The Art of Game Design - A Book of Lenses(2nd Edition)

The Art of Game Design - A Book of Lenses(2nd Edition)

Jesse Schell
星期六, 十一月 1, 2014


Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner:
Describes the deepest and most fundamental principles of game design
Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games
Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games
The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.


Table of Lenses
1 In the Beginning, There Is the Designer
2 The Designer Creates an Experience
3 The Experience Takes Place in a Venue
4 The Experience Rises Out of a Game
5 The Game Consists of Elements
6 The Elements Support a Theme
7 The Game Begins with an Idea
8 The Game Improves through Iteration
9 The Game Is Made for a Player
10 The Experience Is in the Player’s Mind
11 The Player’s Mind Is Driven by the Player’s Motivation
12 Some Elements Are Game Mechanics
13 Game Mechanics Must Be in Balance
14 Game Mechanics Support Puzzles
15 Players Play Games through an Interface
16 Experiences Can Be Judged by Their Interest Curves
17 One Kind of Experience Is the Story
18 Story and Game Structures Can Be Artfully Merged with Indirect Control
19 Stories and Games Take Place in Worlds
20 Worlds Contain Characters
21 Worlds Contain Spaces
22 The Look and Feel of a World Is Defined by Its Aesthetics
23 Some Games Are Played with Other Players
24 Other Players Sometimes Form Communities
25 The Designer Usually Works with a Team
26 The Team Sometimes Communicates through Documents
27 Good Games Are Created through Playtesting
28 The Team Builds a Game with Technology
29 Your Game Will Probably Have a Client
30 The Designer Gives the Client a Pitch
31 The Designer and Client Want the Game to Make a Profit
32 Games Transform Their Players
33 Designers Have Certain Responsibilities
34 Each Designer Has a Purpose