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Table Of Contents

Nurturing the Creative Process
Nurturing the Creative Process -
Read
Nurturing the Creative Process ²
Play Games
Brainstorm
Having the Idea
Growing the Idea
The Creative Process ²The Beginning
The Creative Process ²Define the Product
The Creative Process ²Involving Others
Core Design
What is a Game? (1 of 3)
What is a Game (2 of 3)
What a Game is Not (1 of 2)
What a Game is Not (2 of 2)
Games are Not Everything
Approaching Game Design
Game Theory
Gameplay
Gameplay Example (1 of 2)
Gameplay Example (2 of 2)
Implementing Gameplay (1 of 4)
Implementing Gameplay (3 of 4)
The Dominant Strategy Problem
Near Dominance
Avoid Trivial Choices (1 of 2)
Avoid Trivial Choices (2 of 2)
Environment + Rules = Gameplay
Ensuring Interesting Choices (1 of 3)
Ensuring Interesting Choices (2 of 3)
Ensuring Interesting Choices (3 of 3)
Toolbox of Interesting Choices
Strategic versus Tactical (1 of 3)
Supporting Investments
Versatility (1 of 2)
Versatility (2 of 2)
Impermanence (1 of 2)
Impermanence (2 of 2)
Shadow Costs (1 of 2)
Review: Use Tools from Toolbox of Interesting Choices
Synergies (1 of 2)
Synergies (2 of 2)
Final Word on Gameplay
Interactivity versus Gameplay
Kinds of Interactivity (1 of 2)
Kinds of Interactivity (2 of 2)
Game Balance -Introduction
Mini-Outline
Player/Player Balance (1 of 2)
Player/Player Balance (2 of 2)
Symmetry -Example
Symmetry
Symmetry in Level Design
Symmetry in Game Design (1 of 2)
Symmetry in Game Design (2 of 2)
Player/Gameplay Balance ² Introduction (1 of 2)
Player/Gameplay Balance ² Introduction (2 of 2)
Reward the Player
Let the Machine do the Work
Make a Game that you Play With, Not Against
Gameplay/Gameplay Balance
Component Balance
What if Not Easily Reducible?
Attribute Balance
Component versus Attribute Balance
Intransitive Game Mechanics (1 of 5)
Intransitive Game Mechanics (2 of 5)
Intransitive Game Mechanics (3 of 5)
Intransitive Game Mechanics (4 of 5)
Intransitive Game Mechanics (5 of 5)
Other Intransitive Relationships
Combinatorial Explosions
Design Scalability
A Game Balance Checklist (1 of 3)
A Game Balance Checklist (2 of 3)
A Game Balance Checklist (3 of 3)
Look and Feel
Ambience
Vision Example
Touch
Interface
Storytelling
Toolbox of Storytelling Techniques
Obstacles
Foreshadowing
Personalization
Resistance
Plot Points (1 of 2)
Plot Points (2 of 2)
Suspense
Dialog
Resolution
Change
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Game Design

Game Design

Ratings: (0)|Views: 814|Likes:
Published by Swetha Sridella

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Published by: Swetha Sridella on Feb 07, 2012
Copyright:Attribution Non-commercial

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11/01/2012

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