Front cover image for 21st century game design

21st century game design

Working from the premise that designing games should be audience-focused, game designers Bateman and Boon present their "Zen" approach, which identifies four "player types" called Conqueror, Manager, Wanderer, and Participant. They demonstrate how to design games with these types in mind, offering coverage of how to understand the market; the use for design purposes of the Myers-Briggs personality profile, the DGD1 demographic model, and an understanding of player ability; fundamentals and
Print Book, English, ©2006
Charles River Media, Hingham, Mass., ©2006
xvi, 332 pages : illustrations ; 24 cm
9781584504290, 1584504293
58451686
Acknowledgmentsix
Prefacexi
Introductionxiii
Ernest W. Adams
Part I Audience
1(102)
Zen Game Design
3(10)
Wise Blind Elephants
3(1)
What Is Game Design?
3(1)
What Is Zen Game Design?
4(1)
The First Tenet: There Is No Single Method to Design
5(3)
The Second Tenet: Game Design Reflects Needs
8(4)
Return to the Wise, Blind Elephants
12(1)
Designing for the Market
13(20)
Demographic Game Design
14(1)
Market Clusters and Audience Models
15(8)
Market Vectors
23(3)
Design Tools for Market Penetration
26(4)
Phases of Market Penetration
30(1)
Conclusion
31(1)
Endnotes
32(1)
Myers-Briggs Typology and Gamers
33(20)
The Myers-Briggs Dichotomies
34(3)
The Sixteen Types
37(3)
The Mass Market Audience
40(10)
Conclusion
50(1)
Endnotes
51(2)
The DGD1 Demographic Model
53(26)
The Research
54(1)
Analysis
55(3)
Play Style
58(12)
Distribution of Play Styles
70(6)
Conclusion
76(1)
Endnotes
77(2)
Player Abilities
79(24)
The Experience of Flow
80(4)
Types of Games
84(5)
Temperament Theory
89(3)
DGD1 Model and Temperament Skill Sets
92(8)
Conclusion
100(2)
Endnotes
102(1)
Part II Design
103(206)
Foundations of Game Design
105(18)
The Phases of Development
106(3)
Examining the Design Process
109(1)
Tight Design
109(4)
Elastic Design
113(3)
Extensive Design
116(4)
The Presentation Dilemma
120(1)
Conclusion
121(2)
Principles of Interface Design
123(26)
Five Golden Rules
125(2)
Five Cautions
127(3)
Learning Curve
130(3)
Subjective Metrics of the Action Space
133(6)
Concept Models
139(2)
Immersive Menus
141(1)
Tutorials
142(4)
Conclusion
146(3)
Game World Abstraction
149(28)
Motivations for Abstraction
150(4)
Abstractions of World
154(22)
Conclusion
176(1)
Endnotes
176(1)
Avatar Abstractions
177(22)
Relationships between World, Avatar, and Player
178(4)
Abstractions of Avatar
182(16)
Conclusion
198(1)
Endnotes
198(1)
Game Structures
199(24)
Pathfinding and Housekeeping
200(3)
Environmental Progression
203(2)
Mechanisms of Progress
205(5)
Playground Worlds
210(1)
Breadcrumbing and Funneling
211(1)
Replay Features
212(3)
Save Game Functionality
215(5)
Conclusion
220(3)
Action Game Genres
223(40)
Describing Genres
224(3)
Genre Classification
227(2)
Action Games
229(32)
Conclusion
261(2)
Genres: Quest, Strategy, and Simulation
263(34)
Quest
264(13)
Strategy
277(5)
Simulation
282(8)
Miscellaneous
290(6)
Conclusion
296(1)
The Evolution of Games: Originality and Chreodes
297(12)
Chreodes
298(2)
The Creative Explosion
300(2)
The Underground
302(1)
Extinction
303(2)
Conservatism versus Originality
305(2)
Conclusion
307(2)
Glossary309(4)
References313(4)
Index317