Anatomy of Game Design - Smith, Tom; - Prospero Internet Bookshop

Anatomy of Game Design
 
Product details:

ISBN13:9781032387383
ISBN10:1032387386
Binding:Paperback
No. of pages:274 pages
Size:229x152 mm
Weight:385 g
Language:English
Illustrations: 103 Illustrations, black & white; 30 Halftones, black & white; 73 Line drawings, black & white; 1 Tables, black & white
700
Category:

Anatomy of Game Design

 
Edition number: 1
Publisher: CRC Press
Date of Publication:
 
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GBP 36.99
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Short description:

Anatomy of Game Design takes some of the most popular and beloved games of all time and dissects them to see what makes them tick. Each game is then used to discuss larger topics in game design, such as systems design, randomness, monetization, game theory, and iterative approaches to game development.

Long description:

People have played games forever, but it?s only in the past few decades that people really started thinking about what games are, how they work, and how to make them better.


Anatomy of Game Design takes some of the most popular and beloved games of all time and dissects them to see what makes them tick. By breaking down the systems and content of each game, the underlying systems of game design are laid bare.


Eight games are analyzed ? including Settlers of Catan; Centipede; Candy Crush Saga; Papers, Please; Magic: The Gathering; and more ? each representing a different genre or era of game design. Each game is discussed in detail, using the same methods for each game. What are the verbs of the game that give the player agency? How do those verbs fit together to form a core loop that makes the game engaging? What are the systems that power the gameplay? What is the larger flow that makes the game interesting over and over again?


Each game is then used as an example to tie back to one or more larger topics in game design, such as systems design, randomness, monetization, game theory, and iterative approaches to game development.


Key Features:




  • Uses well-known games to provide specific, discrete examples of broader game design theory


  • Discusses eight popular games using the same methodology to allow comparison of different types of games

  • Includes both high-level theory and academic perspective and practical, real-world guidance from a working game designer who has created these games for commercial release

  • Provides clear direction for deeper inquiry into game design or related fields such as psychology, anthropology, game development, or systems thinking
Table of Contents:

Chapter 01          Introduction


Chapter 02          Shovel Knight


Chapter 03          Candy Crush Saga


Chapter 04          Centipede


Chapter 05          Settlers of Catan


Chapter 06          Spelunky: Systems


Chapter 07          Magic the Gathering


Chapter 08          Royale High


Chapter 09          Papers, Please


Chapter 10          Wrap up