Chapter Six
BALANCING SOLITAIRE GAMES
Vast Resources
Artificial Smarts
Conclusions on Artificial Smarts
Limited Information
Pace
Symmetric Relationships
Asymmetric games
Triangularity
Actors and Indirect Relationships
Chapter Seven
FAD OR FIXTURE?
THE TECHNOLOGICAL EXTRAPOLATION
ASSESSMENT: TECHNOLOGICAL REVOLUTION
THE NATURE OF CHANGE
The Mass Market
The Flowering of Heterogeneity
THE LONG HAUL: MAY-DECEMBER 1982
RENEWED EFFORT (JANUARY - APRIL 1983)
FINAL WORK (MAY - JUNE 1983)
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Art of PC Game Design

Art of PC Game Design

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Published by Denise Robertson

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Published by: Denise Robertson on May 09, 2011
Copyright:Attribution Non-commercial

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