
21st Century Game Design
Chris Bateman, Richard Boon - Collection Game development series
Résumé
21st Century Game Design teaches designers how to design better games, not from a how-to perspective, but from a why perspective. Good designers know the fundamentals of how to design a game, but learning how to study and understand their intended audience helps make games that truly satisfy players. Understanding the players' needs also provides the missing link between the process of design and the players, developers, and publishers of games. By applying psychological metrics to survey data and case studies, a framework was produced which identifies some of the core themes in player needs and is represented by four player types - Conqueror, Manager,Wanderer, and Participant. In addition to discussing how a game reaches a wider audience by appealing to the core gaming community, the book considers the fundamental principles of game design. Methods such as interface design, structural elements, and game world abstractions are discussed in relation to the needs of the audience.
The book demonstrates how an audience model can inform the design process and take the games industry forward at a time when it is facing a schism between the games that the audience would like to play, and the games the development community would like to make. Game designers, producers, marketing executives, and anyone who wishes to understand the relationship between a game and its audience will find much to learn from 21st Century Game Design.
Key Features
- Teaches the "why" behind game design versus the "how-to"
- Provides designers with an insightful approach to game design that teaches them how to understand their audiences
- Covers fundamental principles of game design, including interface design, structural elements, and game world abstractions as they relate to the audience
- Details an audience model that can help the games industry move forward from the schism between games players want to play, and the games the community wants to make
- Includes fresh insights for all levels of designers from newcomers to grizzled veterans
L'auteur - Chris Bateman
Chris Bateman is the managing director of International Hobo Ltd. and has been working in game design for almost fifteen years.He is best known for the game design and scripting of Discworld Noir, a platinum-selling game which was praised as the best game ever scripted by The Times (London).He has also reaped praise for his design of Ghost Master, which has been a huge critical success worldwide. He is also known worldwide for informative game industry articles published in dozens of magazines.
L'auteur - Richard Boon
Richard Boon, one of the world's foremost game writers, has been involved in the development of dozens of games, and was a major source of information for the recent IGDA white paper on Game Writing. His articles have been published in the industry trade press and magazines, and he lectures on game writing and associated game design issues for writers in other media, and young writers looking to get into the field.
Sommaire
- Part 1: Audience
- Chapter 1: Zen Game Design
- Chapter 2: Designing for the Market
- Chapter 3: Game Genres
- Part 2: Design
- Chapter 4: The Foundations of Game Design
- Chapter 5: Game World Abstraction
- Chapter 6: Video Game Structure
- Chapter 7: Principles of Interface Design
- Chapter 8: Video Game Narrative
- Chapter 9: Foundations of Interactive Storytelling
- Part 3: Models
- Chapter 10: Myers-Briggs Typology & Gamers
- Chapter 11: The New Demographic Model
- Chapter 12: The Evolution of Games: Originality & Chreodes
- Index
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Charles River Media |
Auteur(s) | Chris Bateman, Richard Boon |
Collection | Game development series |
Parution | 22/11/2005 |
Nb. de pages | 332 |
Format | 19 x 23,5 |
Couverture | Broché |
Poids | 700g |
Intérieur | Noir et Blanc |
EAN13 | 9781584504290 |
ISBN13 | 978-1-58450-429-0 |
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