000 | 07409cam a2200457 i 4500 | ||
---|---|---|---|
003 | OCoLC | ||
005 | 20221102231230.0 | ||
008 | 160426s2016 nyua b 001 0 eng d | ||
010 | _a 2016301676 | ||
011 | _aDirect search result | ||
011 | _aMARC Score : 11000(23400) : OK | ||
020 |
_a0134396758 _qpaperback |
||
020 |
_a9780134396750 _qpaperback |
||
035 | _a(ATU)b26457441 | ||
035 | _a(OCoLC)936630982 | ||
037 |
_bPrentice Hall, C/O Pearson Education Order Dept 135 S Mount Zion rd, Lebanon, IN, USA, 46052 _nSAN 200-2175 |
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040 |
_aDLC _beng _erda _cDLC _dYDXCP _dBTCTA _dBDX _dCDX _dYPM _dSFR _dOCLCF _dMHD _dNLGGC _dUPM _dNLE _dOCLCO _dAU@ _dUKMGB _dATU |
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042 | _apcc | ||
050 | 0 | 0 |
_aGV1469.3 _b.H59 2016 |
082 | 0 | 4 |
_a794.81536 _223 |
099 | _a794.81536 HIW | ||
100 | 1 |
_aHiwiller, Zack, _eauthor. _9946792 |
|
245 | 1 | 0 |
_aPlayers making decisions : _bgame design essentials and the art of understanding your players / _cZack Hiwiller. |
264 | 1 |
_a[New York?] : _bNew Riders/NRG, _c[2016] |
|
264 | 4 | _c©2016 | |
300 |
_axvii, 464 pages : _billustrations ; _c24 cm |
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336 |
_atext _btxt _2rdacontent |
||
337 |
_aunmediated _bn _2rdamedia |
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338 |
_avolume _bnc _2rdacarrier |
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504 | _aIncludes bibliographical references and index. | ||
505 | 0 | 0 |
_gPart 1. _tGetting started -- _g1. _tWhat Is a Game Designer? -- _tResponsibilities of a Game Designer -- _tAttributes of a Game Designer -- _tMake Things -- _tCultivate Your Gardens -- _tOn Ontology and Dogma -- _tFormalism -- _tSummary -- _g2. _tProblem Statements -- _tDefining the Problem -- _tLow-Hanging Fruit -- _tFunctional Fixedness -- _tBrainstorming -- _tSummary -- _g3. _tDevelopment Structures -- _tProduction Methodologies -- _tScope -- _tSummary -- _g4. _tStarting Practices -- _tAnalog Games -- _tTheme and Mechanics -- _tNext Steps -- _tDesigning for Others -- _tOpening Questions -- _tSummary -- _gPart 2. _tPrototypes and playtesting -- _g5. _tPaper Prototyping Development Techniques -- _tSoftware and Materials -- _tArt -- _tCards -- _tInDesign Data Merge -- _tSummary -- _g6. _tPlaytesting -- _tPlaytesting Goals -- _tPlaytesting Benefits -- _tListening to Feedback -- _tFinding Playtesters -- _tIterating -- _tSummary -- |
505 | 0 | 0 |
_g7. _tPlaytesting Methods -- _tThe Testing Environment -- _tKeep Playtesters Talking -- _tA/B Testing -- _tSelf-Playtesting -- _tSummary -- _g8. _tPrototypes and Intellectual Property -- _tDo I Need an NDA? -- _tIdeas and Value -- _tSummary -- _gPart 3. _tMeaningful decisions -- _g9. _tFlow and the Fundamental Game Design Directive -- _tGame Flow -- _tInterest Curves -- _tLearning Curves -- _tIndividual Differences -- _tSummary -- _g10. _tDecision-Making -- _tPlayer Agency -- _tAnatomy of a Choice -- _tLess-Interesting Decision-Making -- _tMore-Interesting Decision-Making Summar -- _tSummary -- _g11. _tRandomness -- _tCompletely Random Games -- _tCompletely Skill-Based Games -- _tFairness and Mitigating Randomness -- _tSummary -- _g12. _tGoals -- _tHow Players Determine Game Goals -- _tCriteria for Goals -- _tSolving Goal Problems -- _tSummary -- _tPart 4. _tDescribling game elements -- _g13. _tMechanics, Dynamics, and Aesthetics (MDA) -- _tWhat Are Games About? -- _tMDA -- _tMore Dynamics -- _tSummary -- _g14. _tMilieu -- _tWhat Is Milieu? -- _tPolish -- _tPlayer Types -- _tMotivation -- _tMilieu as Design Focus -- _tSummary -- _g15. _tRules and Verbs -- _tRules -- _tQualities of Rules -- _tTypes of Rules -- _tVerbs -- _tSummary -- _g16. _tBalance -- _tSymmetry -- _tSelf-Balancing Mechanisms -- _tProgression and Numeric Relationships -- _tBalance Heuristics -- _tSummary -- _g17. _tFeedback Loops -- _tPositive Feedback Loops -- _tNegative Feedback Loops -- _tFeedback Loops in Action -- _tFixing Problems -- _tSummary -- _g18. _tPuzzle Design -- _tWhat Is a Puzzle? -- _tPossibility Space -- _tBreadcrumbs -- _tFeatures of Ineffective Puzzles -- _tTypes of Puzzles -- _tOther Puzzle Types -- _tSummary -- _gPart 5. _tGame theory and reational decision-making -- _g19. _tEquilibria in Normal Form Games -- _tThe Prisoner's Dilemma -- _tSolving Games Using Strict Dominance -- _tUsing (and Abusing) Dominance -- _tZero-Sum Games -- _tStag Hunt and Coordination -- _tDetermining Nash Equilibria in a Larger Matrix -- _tMixed Strategies -- _tStag Hunt Redux -- _tSummary -- _g20. _tSequential and Iterated Games -- _tGame Trees -- _tPromises and Commitment Problems -- _tIterated Games -- _tExperimenting with Strategies -- _tSuccessful Strategies -- _tSummary -- _g21. _tProblems with Game Theory -- _tRational Actors -- _tThe Dollar Auction -- _tThe "Guess Two-Thirds" Game -- _tSecond-Price Auctions -- _tSummary -- _g22. _tMarginal Decision Analysis -- _tMarginal Nuggets -- _tBalance on Margins -- _tSummary -- |
505 | 0 | 0 |
_gPart 6. _tHuman behavior in games -- _g23. _tBehaviorism and Schedules of Reinforcement -- _tOperant Conditioning -- _tSchedules of Reinforcement -- _tAnticipation and Uncertainty -- _tEthical and Practical Concerns -- _tSummary -- _g24. _tLearning and Constructivism -- _tHistoric Approaches -- _tNovices and Experts -- _tCognitive Load -- _tExpertise Reversal Effect -- _tSplit-Attention Effect -- _tTutorials and Learning Design -- _tSummary -- _g25. _tMotivation -- _tTwo Types of Motivation -- _tWhat's the Problem with Rewards? -- _tSelf-Determination Theory and Challenges -- _tCompetition and Motivation -- _tPersonality -- _tOther Motivation Effects -- _tSummary -- _g26. _tHuman Decision-Making -- _tMental Shortcuts -- A _tttribution Errors -- _tMisunderstanding Randomness -- _tAnchoring and Adjustment -- _tUnderstanding Value in Uncertain Situations -- _tLoss -- _tFraming Decisions -- _tSummary -- _g27. _tAttention and Memory -- _tAttention -- _tMemory -- _tHelping with Memory Limitations -- _tPerception -- _tSummary -- _gPart 7. _tGame design tools -- _g28. _tDocumentation and Written Communication -- _tThe Game Design Document -- _tThe GDD Creation Process -- _tReferences -- _tDocumentation for Tabletop Games -- _tStates and Flowcharts -- _tSummary -- _g29. _tProbability -- _tProbability Is Fancy Counting -- _tAdding Die Rolls -- _tExample: The H/T Game -- _tBeing Careful -- _tSummary -- _g30. _tSpreadsheets for Simulation -- _tWhy Use Spreadsheets? -- _tBasics -- _tFormulas -- _tGoal Seek and Solver in Excel -- _tOne-Way Data Tables -- _tSummary -- _g31. _tMonte Carlo Simulation -- _tAnswering Design Questions -- _tHot Hand -- _tMonty Hall -- _tOnce Around the Board -- _tMartingale Betting -- _tSummary -- _g32. _tPresenting Ideas -- _tThe Thesis -- _tText on Slides -- _tData-Ink -- _tDo Not Waste Time -- _tDocumentation -- _tAcquiring Images -- _tExample: State of Mobile Games 2014 -- _tRisk -- _tRisk Analysis -- _tPitch Questions -- _tSummary -- _gPart 8. _tThe game design business -- _g33. _tProfit, Loss, and Metrics -- _tProfit and Loss -- _tMetrics -- _tVirality -- _tCash Flow -- _tSummary -- _g34. _tSustainable Lifestyles -- _tLife in AAA Digital Game Development -- _tLife as an Independent Developer of Digital Games -- _tLife in Tabletop Game Development -- _tMarket Luck -- _tSummary. |
650 | 0 |
_aVideo games _xDesign. _9338180 |
|
650 | 0 |
_aComputer games _xDesign. _9789087 |
|
776 | 1 | 8 |
_w(OCoLC)914573477 _w(OCoLC)935080538 _w(OCoLC)953686292 |
907 |
_a.b26457441 _b05-06-19 _c18-02-19 |
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942 | _cB | ||
945 |
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998 |
_a(2)b _a(2)c _b21-02-19 _cm _da _feng _gnyu _h0 |
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999 |
_c1495805 _d1495805 |