Hiwiller, Zack,

Players making decisions : game design essentials and the art of understanding your players / Zack Hiwiller. - xvii, 464 pages : illustrations ; 24 cm

Includes bibliographical references and index.

Getting started -- What Is a Game Designer? -- Responsibilities of a Game Designer -- Attributes of a Game Designer -- Make Things -- Cultivate Your Gardens -- On Ontology and Dogma -- Formalism -- Summary -- Problem Statements -- Defining the Problem -- Low-Hanging Fruit -- Functional Fixedness -- Brainstorming -- Summary -- Development Structures -- Production Methodologies -- Scope -- Summary -- Starting Practices -- Analog Games -- Theme and Mechanics -- Next Steps -- Designing for Others -- Opening Questions -- Summary -- Prototypes and playtesting -- Paper Prototyping Development Techniques -- Software and Materials -- Art -- Cards -- InDesign Data Merge -- Summary -- Playtesting -- Playtesting Goals -- Playtesting Benefits -- Listening to Feedback -- Finding Playtesters -- Iterating -- Summary -- Part 1. 1. 2. 3. 4. Part 2. 5. 6. Playtesting Methods -- The Testing Environment -- Keep Playtesters Talking -- A/B Testing -- Self-Playtesting -- Summary -- Prototypes and Intellectual Property -- Do I Need an NDA? -- Ideas and Value -- Summary -- Meaningful decisions -- Flow and the Fundamental Game Design Directive -- Game Flow -- Interest Curves -- Learning Curves -- Individual Differences -- Summary -- Decision-Making -- Player Agency -- Anatomy of a Choice -- Less-Interesting Decision-Making -- More-Interesting Decision-Making Summar -- Summary -- Randomness -- Completely Random Games -- Completely Skill-Based Games -- Fairness and Mitigating Randomness -- Summary -- Goals -- How Players Determine Game Goals -- Criteria for Goals -- Solving Goal Problems -- Summary -- Part 4. Describling game elements -- Mechanics, Dynamics, and Aesthetics (MDA) -- What Are Games About? -- MDA -- More Dynamics -- Summary -- Milieu -- What Is Milieu? -- Polish -- Player Types -- Motivation -- Milieu as Design Focus -- Summary -- Rules and Verbs -- Rules -- Qualities of Rules -- Types of Rules -- Verbs -- Summary -- Balance -- Symmetry -- Self-Balancing Mechanisms -- Progression and Numeric Relationships -- Balance Heuristics -- Summary -- Feedback Loops -- Positive Feedback Loops -- Negative Feedback Loops -- Feedback Loops in Action -- Fixing Problems -- Summary -- Puzzle Design -- What Is a Puzzle? -- Possibility Space -- Breadcrumbs -- Features of Ineffective Puzzles -- Types of Puzzles -- Other Puzzle Types -- Summary -- Game theory and reational decision-making -- Equilibria in Normal Form Games -- The Prisoner's Dilemma -- Solving Games Using Strict Dominance -- Using (and Abusing) Dominance -- Zero-Sum Games -- Stag Hunt and Coordination -- Determining Nash Equilibria in a Larger Matrix -- Mixed Strategies -- Stag Hunt Redux -- Summary -- Sequential and Iterated Games -- Game Trees -- Promises and Commitment Problems -- Iterated Games -- Experimenting with Strategies -- Successful Strategies -- Summary -- Problems with Game Theory -- Rational Actors -- The Dollar Auction -- The "Guess Two-Thirds" Game -- Second-Price Auctions -- Summary -- Marginal Decision Analysis -- Marginal Nuggets -- Balance on Margins -- Summary -- 7. 8. Part 3. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. Part 5. 19. 20. 21. 22. Human behavior in games -- Behaviorism and Schedules of Reinforcement -- Operant Conditioning -- Schedules of Reinforcement -- Anticipation and Uncertainty -- Ethical and Practical Concerns -- Summary -- Learning and Constructivism -- Historic Approaches -- Novices and Experts -- Cognitive Load -- Expertise Reversal Effect -- Split-Attention Effect -- Tutorials and Learning Design -- Summary -- Motivation -- Two Types of Motivation -- What's the Problem with Rewards? -- Self-Determination Theory and Challenges -- Competition and Motivation -- Personality -- Other Motivation Effects -- Summary -- Human Decision-Making -- Mental Shortcuts -- A ttribution Errors -- Misunderstanding Randomness -- Anchoring and Adjustment -- Understanding Value in Uncertain Situations -- Loss -- Framing Decisions -- Summary -- Attention and Memory -- Attention -- Memory -- Helping with Memory Limitations -- Perception -- Summary -- Game design tools -- Documentation and Written Communication -- The Game Design Document -- The GDD Creation Process -- References -- Documentation for Tabletop Games -- States and Flowcharts -- Summary -- Probability -- Probability Is Fancy Counting -- Adding Die Rolls -- Example: The H/T Game -- Being Careful -- Summary -- Spreadsheets for Simulation -- Why Use Spreadsheets? -- Basics -- Formulas -- Goal Seek and Solver in Excel -- One-Way Data Tables -- Summary -- Monte Carlo Simulation -- Answering Design Questions -- Hot Hand -- Monty Hall -- Once Around the Board -- Martingale Betting -- Summary -- Presenting Ideas -- The Thesis -- Text on Slides -- Data-Ink -- Do Not Waste Time -- Documentation -- Acquiring Images -- Example: State of Mobile Games 2014 -- Risk -- Risk Analysis -- Pitch Questions -- Summary -- The game design business -- Profit, Loss, and Metrics -- Profit and Loss -- Metrics -- Virality -- Cash Flow -- Summary -- Sustainable Lifestyles -- Life in AAA Digital Game Development -- Life as an Independent Developer of Digital Games -- Life in Tabletop Game Development -- Market Luck -- Summary. Part 6. 23. 24. 25. 26. 27. Part 7. 28. 29. 30. 31. 32. Part 8. 33. 34.

0134396758 9780134396750

Prentice Hall, C/O Pearson Education Order Dept 135 S Mount Zion rd, Lebanon, IN, USA, 46052 SAN 200-2175

2016301676


Video games--Design.
Computer games--Design.

GV1469.3 / .H59 2016

794.81536