E-Book, Englisch, 400 Seiten
Trefry Casual Game Design
1. Auflage 2010
ISBN: 978-1-4987-1735-9
Verlag: CRC Press
Format: EPUB
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)
Designing Play for the Gamer in ALL of Us
E-Book, Englisch, 400 Seiten
ISBN: 978-1-4987-1735-9
Verlag: CRC Press
Format: EPUB
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)
From Windows Solitaire to Bejeweled to Wii Tennis, casual games have radically changed the landscape of games. By simplifying gameplay and providing quick but intense blasts of engaging play, casual games have drawn in huge new audiences of players. To entertain and engage the casual player, game designers must learn to think about what makes casual games work, from game mechanics to narrative content. Through the close examination of a number of casual games, you will learn how to inject the necessary game design elements into your casual games and give your designs the complexity and strategy they need to hook gamers. You will learn:
Zielgruppe
Game designers and developers.<BR id="CRLF">Secondary: students of game design. <BR id="CRLF">Level: All levels of game designers/developers.<BR id="CRLF">
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Introduction
It Started in Solitude
Bedazzled
The Next Swing in Casual Gaming
Casual Queens versus Genre Kings
Why Now?
The Game Mechanic at Work
The Role of the Game Designer
The Responsibilities of the Game Designer
Becoming a Game Designer
Play Is the Thing
The Liminal Moment
The Rush to Complexity
The Push toward Simplicity
Patterns of Play
Tapping Play for Games
Defining Games
Summary
Matching
Bejeweled: The Casual Ideal
LEGO Fever and Luxor: The Necessity of Constraints
Snood: Matching as Means to an End
Summary
Sorting
Klondike Solitaire vs. Spider Solitaire: More Choices, More Complexity
Drop 7: Foiled by Randomness
Wurdle vs. Bookworm: The Replacements
Jojo ’s Fashion Show: Sorting the World Through Play
Summary
Seeking
Mystery Case Files: Huntsville: Simple Seek-and-Find
Azada: Introducing Logic to Seeking
Summary
Managing
Diner Dash: Spinning Plates
Cake Mania: Managing and Matching
Managing Attention
Hitting
Natural Feedback
Scaling with Skill
Whac -A-Mole: 30 Seconds of Primal Pleasure
Wii Tennis: The Swing Is the Thing
Summary
Chaining
Diner Dash: Pushing Your Luck
Summary
Constructing
Tetris and Crayon Physics: Two Approaches to Building
Creative Construction
Summary
Bouncing, Tossing, Rolling and Stacking
Bow Man 2: Experimentation and Repetition
Paper Toss: Simple Choices with Unclear Outcomes
Jenga: The Inherent Drama of Gravity
World of Goo: From Toy to Game
Peggle: Balancing Mystery and Legibility
Summary
Socializing
Apples to Apples: Reading People, Not the Game
Rock Band: Becoming a Band
What to Wear: Tapping the Wisdom of Crowds