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|Description:||xxx, 489 pages : illustrations ; 24 cm|
|Contents:||In the beginning, there is the designer --
The designer creates an experience --
The experience rises out of a game --
The game consists of elements --
The elements support a theme --
The game begins with an idea --
The game improves through iteration --
The game is made for a player --
The experience is in the player's mind --
Some elements are game mechanics --
Game mechanics must be in balance --
Game mechanics support puzzles --
Players play games through an interface --
Experiences can be judged by their interest curves --
One kind of experience is the story --
Story and game structures can be artfully merged with indirect control --
Stories and games take place in worlds --
Worlds contain characters --
Worlds contain spaces --
The look and feel of a world is defined by its aesthetics --
Some games are played with other players --
Other players sometimes form communities --
The designer usually works with a team --
The team sometimes communicates through documents --
Good games are created through playtesting --
The team builds a game with technology --
Your game will probably have a client --
The designer gives the client a pitch --
The designer and client want the game to make a profit --
Games transform their players --
Designers have certain responsibilities --
Each designer has a motivation --
Winner of a 2008 Game Developer Front Line Award "This book was clearly designed, not just written, and is an entire course in how to be a game designer. ... The book is also intensely practical,
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