000 | 02731cam a22004454i 4500 | ||
---|---|---|---|
005 | 20221101183345.0 | ||
008 | 030519s2003 inua b 001 0 eng d | ||
010 | _a 2002110543 | ||
011 | _aBIB MATCHES WORLDCAT | ||
020 | _a1592730019 | ||
020 | _a9781592730018 | ||
035 | _a(ATU)b11043374 | ||
035 | _a(DLC) 2002110543 | ||
035 | _a(OCoLC)52232119 | ||
040 |
_aDLC _beng _erda _dATU |
||
042 | _alccopycat | ||
050 | 0 | 0 |
_aQA76.76.C672 _bR64 2003 |
082 | 0 | 0 |
_a794.81536 _222 |
100 | 1 |
_aRollings, Andrew, _d1972- _eauthor. _9424271 |
|
245 | 1 | 0 |
_aAndrew Rollings and Ernest Adams on game design / _cAndrew Rollings, Ernest Adams. |
246 | 3 | 0 | _aOn game design |
250 | _aFirst edition. | ||
264 | 1 |
_aIndianapolis, Ind. : _bNew Riders, _c[2003] |
|
264 | 4 | _c©2003 | |
300 |
_axxvi, 621 pages : _billustrations ; _c24 cm |
||
336 |
_atext _btxt _2rdacontent |
||
337 |
_aunmediated _bn _2rdamedia |
||
338 |
_avolume _bnc _2rdacarrier |
||
504 | _aIncludes bibliographical references (pages 589-593) and index. | ||
505 | 0 | 0 |
_gPt. I. _tThe Elements of Game Design -- _gCh. 1. _tWhat Is Game Design? -- _gCh. 2. _tGame Concepts -- _gCh. 3. _tGame Settings and Worlds -- _gCh. 4. _tStorytelling and Narrative -- _gCh. 5. _tCharacter Development -- _gCh. 6. _tCreating the User Experience -- _gCh. 7. _tGameplay -- _gCh. 8. _tThe Internal Economy of Games and Game Balancing -- _gPt. II. _tThe Genres of Games -- _gCh. 9. _tAction Games -- _gCh. 10. _tStrategy Games -- _gCh. 11. _tRole-Playing Games -- _gCh. 12. _tSports Games -- _gCh. 13. _tVehicle Simulations -- _gCh. 14. _tConstruction and Management Simulations -- _gCh. 15. _tAdventure Games -- _gCh. 16. _tArtificial Life, Puzzle Games, and Other Games -- _gCh. 17. _tOnline Games -- _gCh. 18. _tThe Future of Gaming. |
520 | 1 | _a"Game design consists of four essential tasks: imagining a game, defining the way that it works, describing its internal elements, and communicating this information to others. This book examines each of these tasks and shows you not only what issues you will need to address in your design, but how to think about games and gameplay. After reading this book, you will have the tools you need to both design many kinds of games and create a professional-quality game design document."--BOOK JACKET. | |
588 | _aMachine converted from AACR2 source record. | ||
650 | 0 |
_aComputer games _xDesign. _9789087 |
|
650 | 0 |
_aComputer games _xProgramming. _9328390 |
|
700 | 1 |
_aAdams, Ernest, _eauthor. _91055265 |
|
907 |
_a.b11043374 _b03-10-17 _c27-10-15 |
||
942 | _cB | ||
945 |
_a794.81536 ROL _g1 _iA402064B _j0 _lcmain _o- _p$68.15 _q- _r- _s- _t0 _u5 _v0 _w0 _x1 _y.i12302338 _z29-10-15 |
||
998 |
_a(2)b _a(2)c _b06-04-16 _cm _da _feng _ginu _h0 |
||
999 |
_c1161985 _d1161985 |